Ancient Machines creator reference

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Explore 65 guides and learning resources to the editor, object settings and the systems that make your machines work. Search for a feature or the name of a control.

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Guide library

65 guides and learning resources

Art & effects

Destroy Effects & Real Fragments

Combine a visual destruction effect with real physics fragments that carry pieces of the destroyed object's artwork.

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Art & effects

Draw Image Editor

Create your own artwork for a level with 78 brush types, painting and smudging tools, gradient fills, editable vector lines, textures, stamps and a layered canvas.

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World & physics

Dynamic Tree

Dynamic Tree guide for Ancient Machines: tree and bush generation, branch levels, per-level controls, branch texture, leaves, whorls, save data, and workflows.

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Editor workflows

Undo, Redo & Editor History

Review recorded edits, undo a change or jump to an earlier state. Level edits, line-point edits and drawing edits have their own histories.

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Art & effects

Group MovieClip Animation

Detailed Ancient Machines guide for turning grouped objects, including all-vector frame groups, into MovieClip-style animations controlled by frames, transitions, trigger zones, chips, and library saves.

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World & physics

Materials & Spiked Objects

Choose material textures for supported shapes and tune the inner body and outer spikes of composite objects independently.

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Editor workflows

Controls That Change By Object Type

Detailed Ancient Machines guide for the selected-object bottom toolbar, including color objects, advanced paths, joints, physics lines, force fields, groups, and solve-mode changes.

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Art & effects

Particle Editor & Playback

Design your own particle effects inside the game, including their graphics, emission, movement, colour, size and fading. Save them in Particles and use them in your own level as placed effects or object events.

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World & physics

Physics Bodies & Collision Groups

Tune the body behind an object, use a simpler collider where appropriate, and configure collision, render and joint groups separately.

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Art & effects

Rainbow & Electricity Objects

Configure procedural rainbow shapes and branching electricity with their own geometry, textures, animation and glow.

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Characters & vehicles

RagDog Characters

Create a four-legged physics character with separate front and rear leg chains, a neck, head and articulated tail.

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Characters & vehicles

Ragdoll Characters

Create an articulated physics character, dress it in one of 15 skins, choose weapons and shields, set its pose, and configure balance, walking and independent hand controls.

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Editor workflows

Right Side Level Menu

Ancient Machines right-side level menu guide covering level loading, level settings, library objects, saving clusters, grouping, copy and paste properties, import, export, debug, and view tools.

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World & physics

Scene Layers & Parallax

Organize foreground and background art, control visibility and editing locks, and make scene layers move with the camera to create depth.

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Art & effects

Animation Settings

Animation Settings control visual state, frame changes, movie behavior, and gameplay-driven appearance updates.

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World & physics

Bomb Settings

Bomb Settings configure explosive or particle-based destruction behavior and which objects can be affected by it.

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Editor workflows

Builder Settings

Builder Settings define how an object participates in Build To Solve levels and player-created machines.

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Editor workflows

Camera Settings

Camera Settings decide when the game camera should follow an object or focus on important movement.

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Logic & behavior

Chip

Chip settings make an object process values and events, then send the result to other objects or systems.

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Logic & behavior

Clone Object Settings

Clone Object Settings define how an object can create copies or spawned versions during the level.

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Editor workflows

Collect Settings

Collect Settings define collectible objects, collectors, stars, and point rewards.

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Editor workflows

Connection Settings

Connection Settings control how the selected object can connect to joints, chips, and other machine systems.

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Logic & behavior

Deactivation Settings

Deactivation Settings control whether an object starts inactive, becomes active later, or is disabled by gameplay.

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World & physics

Destruction Settings

Destruction Settings define damage, object breaking, destroy-on-contact rules, and fail or score consequences.

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Art & effects

Filter Settings

Filter Settings control the visual filters applied to an Ancient Machines object, including alpha, blend mode, glow, blur, CRT, pixelate, sine wave, and other effects.

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Logic & behavior

Follow Object Settings

Follow Object Settings make one object track another object, including smart-follow style behavior.

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World & physics

Gun And Bullet Settings

Gun And Bullet Settings let any configured physics object fire another preview object as a projectile.

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World & physics

Laser Object Settings

Laser Object Settings configure beam-like object behavior, contact rules, filtering, and damage-style interactions.

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World & physics

Physics Properties Settings

Physics Properties Settings expose gameplay-facing physics modifiers for selected objects.

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Characters & vehicles

Platform Settings

Platform Settings configure platform-level behavior such as main character, ground, jump, and left-right movement.

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Editor workflows

Position Settings

Position Settings configure object placement, movement-related references, offsets, and directional behavior.

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Editor workflows

Propulsion Settings

Propulsion Settings configure thrust-like behavior for objects that push themselves or emit movement force during play.

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Editor workflows

Scene Settings

Scene Settings handle decorative or environment objects that belong to the level scene rather than the player-built machine.

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Logic & behavior

Shape Shifter

Shape Shifter settings transform the physical properties of another object when contact or configured gameplay conditions happen.

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Logic & behavior

Time Settings

Time Settings control delayed creation, repeated intervals, restore delays, and other time-based object behavior.

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Editor workflows

Touch Settings

Touch Settings control what happens when the player taps, drags, or directly interacts with an object.

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Logic & behavior

Trigger Zone

Trigger Zone settings turn an object into an event area or event controller that can start other gameplay changes.

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World & physics

Teleport Objects

Move eligible objects to a connected teleport destination and decide how mass, connected bodies, momentum, damage and animation are handled.

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Editor workflows

Advanced Path

Appears for objects that can move along an advanced path, especially kinematic non-scene objects. It opens path speed, loop, reverse, wait, rotation, activation, and path-completion trigger options.

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Editor workflows

Bezier Point

Enables or disables bezier behavior for the selected physics-line edit point, allowing curved line segments instead of only straight segments.

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Art & effects

Color Detail Filter

Appears in create mode when the selected color object has detail layers. It controls which color details are included, filtered, or edited for the current state.

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Art & effects

Color Detail

Opens the detail-layer settings for a color object, including overlays, texture/detail styling, and per-state visual detail configuration.

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Art & effects

Color Object

Appears for color objects. It opens the main color-object editor for fill, stroke, alpha, labels, and visual state setup.

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Editor workflows

Delete Edit Point

Removes the currently selected physics-line edit point without deleting the entire line object.

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Editor workflows

Force Field Direction

Force-field objects expose direction controls so the field can push, pull, or apply custom directional behavior to bodies inside it.

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Editor workflows

Game Settings

Appears when the object supports gameplay behavior. It opens object rules such as touch, trigger zone, chip, collect, platform, camera, filter, animation, gun, or propulsion settings.

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World & physics

Add Or Choose Joint

Shows the joint list for the selected object. From here the player can add revolute, prismatic, distance, weld, or rope style connections.

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World & physics

Joint Settings

Appears when the selected object has a configurable joint. It exposes motor, limits, loop, pin-to-wall, frequency, and damping settings.

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Editor workflows

Multiple Selected Objects

When several objects are selected, the toolbar focuses on group operations, copying properties, moving, deleting, and other actions that apply to the current selection.

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Editor workflows

Object Settings

The default settings button for most selected objects. It opens the physics/body settings for the selected object.

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World & physics

Physics Line

When a physics line or one of its points is selected, the toolbar switches to line-editing actions for points, segments, curves, and line skins.

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Editor workflows

Segment Editing

Controls segment-level editing on physics lines, useful when a single line needs different movement, material, or curve behavior per segment.

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World & physics

Glass & Custom Tubes

Guide objects through transparent passages built from glass tube pieces or configurable procedural tubes.

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Characters & vehicles

Vehicles & Wheel Drive

Build motor vehicles and light vehicles, choose which wheels receive power, and tune wheels, appearance, input and suspension.

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Editor workflows

Ancient Machines Walkthrough

Complete Ancient Machines walkthrough covering controls, Dynamic Tree, right-side level menu options, object-type controls, level types, budgets, object settings, game settings guides, joints, trigger zones, advanced paths, and chips.

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World & physics

Water & Impact Waves

Create a water object with flow and drag, then tune the visual surface response to impacts.

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Art & effects

Turn your drawing into particles

Paint a small graphic, give it motion in Particle Editor and place your own effect in a level.

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Characters & vehicles

Dress a character and make it walk

Choose a skin, set up walking and connect left/right input on a simple flat platform.

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Art & effects

Make sparks on impact

Save a short spark burst and trigger it when a physical object hits the floor.

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Editor workflows

Examples & Small Projects

Build a custom particle, a dressed walking ragdoll or sparks on impact with step-by-step Ancient Machines tutorials.

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Editor workflows

Start Here: Make Your First Level

Create your first Ancient Machines scene with a floor, dressed character, walking controls, particle effect and a saved level.

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Editor workflows

Creator FAQ

Answers to common Ancient Machines questions about particles on contact, drawing layers, brushes, walking controls, collisions and saving levels.

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Editor workflows

What’s New for Creators

Explore new learning resources and the Ancient Machines creator toolkit: brushes, custom particles, character skins, contact effects and scene layers.

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Characters & vehicles

Animated Main Character

Build a playable character with walking, running, jumping and crouching animations. Choose its skin, customize its colors and equip a weapon.

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Characters & vehicles

Attach a Ragdoll to a Vehicle

Seat a ragdoll on a bicycle or attach it to a scooter, fit the character and vehicle sizes, and keep the rider connected during play.

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