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Stencyl Essentials
Stencyl Essentials

Stencyl Essentials: Build beautiful, unique, cross-platform games rapidly with the free Stencyl 2D game engine and toolset

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Stencyl Essentials

Chapter 2. Starting the Game Project

As one well-known adage goes, the best way to learn is by doing. In line with that simple truth, every chapter from this point forward will build on a project that we will establish here. The concept, as outlined below, is based on a prototype version of a successful multi-platform game called Mudslide Cowboy, developed and published by CyberMyth Games. We will use this chapter to:

  • Establish the basics of the control system
  • Pinpoint the target gameplay elements
  • Outline the core mechanics required to implement the game concepts
  • Briefly examine the implied narrative

All of the core, functional features will subsequently be implemented in the following chapters of this book. The original game reached the top eight new games slot in a major European country, and received largely positive player reviews, with an average rating of 4 stars out of 5 on Google Play.

Mudslide Cowboy

Before we attempt to build any game, whether we are using Stencyl or some other game-creation software, it is important to always have at least a basic design brief to work off. I refer here to the concept of a design document. While we do not have the latitude here to present the compilation process for an entire design document, which would be, at the very least, many dozens of pages long—we can and will break down the core concept of the game prototype we will be developing.

The fictional element

Fundamentally, in terms of the fictional element of the game, Mudslide Cowboy is about a cowboy riding a log down a mountain that is prone to landslides. As he rides down the mountain, he must collect coins and treasure, save trapped pilgrims, and dodge bombs being thrown at him from above by his air balloon-riding arch nemesis, Dastardly Dan. It is a relatively simple narrative with the central story arc orbiting around the eventual rescue of Lady Jane, the obligatory...

The project files

The project files can be downloaded from the Packt Publishing website at (https://www.packtpub.com/books/content/support). They come in a ZIP file called Game Assets. Extract them to a folder you can easily access, as you will be accessing these files frequently from this point forward. You can download jZip for Windows from http://www.jzip.com for free if you do not currently have a ZIP extraction program installed on your computer. iZip for Mac should also do the job. Once you have done this, we will begin by creating the stub of our game project.

Creating the game project

Once you open up Stencyl, you will be presented with the Welcome Center screen, which is the default opening screen. You should not be inside an opened game. If you are, navigate to File | Close Game. Now, on the Dashboard, under My Projects, select Games, as shown in the following screenshot:

Creating the game project

In the main pane, where you are presented with a list of the games currently available in your local installation of Stencyl, you will see a cutout that says Click here to create new Game at the very end of the list of games, as shown in the following screenshot:

Creating the game project

Click on the aforementioned button, and after a moment, you will be presented with the following window, titled Create a New Game…:

Creating the game project

Depending on the version of Stencyl you have installed, you may or may not see a list of game templates, as seen in the preceding screenshot. Scroll down to the bottom of the template list until you see the Blank Game button, as shown in the following screenshot:

Creating the game project

Select this option...

Summary

In this chapter, we established the fundamental concepts for our game project, including details, such as target platform(s), control systems, genre(s), and so on. We also downloaded the game assets folder from the Packt Publishing website, extracted the contents of the ZIP file, and created our first blank game in Stencyl. In the next chapter, we'll start constructing the space of our game, principally through the use of backgrounds and tilesets. In other words, this is where we will begin building worlds, so let's get started!

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Description

If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you.

Who is this book for?

If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you.

What you will learn

  • Discover the key benefits of Stencyl, its technical structure, and what makes it so special
  • Understand and work effectively with the Stencyl interface
  • Set up scenes and alter their settings at will
  • Import and utilize graphics
  • Integrate sound FX and music in your games
  • Create and configure actor types and instances
  • Implement tilesets and backgrounds by importing them in to your game
  • Write custom behaviors to control your actors
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Publication date : Apr 27, 2015
Length: 206 pages
Edition : 1st
Language : English
ISBN-13 : 9781784399450
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Frequently bought together


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Stencyl Essentials
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Gamemaker Essentials
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Learning Stencyl 3.x Game Development: Beginner's Guide
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Total $ 108.97 Stars icon

Table of Contents

13 Chapters
1. Exploring the Stencyl Toolset and Game Engine Chevron down icon Chevron up icon
2. Starting the Game Project Chevron down icon Chevron up icon
3. Backgrounds and Tilesets Chevron down icon Chevron up icon
4. Building Levels Using Scenes Chevron down icon Chevron up icon
5. Actor Types and Instances Chevron down icon Chevron up icon
6. Writing Simple Behaviors Chevron down icon Chevron up icon
7. Complex Behaviors and Code Chevron down icon Chevron up icon
8. Adding Sound FX and Music Chevron down icon Chevron up icon
9. Adding HUD Elements Chevron down icon Chevron up icon
10. Adding Menus and Buttons Chevron down icon Chevron up icon
11. Scoring and Game Rules Chevron down icon Chevron up icon
12. Publishing and Monetization Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.4
(5 Ratings)
5 star 60%
4 star 20%
3 star 20%
2 star 0%
1 star 0%
brenda o donovan Jun 07, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great book for anyone interested in beginning game development or even an experienced game developer looking to get to grasps with the Stencyl engine. Stencyl's a wonderful engine for making 2D games and this book is a fantastic resource for learning the ins and outs of the software. By the end of this book you will be savvy in using Stencyl and the logic of game programming in general. For me, it was the perfect first step to coding. I got to learn and understand how game programming works and now the thought of learning the likes of C# and C++ seems less daunting! Definitely recommended.
Amazon Verified review Amazon
Perry Nally Jul 31, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I was a bit wary about yet another game creation tool that touted no coding necessary in order to create high quality games for iOS, Android, desktop, etc. So, I read this book and I'm happy to say that I'm very glad I did. Richard Sneyd has done an impressive job at creating a very fast, yet simple to grasp introduction and implementation of a full 2D side-scroller game. In particularl, he gives detail where detail is appropriate in order to help the user understand the "why", and then lays out the "how" in very easy to understand terms. The detail does not come in a lot of vast technical explanations about the underlying system, but rather very well placed analogies that, in my opinion, really helped me understand the tools; after-all, I think that's the whole point of the book (It gives you a well founded explanation of the essential ingredients in order to create a high quality and fun to play game). I had no idea Stencyl was such a powerful tool.I highly recommend this book to anyone - beginner to expert. Though an expert game developer probably would not opt to use Stencyl since they would surely have their own framework setup already, this book really does a great job of convincing me to use Stencyl for some of my 2D games, and I will be using it. Thanks Richard!
Amazon Verified review Amazon
Javier Gómez López Jun 29, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The book has everything you need to make a video game. In my case, I wanted to make a video game, just as a hobby and I found helpful information in this book. Finally , I posted my video game Newgrounds and have participated in the contest of 2015 Stencyl Jam.
Amazon Verified review Amazon
Amazon Customer Sep 06, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
This a was a great starter manual for reading on the train Journeys to and from work. This good thing with the book instead of reading sporadic online tutorials if that it will generally give you a more rounded learning experience in my opinion. I felt this book offered this, although I would have liked a bit more info about Game Attributes
Amazon Verified review Amazon
Cal Arts May 30, 2015
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
SUMMARY:In short, this book makes for a good tutorial for the "somewhat experienced beginner" looking to make exactly the same type of game that Mudslide Cowboy is. I would not recommend it for an absolute beginner or for someone who has already built a few of their own games. I would recommend it for the casual Stencyler who has done the crash course tutorials and read Innes Borkwood's Learning Stencyl 3.X Game Development: Beginner's guide.If you are just getting your feet wet with Stencyl and game design, and are looking to make a clone of Mudslide Cowboy and don't care much about how it works, just that it does work, then this book is perfect for you. If you are looking for a deeper understanding of game design principles, game logic, and programming technicalities then I suggest you move on. This book is very much like the books you see in arts and crafts stores. You know the ones like, "How to Draw Dragons" or, "How to Draw Manga". These books give you what you want on the surface level but do not explain in detail figure drawing, anatomy, color theory, etc. Read below for why.CONS:The author bills the book as having a "no-nonsense style, enabling you to get to grips with Stencyl in a fun, yet fast paced way" and it is. The author structures the book so that you get to setting up and creating the game relatively quickly but at the cost of explaining much of it. You will find irregular explanations of options and code structure. The rest of it is glossed over and you will just be snapping code together, forgetting about it, and then coming back to it at a later point to finish it. You won't know why it was set up that way and you will most likely not understand how it is working together (if you are a beginner). You are expected to just follow along to meet the book's goal of having you create a game quickly with no nonsense. This is typically what you find of many tutorials out there in the infinite universe of the Internet. It shows you how to build something (very well) but doesn't explain it for a deeper understanding.There are times in the book when the author assumes you know your way around Stencyl and forgets to tell you little things like click the ok button. A beginner will be utterly confused when the pop up menu being discussed in the book is not on the screen. In one part, it tells you specifically not to click anything. It does a nice little explanation of things and then it goes onto the next part of the process that cannot be seen unless you specifically click that button you were told not to. Once again, someone who is familiar with the program will know to click that button to go onto the next section. A person with no experience will be lost, at least for a little while, until they get brave enough to click that button.Values for the game are easy to mess up. If you are not careful to read every line you will mistake the necessary values due to screen shots. The screen shot may have one value but in the text there are instructions to change it to another value. You have to be extra careful.Infrequent testing. The game doesn't call for playtesting very much. You can easily find yourself at the end of a few chapters testing the game and discovering that it does not work. Too bad you made ten or fifteen modifications to the game during those chapters. Looks like you will have to back over each step to see what you missed. This shouldn't happen. Testing should happen more than the reader would want in order to keep the game moving forward and to keep the reader smoothly engaged.At certain points, you can tell the author is tired of writing this book. His instructions become this: Set up the code to look like what is in the screen shot. While I am a fan of this style, it is not a good option for beginners. They too easily look over the tiny little details, drop down menus, and similarly-named code blocks. At one point in Chapter 10, he mentions that the next chapter is the end of the book and Monetization and Publishing will be discussed. Then comes Chapter 11: Scoring and Game Rules. This really is a minor detail but it goes to show you the author was a bit tired by the end of the book. But that last part is probably the editors fault.PROS:Now that I have done a lot of complaining, I want to come out and say that I don't dislike this book. It just had some flaws that anyone looking to buy it should know about. The following is short but very powerful. Don't judge it by the length but by the context of it.I can't thank the author enough for his no nonsense way of writing. I applaud him for that. Too many books and tutorials spend their time going off the rails wasting time. I was able to get through this book in a couple of days on and off. If I committed myself to it, I could have probably finished reading it in an afternoon or so.When you do actually get explanations, they are concise, informative, and helpful. The author also provides good tidbits of information that will help trouble shoot during playtesting. For example: Being aware of placing blank tiles from the tileset in the level editor. This can cause a lot of time lost if you don’t know to look for it.The final chapter on Monetization and Publishing provides an excellent overview and starting point for anyone looking to take that next step. It talks about Android, IOS, different types of certificates, Ad extensions, Interstitial ads, Banner ads, etc. Very well done here.The code is set up intelligently. I am not a programmer by profession but I have programmed a few complex games and was delighted to learn a few things. Everyone programs differently and there is no right or wrong. Just better or worse. The author does a good, clean job of setting up the code in an understandable way that is easy to construct for beginners and gives more experienced individuals another option.NOTE:There are issues with Stencyl that will make the author seem like a liar. He isn’t a liar. He just cannot account for the myriad of tiny little things that can cause the reader to get stuck. For example, in Chapter 3 when you import the tileset it may not display properly in the editor. There is no mention of this in the book. You will have to simply adjust a single value to fix it. A person completely new to this would most likely be derailed and blame the author. Once again, it is not the author's fault. It is just the nature of the program.
Amazon Verified review Amazon
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