Complete help

Ancient Machines Walkthrough

Controls, right-side level menu options, object physics, object game behavior, dedicated game-settings guides, joints, and machine-building workflows.

Start here

How a level comes together

The editor flow is simple at the top level: place objects, tune how they behave, connect systems, then play and refine.

1. Place Objects

Add physical objects, scene objects, collectibles, hazards, platforms, triggers, particle fields, or drawn physics lines.

2. Tune Physics

Use object settings for body type, density, friction, restitution, sensors, scale, rotation rules, and collision precision.

3. Add Game Rules

Use game settings for targets, goals, collecting, damage, creation timing, interaction, character controls, and trigger behavior.

4. Connect Motion

Add joints, motors, advanced paths, groups, physics lines, one-way platforms, or systems that move objects over time.

5. Wire Logic

Use trigger zones and chips to turn contacts, timers, motor limits, object values, and events into changes elsewhere in the level.

6. Test and Iterate

Switch into play mode, watch the machine run, then return to create mode and adjust the exact object or system that needs work.

Level type walkthrough

How each level type actually plays

The level type changes the solve-mode contract: whether the player builds a machine, interacts with a prepared scene, or controls a platform character.

Build To Solve

The player starts in create mode and assembles a solution machine from the available objects. This mode is about choosing the right parts, positioning them, rotating and scaling them, adding joints, and then testing whether the machine can complete the objective.

Budget is central here. User-owned solution objects are counted by the solution-cost system. Object type, subtype, texture price, scale, static or kinematic body type, and joint settings can all increase the final cost.

Use this type when the puzzle should be solved by construction: bridges, launchers, chain reactions, moving platforms, weighted mechanisms, motorized arms, or machines that the player must design under a budget limit.

Touch To Solve

The level is mostly authored in advance, and the player solves it by interacting with configured objects. Touch settings decide whether an object can be dragged, whether touch applies force or torque, whether a motor starts on touch, or whether touch activates destruction and trigger-zone logic.

Touch levels still use the same physics and object-game systems, but the important question is not what the player builds. The important question is which objects respond to direct input and what chain reaction that input starts.

Use this type for switches, timing puzzles, tap-to-release mechanisms, drag puzzles, touch-controlled hazards, and levels where a small number of meaningful player actions should start a larger machine.

Jump To Solve

The level becomes a platform-style challenge. One object can be marked as the main character, and other objects can be marked as platform ground so the character knows when jumping is allowed.

Platform Settings control the feel: can jump, continuous jump, secondary jump controls, jump force, second jump force, move force, air force, down jump, checkpoints, recreate-on-destroy, and what happens when the main character dies.

Use this type when the solution depends on character movement, timing jumps, collecting items, avoiding hazards, activating triggers from the character, and keeping the camera focused on the playable object.

Build mode

Budget and solution cost

Build To Solve levels can limit how expensive the player's assembled machine is allowed to be.

What The Budget Counts

The solution cost is calculated from user-owned objects placed for the solution. Each object starts with a price from its type, subtype, or texture, then scale changes increase the cost. Static and kinematic bodies can cost more because they are stronger building pieces.

Joint Cost

Joints add their own cost on top of the object price. Motors, torque, speed, force, looped motors, pin-to-wall behavior, and distance-joint length can all make a machine more expensive.

Budget Display

The budget panel shows the current solution cost against the level budget. When the solution goes over budget, the cost is highlighted so the player can see that the machine needs to be simplified.

When Over Budget

If the solution cost is greater than the level budget, the player must remove parts, reduce scale, simplify joints, or choose cheaper objects before the solution is accepted.

Right side level menu

Level actions, library objects, clusters, and import/export

The right-side menu handles whole-level workflows and selection workflows: loading, level settings, library objects, saving objects or clusters, grouping, copy/paste properties, debug tools, and JSON import/export.

Library Objects

Open saved user objects, filter them by name, object type, or property type, sort them, and place reusable objects back into the level.

Save Object / Cluster

Save one selected object, save an existing group, or select multiple objects and save them as a cluster with preserved offsets and a generated thumbnail.

Group Tools

Group selected objects into one group object, break an existing group, or assign selected objects to named create groups.

Copy / Paste Properties

Copy specific property categories from one object and paste supported categories onto another object.

Import / Export

Export a whole level as JSON, copy it to the clipboard, then import from text or clipboard with override or duplicate handling.

View And Debug

Toggle the grid, hide connection lines, enable Box2D debug draw, open the debug log, switch to compact view, or clear the scene.

Object Settings Help

Physics object settings

These settings decide how the selected object behaves as a physical body.

Body Type

Dynamic bodies react to gravity and forces. Static bodies do not move. Kinematic bodies have infinite mass and are moved by velocity settings.

Scale

Increases or decreases object scale. Larger bodies also have more mass.

Density

Higher density gives an object greater mass, making it harder to move.

Restitution

Controls bounciness. Higher restitution is more elastic, lower restitution is less bouncy.

Friction

Controls how hard the object is to move or slide while touching another object.

No Rotation

Disables object rotation.

Is Sensor

Sensor objects do not collide physically, but they still detect contact with other objects.

Is Hidden

Hides the object from the visible scene.

Reverse Velocities

For kinematic bodies, reverses velocity when the kinematic object collides with this object.

Force Field Multiplicator

Multiplies force field strength so force values can be tuned more precisely.

High Precision Collision

Uses more precise collision calculation for the object. It is CPU intensive, so use it only where needed.

Selected object toolbar

Controls that change by object type

When an object is selected, the bottom toolbar is rebuilt for that object. A normal object, color object, physics line, force field, jointed object, or selected group can expose different actions. Each row opens a dedicated page with a deeper explanation of that control.

Object Settings

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

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.

Color Object

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

Color Detail

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

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.

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.

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.

Joint Settings

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

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.

Bezier Point

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

Segment Editing

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

Delete Edit Point

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

Force Field Direction

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

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.

Object Game Settings menu

Game setting groups and icons

Each row opens a dedicated page with a deeper explanation of how that Object Game Settings group works.

Builder Settings

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

Touch Settings

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

Physics Properties Settings

Physics Properties Settings expose gameplay-facing physics modifiers for selected objects. Open the detailed guide.

Connection Settings

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

Trigger Zone

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

Chip

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

Collect Settings

Collect Settings define collectible objects, collectors, stars, and point rewards. Open the detailed guide.

Deactivation Settings

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

Clone Object Settings

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

Follow Object Settings

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

Laser Object Settings

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

Shape Shifter

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

Destruction Settings

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

Bomb Settings

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

Time Settings

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

Platform Settings

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

Camera Settings

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

Filter Settings

Filter Settings decide which objects are accepted, ignored, collected, damaged, triggered, or targeted by other systems. Open the detailed guide.

Position Settings

Position Settings configure object placement, movement-related references, offsets, and directional behavior. Open the detailed guide.

Animation Settings

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

Scene Settings

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

Gun And Bullet Settings

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

Propulsion Settings

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

Object Controls Help

Control icons

These are the main editor and play controls shown with the original iPadRetina icon assets copied into the site.

Center Scene

Centers the game scene scale and position.

Level Objective

Shows the level objective and explains what must be done to complete the level.

Lock Scene Objects

Locks all scene objects so they cannot be selected or moved by accident while zooming or dragging the scene.

Create Mode

Returns to level create mode.

Object Settings

Configures object physics properties such as scale, density, restitution, friction, sensors, and precision.

Object Game Settings

Configures game behavior such as target, goal, interactivity, destruction, collecting, damage, and creation rules.

Joint List

Opens the joint list dialog where you can add or remove an object joint.

Joint Settings

Configures joint properties. Different joint types expose different settings, and this control is disabled when the object has no joint.

Duplicate Left

Duplicates the selected object with all properties and places it to the left.

Duplicate Up

Duplicates the selected object with all properties and places it above.

Duplicate Right

Duplicates the selected object with all properties and places it to the right.

Duplicate Down

Duplicates the selected object with all properties and places it below.

Move Object Controls

Shows precise movement controls for positioning an object on the scene.

Rotate Right

Rotates the selected object 45 degrees to the right.

Rotate Left

Rotates the selected object 45 degrees to the left.

Reset Rotation

Sets object rotation back to 0.

Horizontal Drag Lock

Locks or unlocks horizontal dragging. When horizontal drag is locked, the object can only be dragged vertically.

Vertical Drag Lock

Locks or unlocks vertical dragging. When vertical drag is locked, the object can only be dragged horizontally.

Scale Up

Increases the scale of the selected object.

Scale Down

Decreases the scale of the selected object.

Reset Scale

Resets object scale to 1.

Select Previous

Selects the previous object in the scene.

Select Next

Selects the next object in the scene.

Delete Object

Removes the selected object from the scene.

Object Game Settings Help

Gameplay object settings

These settings turn physical objects into targets, goals, collectibles, hazards, characters, timed objects, or gameplay devices.

Object Type

Sets target or goal behavior. Targets must collide with accepted goals to complete a level.

Object Name

Names an object so it is easier to identify inside the editor.

Accept Targets

Selects which target objects a goal accepts. Multiple targets can be accepted.

Creation Timeout

Delays object creation after the level starts by the chosen number of milliseconds.

Is Preview Object Hidden

Hides the preview object in solve mode before the level starts.

Is Interactive

Allows the object to be grabbed and dragged after the level starts.

Follow This Object

Makes the camera follow the object when it moves.

Enable Motor On Touch

Starts the object's motor when the object is touched.

Destroy On Touch

Destroys the object when it is touched.

Destroy Points

Sets how many points the player receives when the object is destroyed.

Enable Damage

Enables staged object damage. There are two damage stages, and support depends on object type.

Strength

Sets how much damage an object can receive before being destroyed.

Initial Damage

Sets the object's damage value when the level starts.

Minimum Force To Cause Damage

Sets the minimum contact force required to damage the object.

Is Collectable

Makes the object collectible by another object that can collect.

Can Collect

Allows the object to collect stars and other collectible items.

Collect As Star

Makes the object count as a star when collected. A level can use up to three star collectibles.

Collect Points

Sets the points awarded when the object is collected.

Fail Level On Destroy

Fails the level when this object is destroyed.

Minimum Contact Force To Play Sound

Sets the minimum impact force required for contact sound effects.

Is Platform Ground

Makes the object count as ground for platform levels, enabling jumps only while the character touches it.

Is Main Character

Marks the selected object as the main character for platform levels.

Jump Force

Sets the force applied when the main character jumps.

Left/Right Force

Sets the movement force applied when the character moves left or right.

Create On Interval

Automatically creates the object repeatedly while the level is running.

Create Interval

Sets the delay between automatic object creation events.

Disable Static Skin

Disables the static skin of the selected object.

Destroyed By Bomb

Allows bomb particles to destroy this object.

Destroy Other Object On Contact

Destroys other objects that collide with this body.

Disable Destruction By Other Object

Prevents this object from being destroyed by objects configured to destroy others on contact.

Allow Connecting Distance Joint

Allows a distance joint to be connected to this object.

Allow Connecting Weld Joint

Allows a weld joint to be connected to this object.

Object Joint Help

Joint types

Joints connect objects or constrain movement, making rotating arms, sliding platforms, pendulums, locked mechanisms, and moving machines possible.

Revolute Center Joint

The object rotates around its center.

Revolute Top Joint

The object rotates around its top tip.

Revolute Bottom Joint

The object rotates around its bottom.

Revolute Left Joint

The object rotates around its left side.

Revolute Right Joint

The object rotates around its right side.

Prismatic Vertical Joint

The object is constrained so it can move up and down.

Prismatic Horizontal Joint

The object is constrained so it can move left and right.

Custom Prismatic Joint

Sets a custom translation angle instead of only horizontal or vertical movement.

Distance Joint

Connects two objects so they do not separate, while each object can still rotate around its own center.

Weld Joint

Connects two objects so they do not separate and cannot rotate independently around their centers.

Rope Joint

Creates a rope-like constraint that keeps connected bodies within a maximum distance.

Editor reference

Game settings are meant to combine

The strongest Ancient Machines levels usually come from combinations: a trigger starts a moving platform, a chip changes a motor speed, a shape shifter alters object mass, or a gun fires a custom bullet.

Ancient Machines editor object and system view