Expert

Templates — Reusable Objects & Events

EXP 2  •  10 min read
What you'll learn
  • Create object templates from existing objects
  • Stamp templates across multiple scenes
  • Override per-instance properties
  • Edit a template to update all instances at once
  • Create and use event templates
  • Decide when to use templates vs. copy-paste
1

Why Templates?

Imagine you have 10 scenes each containing a collectible coin sprite. Without templates, changing the coin's appearance means opening all 10 scenes and updating each object individually. With a template, you update once and every placed instance reflects the change immediately.

Templates are also ideal for consistent UI elements used across many scenes:

  • "Examine" prompt buttons
  • Scene transition overlays
  • Recurring decorative elements (candles, floor patterns, wall sconces)
  • Standard back/forward navigation buttons
2

Creating an Object Template

Configure an object on the canvas exactly as you want it — image, size, opacity, filters, and any visual properties. When it looks right:

  1. Right-click the object on the canvas
  2. Select "Save as Template"
  3. Give it a clear, descriptive name: CoinCollectible, ExamineButton, WallCandle

The template is saved to this game's Template Panel immediately. The original object on the canvas becomes the first instance of this template.

3

The Template Panel

Open the Template Panel via the left panel tab. It lists all templates defined in this game. Each entry shows:

  • Template name
  • A small preview thumbnail
  • Stamp button — place a new instance on the current scene
  • Edit button — open the base template object for editing
  • Delete button — remove the template definition
Template Panel showing three templates with Stamp and Edit buttons

The Template Panel — stamp any template onto the current scene in one click.

4

Stamping Templates

Navigate to the scene where you want to place the object. In the Template Panel, click "Stamp" on the template you want. A new instance of that template appears on the canvas, linked to its parent template.

Once placed, you can:

  • Move the instance anywhere on the canvas — position is always per-instance
  • Rename the instance in the Property Panel for event referencing
  • Visual properties (image, scale, opacity, filters) are inherited from the template unless overridden
5

Per-Instance Overrides

Select a stamped instance. In the Property Panel, properties that differ from the template show a small override indicator (a colored dot or asterisk). You can override:

  • X, Y position
  • Scale
  • Opacity
  • Visibility (hidden/visible on scene load)
Note: Events are NOT inherited from templates. Each instance manages its own events independently. This is intentional — most instance events need unique IDs, variable names, or target references. You can use Event Templates (Step 7) to quickly apply the same event logic to many instances.
6

Editing the Template

In the Template Panel, click "Edit" on a template to open the base template object in the editor. Changes you make here — swapping the image, resizing, adjusting opacity, applying a filter — propagate to every instance that has not overridden that specific property.

This is the main power of templates: a single edit updates your entire game. Common use cases:

  • Swap out placeholder art with final art
  • Resize a UI button that needs to be slightly larger everywhere
  • Change an item's icon across all 15 scenes it appears in
7

Event Templates

Any event can be saved as an Event Template. In the Event Panel, right-click an event and select "Save as Event Template". Event templates store the entire trigger + conditions + actions combo.

To apply an event template to an object: open that object's Event Panel, click "Add from Template", and select the event template. Each stamped copy is independent — it is a copy of the event at the time of stamping.

Note: Unlike object templates, editing an Event Template does not retroactively update already-stamped event instances. Event templates are one-time stamps for convenience, not live links. Plan for this by finalizing your event logic before stamping widely.
8

When to Use Templates vs. Copy-Paste

SituationUse
Same visual, may need a global visual update later Object Template
Same event behavior on many objects Event Template (stamp)
A one-off variant with a completely different image Copy-paste, then customize
Decorative elements used 10+ times across scenes Object Template
Two objects that happen to look the same today but may diverge later Copy-paste (keep them independent)
Tip: Always name templates clearly and consistently. A large game accumulates many templates — CoinCollectible, NoteExamine, SceneTransitionOverlay are much easier to manage than Template1, Template2.
Note: Deleting a template does not delete the instances already placed in scenes — they become independent objects with no template link. The only thing lost is the ability to update them globally.