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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

Understanding Stencyl's animation terminology


Although we've already used animations within our game, it's probably a good idea to review the terminology relating to animations within Stencyl.

In Stencyl, an animation is a collection of all the information required to be able to display a particular state for our actor. For example, our monkey actor has eight different animations, or states, that are listed below:

  • Angel

  • Idle Left

  • Idle Right

  • Jump Left

  • Jump Right

  • Run Left

  • Run Right

  • Waiting

The information contained in each animation includes the individual frames that make up the animation and collision shape information, together with some additional animation settings that can be configured as required.

Animation frames

Each animation must contain one or more frames — the individual images that are used to give the impression of movement within an animation. For example, our monkey actor has an animation called Run Left, which contains two separate frames as shown in the following screenshot:

We can...

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