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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

Planning ahead – what else does our game need?


With the gameplay mechanics working, we need to consider what our players will expect to happen when they have completed the task of collecting all the fruits. As mentioned in the introduction to this chapter, our plan is to create additional, more difficult levels for the player to complete!

We also need to consider what will happen when the game is over; either when the player has succeeded in collecting all the fruits, or when the player has failed to collect the fruits in the allocated time. The solution that we'll be implementing in this game is to display a message to advise the player of their success or failure, and to provide options for the player to either return to the main menu, or if the task was completed successfully, continue to the next level within the game.

We'll be creating the introduction screen and additional levels in Chapter 7, Polishing the Game, but first, we need to implement a structure so that the game can keep track...

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