Getting started.
A first challenge in ten minutes: a draft, an event, a few steps, a save, and a server to play it on.
Make a draft.
In your challenges, give it a name and press New challenge, or start from a template on the examples page and change it.
Start with an event.
An empty canvas offers the events people start with: when the challenge starts, when a player dies, when a block is broken. Pick one, or search every event.
Add a step.
The parts panel's Steps tab lists every action. Add one, and a wire from the event's Then runs it when the event happens.
Set its words.
The inspector shows the step's settings. Every value is a menu of what fits there: the event's fields, your variables, a function, or something typed in.
Branch and loop.
An If splits into Yes and No; a For each runs its steps for every item of a list. The wires show the order.
Save.
Save keeps the draft. The drawer along the bottom lists what still stops it from playing, and the estimate of what it costs a server.
Play it.
Create a server from the draft and play it with your friends; the sidebar shows the goals as you go.
Publish it.
When it plays well, publish it to the library with your name. Others play and remix it, and their play earns you credits.
Where things are.
- The parts panel, on the left: steps to add, then the challenge's variables, items, menus, commands, teams, goals, world, and settings, a tab each.
- The canvas, in the middle: events, conditions, and actions as steps, wired in the order they run.
- The inspector, on the right: the chosen step's settings, and what it can use where it stands.
- The drawer, along the bottom: problems, warnings, and the estimate.