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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
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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

Organizing sounds in the game


Developers implement sounds into Stencyl games in many different ways. For example, to implement our jumping sound effect, we could simply have added a new keyboard event in the Jump and Run Movement behavior that reacted to the up control being pressed, and then played the required special effect within that event.

There is nothing wrong with implementing sounds in this way, but it can make life difficult for the developer when modifying a game in the future. For example, if we had implemented 50 different sound effects in our game, and we later decided that we wanted to play them on a different sound channel, we would have to locate all 50 of the Play Sound instruction blocks in our game. These blocks could be spread across several different behaviors and even in events that are attached directly to actors; locating them all would be a huge task which is time-consuming and error prone!

We have chosen to create a single behavior dedicated to managing sounds within...

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