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Learning Stencyl 3.x Game Development Beginner's Guide
Table of Contents
Learning Stencyl 3.x Game Development Beginner's Guide
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
What just happened?
Have a go hero – heading
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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
What just happened?
Mac OS X
Time for action – downloading and installing Stencyl for Mac OS X
What just happened?
Linux
Time for action – downloading and installing Stencyl for Linux
What just happened?
Creating a Stencyl account
Time for action – creating an account and signing in
What just happened?
Have a go hero
Testing the Stencyl installation
Time For action – testing Stencyl
What just happened?
Have a go hero
Summary
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
What just happened?
Creating a blank scene
Time for action – creating a blank scene
What just happened?
Downloading resources from StencylForge
Time for action – downloading an actor
What just happened?
Have a go hero – searching StencylForge for interesting actors
Understanding the Stencyl Dashboard
Adding an actor into a scene
Time for action – adding an actor to the jungle scene
What just happened?
Testing the game
Time for action – testing the game
What just happened?
Downloading and using tiles for scenery
Time for action – downloading tiles from StencylForge
What just happened?
Have a go hero – searching StencylForge for tilesets
Adding tiles into the scene
Time for action – adding tiles into the scene
What just happened?
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
Have a go hero – experimenting with tiles in the scene
Finalizing the initial design
Have a go hero – tidying up the scene
Reviewing our progress
Using behaviors to interact with our game
Working with behaviors
Adding behaviors
Time for action – attaching a behavior to an actor
What just happened?
Configuring behaviors with Attributes
Time for action – configuring the behavior
What just happened?
Have a go hero – configuring the remaining animations
Save the game!
Testing the game
Time for action – testing the game to find a problem!
What just happened?
Improving the scene mechanics
Time for action – adding gravity to the Jungle scene
What just happened?
Keeping an actor in a scene
Time for action – attaching another behavior to the actor
What just happened?
Increasing the width of the gameplay area
Time for action – increasing the width of the scene
What just happened?
Have a go hero – adding more tiles to the scene
Making the screen scroll
Time for action – attaching the Camera Follow behavior
What just happened?
Adding some interesting scenery
Have a go hero – adding some interesting tiles to the scene
Fine-tuning the level design
Finding game testers
Summary
3. Detecting Collisions
Working with collision detection in Stencyl
Time for action – enabling the Debug Drawing feature
What just happened?
Modifying an actor's collision shapes
Time for Action – modifying the monkey's collision shapes
What just happened?
Adding multiple collision shapes
Time for action – adding more collision shapes to the monkey
What just happened?
Planning the collision shapes
Have a go hero
Testing the updated collision bounds
Configuring collision shapes for tiles
Time for action – modifying the collision bounds of a tile
What just happened?
Have a go hero
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
What just happened?
Viewing the actors' collision groups
Time for action – examining the Players and Actors groups
What just happened?
Creating a new collision group
Time for action – creating a collision group for enemy actors
What just happened?
Have a go hero
Configuring collisions for the fruit actors
Using collision sensors
Time for action – configuring the fruit as a sensor
What just happened?
Have a go hero
Implementing terrain collision shapes
Time for action – adding a terrain collision area to the scene
What just happened?
Have a go hero
What else can we improve?
Summary
4. Creating Behaviors
Creating custom behaviors
Creating our first custom behavior
Time for action – creating a behavior
What just happened?
Time for action – adding an action and attaching to it an actor
What just happened?
The actor's behavior screen
Adding an additional event to a behavior
Time for action – adding an event and renaming the behavior
What just happened?
Understanding the instruction block palette
Considering future refinements
A review of the gameplay
Introducing a new challenge
Have a go hero – downloading and configuring the statue
Creating a timed event
Time for action – creating a behavior to drop the statues
What just happened?
Identifying and resolving problems
Examining screen size and scene size
Time for action – adjusting the drop-location of the statue
What just happened?
Examining the scene instruction blocks
Preparing for future changes
Time for action – making the behavior more flexible
What just happened?
Introducing randomness into our game
Time for action – introducing randomness to our behavior
What just happened?
Optimizing the number of actors
Time for action – making the statues disappear after a delay
What just happened?
Implementing our first special effect
Time for action – making the statues disappear after a delay
What just happened?
Experimenting with the timings
Have a go hero – making the fruit fade when collected
Understanding active actors
Experiencing a freezing statue
The origin of the actors
Time for action – stopping the statues from becoming inactive
What just happened?
There's more than one way
Have a go hero – using the offscreen bounds block
Creating a countdown timer
Time for action – creating a countdown timer
What just happened?
Examining the debug blocks
Implementing decision making into our game
Time for action – listening for the countdown to reach zero
What just happened?
What if? Otherwise…
Repositioning an actor during gameplay
Time for action – creating an event to relocate the monkey
What just happened?
Triggering custom events in our behaviors
Time for action – triggering a custom event
What just happened?
Triggers and more triggers
Taking time to learn the available blocks
Learning from the provided behaviors
Summary
5. Animation in Stencyl
Creating an actor using an imported image file
Time for action – importing an image into the Animation Editor
What just happened?
Understanding Stencyl's animation terminology
Animation frames
Animation settings
Name
Looping
Synchronized
Origin Point
Default animation
Have a go hero
Importing a ready-made sprite sheet
Time for action – importing a sprite sheet
What just happened?
Fine-tuning an animation's frame durations
Time for action – modifying an animation's frame durations
What just happened?
Have a go hero
Editing animation frames
Time for action – editing an existing frame with Pencyl
What just happened?
Using an alternative graphics tool
Time for action – changing the default graphics editor
What just happened?
Have a go hero
Using instruction blocks to control animations
Time for action – switching animations with instruction blocks
What just happened?
Have a go hero
Implementing tweening with instruction blocks
Time for action – using the grow instruction block
What just happened?
Have a go hero
Summary
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
What just happened?
Configuring fonts
Time for action – specifying a font for use in our game
What just happened?
Using font files in Stencyl
Have a go hero
Creating a game attribute to count lives
Time for action – creating a Lives game attribute
What just happened?
Using game attributes
Time for action – decrementing the number of lives
What just happened?
No more click-by-click steps!
Time for action – detecting when Lives reaches zero
What just happened?
Have a go hero
Removing debug instructions
Using graphics to display information
Time for action – displaying a timer bar
What just happened?
Activating and deactivating instruction blocks
Have a go hero
Counting collected actors
Time for action – counting the fruit
What just happened?
Time for action – detecting when all fruits have been collected
What just happened?
Preventing multiple collisions from being detected
Keeping track of the levels
Time for action – adding a game attribute to record the level
What just happened?
Fixing the never-ending game!
Have a go hero
Summary
7. Polishing the Game
Adding a background and foreground
Time for action – adding a background to the Jungle scene
What just happened?
Have a go hero
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
What just happened?
Have a go hero
Creating additional levels
Time for action – renaming, duplicating, and modifying a level
What just happened?
Progressing through the levels
Time for action – implementing level progression
What just happened?
Adding even more levels
Have a go hero
Adding a pause feature
Preparing the pause banner framework
Time for action – creating the pause framework
What just happened?
Implementing the pause feature
Time for action – implementing the main pause routine
What just happened?
Summary of the pause routine configuration
Have a go hero
Implementing a level progression routine
Displaying the message and buttons
Time for action – displaying the message and buttons
What just happened?
Responding to the player's selection
Time for action – responding to the player's selection
What just happened?
Have a go hero
Creating a game over message
Reusing the existing banner event
Time for action – modifying the existing banner event
What just happened?
Understanding internal attribute names
Updating attribute names
Displaying the game-over banner
Time for action – displaying the game over banner
What just happened?
Creating a Main Menu scene
Time for action – displaying the introduction scene
What just happened?
Have a go hero
Finalizing the game-completed scene
Time for action – implementing the game-completed scene
What just happened?
Have a go hero – improving the game-completed scene
Summary
8. Implementing Sounds
Adding a jumping sound effect
Time for action – implementing a jumping sound effect
What just happened?
Have a go hero
Examining the play sound instruction blocks
Organizing sounds in the game
Adding a pickup sound effect
Time for action – implementing a pickup sound effect
What just happened?
Have a go hero
Adding a soundtrack
Time for action – adding a soundtrack
What just happened?
Have a go hero
Understanding sound types in Stencyl
Audio file requirements
Looping music
Importing sounds into Stencyl
Time for action – importing a sound effect
What just happened?
Have a go hero
Summary
9. Publishing and Making Money from Your Games
Publishing to the Stencyl Arcade
Time for action – publishing to the Stencyl Arcade
What just happened?
Have a go hero – changing our game's configuration
Making money with in-game advertising
Third-party advertisement providers
Implementing in-game advertising
Time for action – inserting an advertisement into our game
What just happened?
Have a go hero – finalizing the MochiAds configuration
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
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
What just happened?
Testing on an iOS device
Time for action – testing on an iOS device
What just happened?
Utilizing the accelerometer
Time for action – experimenting with the accelerometer
What just happened?
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
What just happened?
Autorotate
Implementing touchscreen controls
Time for action – implementing touchscreen controls
What just happened?
Exploring additional mobile device features
Summary
A. 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
Royalty-free
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
Index
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