Learning Stencyl 3.x Game Development: Beginner's Guide


Learning Stencyl 3.x Game Development: Beginner's Guide
eBook: $26.99
Formats: PDF, PacktLib, ePub and Mobi formats
$22.94
save 15%!
Print + free eBook + free PacktLib access to the book: $71.98    Print cover: $44.99
$44.99
save 37%!
Free Shipping!
UK, US, Europe and selected countries in Asia.
Also available on:
Overview
Table of Contents
Author
Support
Sample Chapters
  • Learn important skills that will enable you to quickly create exciting video games, without the complexity of traditional programming languages
  • Find out how to maximize potential profits through licencing, paid-sponsorship and in-game advertising
  • Explore numerous step-by-step tutorials that will guide you through the essential features of Stencyl’s powerful game-development toolkit

Book Details

Language : English
Paperback : 336 pages [ 235mm x 191mm ]
Release Date : May 2013
ISBN : 1849695962
ISBN 13 : 9781849695961
Author(s) : lnnes Borkwood
Topics and Technologies : All Books, Game Development, Beginner's Guides, Games

Table of Contents

Preface
Chapter 1: Introduction
Chapter 2: Let's Make a Game!
Chapter 3: Detecting Collisions
Chapter 4: Creating Behaviors
Chapter 5: Animation in Stencyl
Chapter 6: Managing and Displaying Information
Chapter 7: Polishing the Game
Chapter 8: Implementing Sounds
Chapter 9: Publishing and Making Money from Your Games
Chapter 10: Targeting Mobile Platforms
Appendix: Planning, Resources, and Legal Issues
Index
  • Chapter 1: Introduction
    • How Stencyl works
    • How we'll learn to use Stencyl
    • Why Stencyl is a great development tool
      • Rapid prototyping and development
      • No code development
      • Sharing resources with other Stencyl developers
    • Platforms that Stencyl runs on
      • Stencyl target platforms
        • Targeting specific devices
        • Publishing desktop games
        • Publishing to iOS devices
        • Publishing to Android
    • What makes Stencyl different
      • Stencyl runs on almost any desktop computer
      • Stencyl creates native code
      • You don't need to be a coder
      • Using the free version of Stencyl
      • Using the free version of Stencyl with this book
    • Successful games created with Stencyl
      • The Stencyl Showcase
    • Installing Stencyl and testing the setup
      • Installing Stencyl
        • Microsoft Windows
    • Time for action – downloading and installing Stencyl on Windows
      • Mac OS X
  • Time for action – downloading and installing Stencyl for Mac OS X
    • Linux
  • Time for action – downloading and installing Stencyl for Linux
    • Creating a Stencyl account
  • Time for action – creating an account and signing in
    • Testing the Stencyl installation
  • Time For action – testing Stencyl
  • Summary
    • Chapter 2: Let's Make a Game!
      • Using the downloaded game files
        • Let's get started!
      • Creating a new game
      • Time for action – creating a new game
      • Creating a blank scene
      • Time for action – creating a blank scene
      • Downloading resources from StencylForge
      • Time for action – downloading an actor
      • Understanding the Stencyl Dashboard
      • Adding an actor into a scene
      • Time for action – adding an actor to the jungle scene
      • Testing the game
      • Time for action – testing the game
      • Downloading and using tiles for scenery
      • Time for action – downloading tiles from StencylForge
        • Adding tiles into the scene
      • Time for action – adding tiles into the scene
        • Working with tiles
          • Deleting tiles from a scene
          • Replacing existing tiles in a scene
          • Moving tiles in a scene
          • Selecting multiple tiles
          • Placing multiple copies of tiles
        • Finalizing the initial design
      • Reviewing our progress
      • Using behaviors to interact with our game
        • Working with behaviors
          • Adding behaviors
      • Time for action – attaching a behavior to an actor
        • Configuring behaviors with Attributes
    • Time for action – configuring the behavior
      • Save the game!
    • Testing the game
    • Time for action – testing the game to find a problem!
    • Improving the scene mechanics
    • Time for action – adding gravity to the Jungle scene
      • Keeping an actor in a scene
    • Time for action – attaching another behavior to the actor
      • Increasing the width of the gameplay area
    • Time for action – increasing the width of the scene
    • Making the screen scroll
    • Time for action – attaching the Camera Follow behavior
      • Adding some interesting scenery
        • Fine-tuning the level design
        • Finding game testers
    • Summary
      • Chapter 3: Detecting Collisions
        • Working with collision detection in Stencyl
        • Time for action – enabling the Debug Drawing feature
        • Modifying an actor's collision shapes
        • Time for Action – modifying the monkey's collision shapes
          • Adding multiple collision shapes
        • Time for action – adding more collision shapes to the monkey
          • Planning the collision shapes
          • Testing the updated collision bounds
        • Configuring collision shapes for tiles
        • Time for action – modifying the collision bounds of a tile
        • Adding enemies and collectibles
          • Downloading the enemies and collectibles
          • Placing the new actors into the jungle scene
        • Working with collision groups
        • Time for action – examining the collision group settings
          • Viewing the actors' collision groups
        • Time for action – examining the Players and Actors groups
          • Creating a new collision group
        • Time for action – creating a collision group for enemy actors
          • Configuring collisions for the fruit actors
        • Using collision sensors
        • Time for action – configuring the fruit as a sensor
        • Implementing terrain collision shapes
        • Time for action – adding a terrain collision area to the scene
          • What else can we improve?
        • Summary
        • Chapter 4: Creating Behaviors
          • Creating custom behaviors
            • Creating our first custom behavior
          • Time for action – creating a behavior
          • Time for action – adding an action and attaching to it an actor
            • The actor's behavior screen
            • Adding an additional event to a behavior
          • Time for action – adding an event and renaming the behavior
            • Understanding the instruction block palette
            • Considering future refinements
            • A review of the gameplay
            • Introducing a new challenge
          • Creating a timed event
          • Time for action – creating a behavior to drop the statues
            • Identifying and resolving problems
          • Examining screen size and scene size
          • Time for action – adjusting the drop-location of the statue
            • Examining the scene instruction blocks
            • Preparing for future changes
          • Time for action – making the behavior more flexible
          • Introducing randomness into our game
          • Time for action – introducing randomness to our behavior
            • Optimizing the number of actors
          • Time for action – making the statues disappear after a delay
          • Implementing our first special effect
          • Time for action – making the statues disappear after a delay
            • Experimenting with the timings
          • Understanding active actors
            • Experiencing a freezing statue
            • The origin of the actors
          • Time for action – stopping the statues from becoming inactive
            • There's more than one way
          • Creating a countdown timer
          • Time for action – creating a countdown timer
            • Examining the debug blocks
          • Implementing decision making into our game
          • Time for action – listening for the countdown to reach zero
            • What if? Otherwise…
          • Repositioning an actor during gameplay
          • Time for action – creating an event to relocate the monkey
          • Triggering custom events in our behaviors
          • Time for action – triggering a custom event
            • Triggers and more triggers
            • Taking time to learn the available blocks
              • Learning from the provided behaviors
          • Summary
          • Chapter 5: Animation in Stencyl
            • Creating an actor using an imported image file
            • Time for action – importing an image into the Animation Editor
            • Understanding Stencyl's animation terminology
              • Animation frames
              • Animation settings
                • Name
                • Looping
                • Synchronized
                • Origin Point
                • Default animation
            • Importing a ready-made sprite sheet
            • Time for action – importing a sprite sheet
            • Fine-tuning an animation's frame durations
            • Time for action – modifying an animation's frame durations
            • Editing animation frames
            • Time for action – editing an existing frame with Pencyl
              • Using an alternative graphics tool
            • Time for action – changing the default graphics editor
            • Using instruction blocks to control animations
            • Time for action – switching animations with instruction blocks
            • Implementing tweening with instruction blocks
            • Time for action – using the grow instruction block
            • Summary
            • Chapter 6: Managing and Displaying Information
              • A review of our progress
              • Planning ahead – what else does our game need?
              • Displaying a countdown timer on the screen
              • Time for action – displaying the countdown timer on the screen
              • Configuring fonts
              • Time for action – specifying a font for use in our game
                • Using font files in Stencyl
              • Creating a game attribute to count lives
              • Time for action – creating a Lives game attribute
                • Using game attributes
              • Time for action – decrementing the number of lives
                • No more click-by-click steps!
              • Time for action – detecting when Lives reaches zero
                • Removing debug instructions
              • Using graphics to display information
              • Time for action – displaying a timer bar
                • Activating and deactivating instruction blocks
              • Counting collected actors
              • Time for action – counting the fruit
              • Time for action – detecting when all fruits have been collected
                • Preventing multiple collisions from being detected
              • Keeping track of the levels
              • Time for action – adding a game attribute to record the level
                • Fixing the never-ending game!
              • Summary
              • Chapter 7: Polishing the Game
                • Adding a background and foreground
                • Time for action – adding a background to the Jungle scene
                  • Viewing foregrounds and backgrounds in the Scene Editor
                  • More about foregrounds and backgrounds
                • Creating a visual special effect
                  • Making the ground shake
                • Time for action – making the ground shake
                • Creating additional levels
                • Time for action – renaming, duplicating, and modifying a level
                  • Progressing through the levels
                • Time for action – implementing level progression
                  • Adding even more levels
                • Adding a pause feature
                  • Preparing the pause banner framework
                • Time for action – creating the pause framework
                  • Implementing the pause feature
                • Time for action – implementing the main pause routine
                  • Summary of the pause routine configuration
              • Implementing a level progression routine
                • Displaying the message and buttons
              • Time for action – displaying the message and buttons
                • Responding to the player's selection
              • Time for action – responding to the player's selection
              • Creating a game over message
                • Reusing the existing banner event
              • Time for action – modifying the existing banner event
                • Understanding internal attribute names
                • Updating attribute names
                • Displaying the game-over banner
              • Time for action – displaying the game over banner
              • Creating a Main Menu scene
              • Time for action – displaying the introduction scene
              • Finalizing the game-completed scene
              • Time for action – implementing the game-completed scene
              • Summary
                • Chapter 8: Implementing Sounds
                  • Adding a jumping sound effect
                  • Time for action – implementing a jumping sound effect
                  • Examining the play sound instruction blocks
                  • Organizing sounds in the game
                  • Adding a pickup sound effect
                  • Time for action – implementing a pickup sound effect
                  • Adding a soundtrack
                  • Time for action – adding a soundtrack
                  • Understanding sound types in Stencyl
                    • Audio file requirements
                    • Looping music
                  • Importing sounds into Stencyl
                  • Time for action – importing a sound effect
                  • Summary
                  • Chapter 9: Publishing and Making Money from Your Games
                    • Publishing to the Stencyl Arcade
                    • Time for action – publishing to the Stencyl Arcade
                    • Making money with in-game advertising
                      • Third-party advertisement providers
                      • Implementing in-game advertising
                    • Time for action – inserting an advertisement into our game
                      • The Mochi Media review process
                      • Preloaders and advertising
                  • Obtaining sponsorship
                    • Understanding sponsorships
                      • Primary sponsorship
                      • Secondary sponsorship
                      • Exclusive sponsorship
                    • Sponsorship payments
                    • Where to find sponsorship
                      • Flash Game License (FGL)
                      • Industry networking
                  • Improving our opportunities for sponsorship
                    • Mobile game monetization opportunities
                      • In-app purchases
                      • App store sales
                  • Summary
                    • Chapter 10: Targeting Mobile Platforms
                      • Understanding testing versus publishing
                        • Testing games with the free version of Stencyl
                        • Publishing Stencyl games
                          • Developer licensing for Google Android devices
                          • Developer licensing for Apple iOS devices
                          • Mobile game distribution costs
                      • Considering certification requirements
                      • Examining platform differences
                      • Testing on a mobile device
                        • Testing on an Android device
                      • Time for action – testing on an Android device
                        • Testing on an iOS device
                      • Time for action – testing on an iOS device
                      • Utilizing the accelerometer
                      • Time for action – experimenting with the accelerometer
                        • Understanding accelerometer feedback
                          • Understanding the x axis feedback
                          • Understanding the y axis feedback
                          • Understanding the x axis feedback
                        • Using the accelerometer in a game
                      • Time for action – creating an accelerometer-controlled game
                        • Autorotate
                    • Implementing touchscreen controls
                    • Time for action – implementing touchscreen controls
                    • Exploring additional mobile device features
                    • Summary
                      • Appendix: Planning, Resources, and Legal Issues
                        • The planning process
                          • Where to start
                          • Starting with concept drawings
                          • Starting with a prototype
                          • Finding the fun
                            • Starting small
                            • Using placeholder graphics
                            • Setting small goals
                            • Avoiding burn-out
                        • Third-party tools
                          • Graphics tools
                            • GIMP
                            • Inkscape
                            • GraphicsGale
                          • Audio Tools
                            • Audacity
                            • SFXR
                            • inudge
                        • Third-party assets
                          • Graphics resources
                          • Sound resources
                        • Additional resources
                          • Fonts
                          • StencylForge
                          • Books
                          • Websites
                        • Legal issues
                          • Use of third-party assets
                            • Copyright
                            • Public domain
                            • Licensed works
                          • A note about collaboration
                          • Clearing up some myths
                            • Myth 1
                            • Myth 2
                            • Myth 3
                            • Myth 4
                            • Myth 5
                            • Myth 6
                            • When it is safe to use third-party game assets
                        • Progressing with Stencyl game development
                        • Summary

                        lnnes Borkwood

                        Innes Borkwood is a freelance computer consultant and software trainer living in Perth, Western Australia. Prior to moving to Perth in 2011, Innes was a full-time teacher at Chesterton Community Sports College in Staffordshire, England, where he taught Information & Communications Technology for four years. In addition to consulting and teaching, Innes has also worked as a freelance journalist for national computer magazines in the UK. Since the first personal computers arrived in the UK, Innes has been a dedicated technology enthusiast and electronics hobbyist, with an enthusiasm for participating in, and encouraging, life-long learning. He has a First Class Honours Degree in Business Studies with ICT, and continues to learn something new every day! Innes is happily married to his very understanding wife, Ellen, with whom he has two wonderful children, David and Catherine.
                        Sorry, we don't have any reviews for this title yet.

                        Code Downloads

                        Download the code and support files for this book.


                        Submit Errata

                        Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                        Errata

                        - 3 submitted: last submission 01 Jul 2014

                        Page number 17 | Category: Graphics

                        The following matrix shows the major differences between the free and subscription versions of Stencyl:

                        This is the correct screenshot.

                        Page number 91 | Category: Technical

                        "10. In the orange when Actor hits a …block"   should be       "10. In the orange when Self hits a …block"

                        Errata: Technical | page: 105

                        Instead of

                        4. In the left-hand blank textbox of the new  of camera + …  block, click on the drop-down arrow.

                        should be

                        4. In the left-hand blank textbox of the new green ... + ... block, click on the drop-down arrow.

                        Instead of

                        7. In the right-hand blank textbox of the  of camera + …  block, enter the number  320, as shown in the following screenshot:

                        should be

                        7. In the right-hand blank textbox of the green "... + ..." block, enter the number 320, as shown in the following screenshot:

                        Sample chapters

                        You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

                        Frequently bought together

                        Learning Stencyl 3.x Game Development: Beginner's Guide +    Pig Design Patterns =
                        50% Off
                        the second eBook
                        Price for both: £26.35

                        Buy both these recommended eBooks together and get 50% off the cheapest eBook.

                        What you will learn from this book

                        • Installing and testing the Stencyl game development toolkit.
                        • Rapidly creating your video game using Stencyl’s drag and drop gameplay designer.
                        • Detecting and responding to collisions using Stencyl’s built-in physics engine.
                        • Creating customized game-play using Stencyl’s intuitive instruction-block system.
                        • Animating objects in your game and modifying them with Stencyl’s built-in image editor.
                        • Fine-tuning your game and turning it into a professional product.
                        • Adding sound-effects and a soundtrack to your game.
                        • Implementing some of the special features of smartphones and tablets.

                        In Detail

                        Creating video games has traditionally been a long and complicated process, requiring years of experience and a vast array of skills. However, with the introduction of comprehensive game-development toolkits such as Stencyl, the fun has returned to the art of game-creation – anyone who has the desire to create their own video game can now do so with almost any desktop computer and a free software download from the Internet!

                        Learning Stencyl 3.x Game Development: Beginner's Guide will put you on the fast-track to learning the essentials of the powerful Stencyl game-development toolkit. You will develop a complete, ready-to-publish video game including in-game advertising, by following the clear, step-by-step tutorials, supported by numerous screenshots and practical examples.

                        This book will guide you through all the important steps required to develop and publish your video game. Starting with the installation and testing of the Stencyl toolkit, you will very quickly advance to the fun and exciting process of creating a playable game. The step-by-step tutorials will guide you from a blank screen, right through to giving your game that final polish and sharing it with the rest of the world.

                        Whilst developing your feature-complete video game, you will learn how to easily detect collisions in your game using Stencyl’s built-in physics engine. You’ll discover how to use the powerful animation tools included in Stencyl’s toolkit, and you’ll find out how to make your game shine with sounds and visual special effects. You will also discover how Stencyl makes it easy to utilize the touch-screen and accelerometer features of smartphones and tablet computers.

                        You will learn all the essential skills required to develop a video game from scratch – right through to publishing a game on the Internet and testing games  on the most popular mobile devices.

                        Approach

                        A step-by-step, practical tutorial with a no-nonsense approach. The book starts by showing readers how to create a playable game that is fully-functioning, then moves on to demonstrate how to fine-tune the game with eye-catching graphics techniques, audio-effects and more.

                        Who this book is for

                        This book is perfect for beginning game-developers, who have no prior knowledge of creating games or computer programming. It’s also an ideal resource for experienced game-developers and designers who need to create rapid prototypes, or who want to speed up the game-development process. Teachers and students who think learning should be fun will also benefit from this book! No prior knowledge of game-development or computer programming is required.

                        Code Download and Errata
                        Packt Anytime, Anywhere
                        Register Books
                        Print Upgrades
                        eBook Downloads
                        Video Support
                        Contact Us
                        Awards Voting Nominations Previous Winners
                        Judges Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software
                        Resources
                        Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software