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Stencyl Essentials

You're reading from   Stencyl Essentials Build beautiful, unique, cross-platform games rapidly with the free Stencyl 2D game engine and toolset

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Product type Paperback
Published in Apr 2015
Publisher
ISBN-13 9781784399450
Length 206 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Richard Sneyd Richard Sneyd
Author Profile Icon Richard Sneyd
Richard Sneyd
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What this book covers

Chapter 1, Exploring the Stencyl Toolset and Game Engine, introduces the Stencyl toolset and interface, demonstrating how to navigate through all the most important screens.

Chapter 2, Starting the Game Project, explains the game concept, which we will be working on in the subsequent chapters, and guides you through the process of creating your first game project.

Chapter 3, Backgrounds and Tilesets, explains how to import Backgrounds and Tilesets and how to configure their settings, in preparation for use in our game levels.

Chapter 4, Building Levels Using Scenes, explains how you can learn to utilize backgrounds, foregrounds, and tiles to sculpt a visually compelling and varied game level.

Chapter 5, Actor Types and Instances, introduces you to the process of importing, customizing, and configuring actors, which can then be made interactive through using actor behaviors.

Chapter 6, Writing Simple Behaviors, teaches you the process of building the game logic using the signature block-snapping interface of the Behavior Designer in Stencyl.

Chapter 7, Complex Behaviors and Code, digs deep into the incredible power of Stencyl's visual programming system, showing you how to harness it at a more advanced level.

Chapter 8, Adding Sound FX and Music, explains how Stencyl handles audio, and then guides you through the process of importing sound files, configuring them, and playing them in-game.

Chapter 9, Adding HUD Elements, shows how we can use actors in a special way to create animated elements of our heads-up display.

Chapter 10, Adding Menus and Buttons, guides you through the process of creating a Start screen and adding functional buttons to it.

Chapter 11, Scoring and Game Rules, helps you implement a game rule, based around the collection of gold coins, that will aid us in measuring success or failure during play sessions.

Chapter 12, Publishing and Monetization, gives us a clear overview of the principal publishing and monetization available to game developers in Stencyl.

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