kodu

"Secret" Glyph Codes to Use in Your Level Descriptions

Want to know how to get those cool little pictures in your level description?

Just type something like this:

"Look out for the falling <apple>! Press <A> to jump and <LS> to move!"

Here, apple would be replaced with a picture of an apple, <a> would get a picture of the A button on the controller, and LS would be replaced with a picture of the left stick.

Here's a list of all the glyph codes. Some of them have several different versions. Remember to put <> around the code to have it translated - the image should appear as soon as you press >.

There's also a special one: <cr> to let you put a line break in the middle of description. You can also do this by plugging a USB keyboard into your xbox.

I also find the chatpad is super-useful for Kodu work.

A Button

      a

      abutton

      a button

      buttona

      button a

    B Button

      b

      bbutton

      b button

      buttonb

      button b

    X Button

      x

      xbutton

      x button

      buttonx

      button x

Y Button

      y

      ybutton

      y button

      buttony

      button y

Right Shoulder Button

      rb

      r shoulder

      rshoulder

      right shoulder

      rightshoulder

Right Bumper Button

      r bumper

      rbumper

      right bumper

      rightbumper

Left Trigger Button

      lt

      l trigger

      ltrigger

      left trigger

      lefttrigger

    leftTrigger

Right Trigger Button

      rt

      r trigger

      rtrigger

      right trigger

      righttrigger

Start Button

      start

      start button

Back Button

      back

      back button

Apple

      apple

      fruit

Balloon

Blimp

      blimp

      windblimp

Boat

      boat

      ship

      floatbot

Kodu

Bullet

Castle

Cloud

Coin

Cursor

Drum

Factory

Cycle

      fastbot

      cycle

Flyfish

Heart

Hut

Jet

Light

Mine

Ammo

Pushpad

      pad

      pushpad

Puck

Rock

Sputnik

      satellite

      sputnik

Saucer

Star

Stick

      stick

      stickboy

Sub

      sub

      subbot

Fish

      fish

      swimfish

Cannon

      cannon

      terracannon

Tree

Turtle

Wisp

 

 

 

Posted: 07-01-2009 11:48 AM by mattmac | with 24 comment(s) |
Filed under: , ,

Comments

Armageddon1212 said:

Too bad it won't let you use Kodu if you aren't connected to the internet at all times...I have to bring my Xbox downstairs any time I want to use kodu now.

# July 1, 2009 2:51 PM

SEGA said:

Thanks for the Tips..

# July 1, 2009 3:03 PM

Sturm88 said:

Yeah, being connected to Live at all times for all XNA games is really really annoying.  I dont like how I cant play games I have already paid for.

# July 1, 2009 3:26 PM

mattmac said:

Totally agree - requiring the Live connection is a major annoyance, but sadly out of our hands. You wouldn't believe how tricky this made it to demo Kodu on the road :P

# July 1, 2009 4:13 PM

stevrosb74 said:

Sturm88 wireless dongle - £40

Those "Canon" bots are ideal for a little top-down retro Tank Command shooter.  Thanks again, you crayshy guysh!

# July 1, 2009 4:40 PM

gamers_unite said:

still, when will the PC version be out?

# July 1, 2009 4:54 PM

mattmac said:

Honestly, we've been so busy with the xbox version we haven't had time to build out the PC release plan. It is in beta with schools now (that's what we have permission for) but we don't yet have the plan 'baked' for releasing publicly. We want it out there!

# July 1, 2009 5:01 PM

Simburgur said:

Guys, just to warn you about a bug me and Mark tracked down the other day (After it passed review..), having more than 255 characters in a text box will cause the game to crash.

If you aren't using the virtual (on-screen) keyboard, it allows you to enter more than 255 characters, and this will corrupt the tile when you save the text. This will cause the tile not to function, and when you try and edit it the game will crash.

You are able to use a USB keyboard with the keyboard keyboard screen, so make sure you are *always* using the virtual keyboard.

They've already fixed this internally, so it should be fixed in the first patch.

# July 1, 2009 5:10 PM

Simburgur said:

Oh and Matt I've sent another email to Mark with another annoying bug, could you get him to check it out and see what's causing it? Thanks :)

# July 1, 2009 5:13 PM

darkrobman said:

thanks for making this and the game ive been excited about this since i saw the gdc stuff

# July 1, 2009 6:14 PM

Sophist526 said:

I have 2 questions.One,Can community games be updated like 360 games?And two,Is it possible to give us an update allowing us to play togehter(online multiplayer)

# July 1, 2009 8:21 PM

Simburgur said:

@Soph: Yes, and I don't know.

# July 1, 2009 8:37 PM

Armageddon1212 said:

I wish there was a way to set how close "close" is when determining what objects to pay attention too using the see event.

# July 1, 2009 10:25 PM

enoop said:

Yeah that would be helpful and also make the path duel purpose as virtual walls so you can keep wandering bots in one area.

# July 1, 2009 11:41 PM

Agarwel said:

Thanks for codes. Is there even some list of forbidden words? I find out that you are censoring some of them - for exemplample I puttet ford "kill" into description of the level - and it was replaced by **** :-)

# July 2, 2009 1:05 AM

Ben said:

When Kodu will avaliable in Thailand?, cant wait.

# July 2, 2009 4:25 AM

stevrosb74 said:

Hey, here's a handy site to show walkthroughs and tutorials (to help appeal to less affiliated people, unlike myself, you understand) as well as other interesting titbits.

Tell me what you think.

koduplayground.com/index.php

# July 2, 2009 6:42 AM

Sturm88 said:

What would be handy would be a bot creator test ground.  In other words, just create bots with certain actions and be able to save that bot to a bot folder.  When creating worlds, you would be able to pull that bot into the world.  This would be helpful for when your making multiple level games.

If this is already in the game, I am not seeing it.  I guess technically, you could just keep all tyhe bots in the world and change the world around it.

# July 2, 2009 8:11 AM

dussintek said:

Kodu Team

I can't help but feel like saying thanks is never enough.

In conjunction with the "secret" glyph codes you have provided here, I am hoping for a similar chart displaying all the program values in some crazy (maybe impossible) web tree thingy connecting them... OK. 3 hours of sleep. I could be too tired to explain that.

And please everyone, remember this is a TOOL designed to help children learn to program, as well as understand the nature of the programming process. So all I ask is that we keep our Kodu levels clean and responsible. (if you plan on sharing)

Thanks

# July 2, 2009 9:56 AM

Sturm88 said:

I am finding the problems I am running up against are more interesting to figure out then the actual level design.  Its all one big puzzle.  I really like that aspect of it quite a bit.

# July 2, 2009 2:24 PM

mattmac said:

koduplayground: cool! hope to see lots of activity there! I will try to stop in and contribute. Would love to see people share screenshots (and movies) of their levels

sturm: test ground - you know, we have this "sample characters" concept - it would be pretty simple for us to let you save a particular character to the samples. to see the samples, go to to the add object menu - where you place characters in the world - select a character and press "Y" instead of A. You'll see a list of pre-programmed samples of that character.

agarwel: a list of forbidden words is problematic on many levels. You'll have to keep guessing :)

# July 2, 2009 3:24 PM

Sophist526 said:

Mattmac are you planning on adding online!Please say yes lol.

# July 2, 2009 3:52 PM

ceteamclut said:

Hey Mattmac, had a question for you.

I've been messing with this for about 10 hours now and everything is absolutely amazing. One thing I think would be a great addition to the update would be the ability to edit the characters more in depth. I'm running into the problem I want the tank to be able to go faster than the 2.0 and turn tighter, and also give it a little more decceleration so it acts like the plan.

It would just be nice to have some sliders to adjust the acceleration, decceleration, turning speed and move the speed a higher than 2.0, especially for the slow ones. Thanks!

# July 2, 2009 4:25 PM

simonjohnroberts said:

Hi, as my previous comment were not posted I can only imagine this is a moderated feed.

Great.

I am trying to retrieve some basic metrics to heap praise on your product. nothing more.

forums.xna.com/.../194372.aspx

if you would let me know the relevant bin name to run a harmless XNA FRAMEWORK REMOTE PERFORMANCE MONITOR test, I would really appreciate it.

Or perhaps some other metrics you are comfortable sharing. They would simply be disseminated via the XNA FAQ section, nothing else, this is an attempt to bring the community together, and up to speed.

Best regards,

Simon-john Roberts.

MCDST, ACE, CCNA, MS Partner.

# July 2, 2009 8:26 PM