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

You're reading from   Learning Stencyl 3.x Game Development: Beginner's Guide You don't need to know anything about game development or computer programming when you use the Stencyl toolkit. This book guides you through the whole process of creating a game, publishing and profiting from it.

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Product type Paperback
Published in May 2013
Publisher Packt
ISBN-13 9781849695961
Length 336 pages
Edition 1st Edition
Languages
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Author (1):
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INNES BORKWOOD INNES BORKWOOD
Author Profile Icon INNES BORKWOOD
INNES BORKWOOD
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Table of Contents (20) Chapters Close

Learning Stencyl 3.x Game Development Beginner's Guide
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Introduction FREE CHAPTER 2. Let's Make a Game! 3. Detecting Collisions 4. Creating Behaviors 5. Animation in Stencyl 6. Managing and Displaying Information 7. Polishing the Game 8. Implementing Sounds 9. Publishing and Making Money from Your Games 10. Targeting Mobile Platforms Planning, Resources, and Legal Issues Index

Summary


In this chapter, we have taken a quick tour of mobile game development using Stencyl. Before we dived into testing a few of the features that are unique to mobile devices, we had a look at some of the configuration issues relating to the creation of mobile games: understanding the difference between testing and publishing mobile games, membership of the relevant app store programs, along with a quick look at certification requirements.

We then examined some of the practical differences between the platforms that Stencyl can target, and found that there are some interesting features available on many mobile devices that can be used to great effect when developing games.

The last step of our short journey into the world of mobile development with Stencyl was to carry out some practical experiments and exercises to learn how to use a mobile device's accelerometer and touchscreen for controlling gameplay. We discovered that, despite the technical complexities of the built-in hardware of...

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