Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in May 2013
Publisher Packt
ISBN-13 9781849695961
Length 336 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
INNES BORKWOOD INNES BORKWOOD
Author Profile Icon INNES BORKWOOD
INNES BORKWOOD
Arrow right icon
View More author details
Toc

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

Implementing terrain collision shapes


We've already learned about setting up collisions for tilesets and actors, but there is a third type of collision that we can use in the design of our games.

Terrain collision areas enable us to set up arbitrary areas within our scene that actors can collide with. This feature can be helpful if there are large areas of tiles that do not have collisions defined, but it is also very useful when a scene has not been designed using tiles; for example, a background may consist of a single artistic image onto which collision areas can be placed using the terrain feature.

Let's implement a practical example, so we can see how it works.

Currently, our monkey can run all the way to the edges of the scene, and when it gets there, it just bumps against nothing but the imaginary edge of the scene. Rather than modify the tiles' collision shapes in the Tileset Editor, we're going to draw custom terrain shapes over the green pillars that we placed at the extreme ends...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image