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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

Summary


We've reached the end of this chapter and, once again, we have made amazing progress. Over only three practical chapters, we have completed almost all of the gameplay-mechanics for our game.

We still have quite some way to go before we can say that our game is complete, there's a lot of polishing to do before we get there. However, we have, so far, covered many of the vital skills that we'll need to create numerous different types of games. It's important to remember that these skills are transferable to other genres of game. Many games will need the counters, decision making if … blocks, and triggers that we have learned about in this chapter!

The skills we have learned in this chapter include:

  • Creating a custom behavior that carries out actions, and attaching it to an actor

  • Using random numbers to introduce the element of surprise in our game

  • Making a timer event in a behavior that is attached to a scene

  • How and why actors should or shouldn't be always active

  • Our first special effect...

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