Learning Stencyl 3.x Game Development Beginner's Guide
Innes Borkwood更新时间:2021-08-20 17:04:01
最新章节:Index封面
版权信息
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Chapter 1. Introduction
How Stencyl works
How we'll learn to use Stencyl
Why Stencyl is a great development tool
Platforms that Stencyl runs on
What makes Stencyl different
Successful games created with Stencyl
Installing Stencyl and testing the setup
Time for action – downloading and installing Stencyl on Windows
Time for action – downloading and installing Stencyl for Mac OS X
Time for action – downloading and installing Stencyl for Linux
Time for action – creating an account and signing in
Time For action – testing Stencyl
Summary
Chapter 2. Let's Make a Game!
Using the downloaded game files
Creating a new game
Time for action – creating a new game
Creating a blank scene
Time for action – creating a blank scene
Downloading resources from StencylForge
Time for action – downloading an actor
Understanding the Stencyl Dashboard
Adding an actor into a scene
Time for action – adding an actor to the jungle scene
Testing the game
Time for action – testing the game
Downloading and using tiles for scenery
Time for action – downloading tiles from StencylForge
Time for action – adding tiles into the scene
Reviewing our progress
Using behaviors to interact with our game
Time for action – attaching a behavior to an actor
Time for action – configuring the behavior
Testing the game
Time for action – testing the game to find a problem!
Improving the scene mechanics
Time for action – adding gravity to the Jungle scene
Time for action – attaching another behavior to the actor
Time for action – increasing the width of the scene
Making the screen scroll
Time for action – attaching the Camera Follow behavior
Summary
Chapter 3. Detecting Collisions
Working with collision detection in Stencyl
Time for action – enabling the Debug Drawing feature
Modifying an actor's collision shapes
Time for Action – modifying the monkey's collision shapes
Time for action – adding more collision shapes to the monkey
Configuring collision shapes for tiles
Time for action – modifying the collision bounds of a tile
Adding enemies and collectibles
Working with collision groups
Time for action – examining the collision group settings
Time for action – examining the Players and Actors groups
Time for action – creating a collision group for enemy actors
Using collision sensors
Time for action – configuring the fruit as a sensor
Implementing terrain collision shapes
Time for action – adding a terrain collision area to the scene
Summary
Chapter 4. Creating Behaviors
Creating custom behaviors
Time for action – creating a behavior
Time for action – adding an action and attaching to it an actor
Time for action – adding an event and renaming the behavior
Creating a timed event
Time for action – creating a behavior to drop the statues
Examining screen size and scene size
Time for action – adjusting the drop-location of the statue
Time for action – making the behavior more flexible
Introducing randomness into our game
Time for action – introducing randomness to our behavior
Time for action – making the statues disappear after a delay
Implementing our first special effect
Time for action – making the statues disappear after a delay
Understanding active actors
Time for action – stopping the statues from becoming inactive
Creating a countdown timer
Time for action – creating a countdown timer
Implementing decision making into our game
Time for action – listening for the countdown to reach zero
Repositioning an actor during gameplay
Time for action – creating an event to relocate the monkey
Triggering custom events in our behaviors
Time for action – triggering a custom event
Summary
Chapter 5. Animation in Stencyl
Creating an actor using an imported image file
Time for action – importing an image into the Animation Editor
Understanding Stencyl's animation terminology
Importing a ready-made sprite sheet
Time for action – importing a sprite sheet
Fine-tuning an animation's frame durations
Time for action – modifying an animation's frame durations
Editing animation frames
Time for action – editing an existing frame with Pencyl
Time for action – changing the default graphics editor
Using instruction blocks to control animations
Time for action – switching animations with instruction blocks
Implementing tweening with instruction blocks
Time for action – using the grow instruction block
Summary
Chapter 6. Managing and Displaying Information
A review of our progress
Planning ahead – what else does our game need?
Displaying a countdown timer on the screen
Time for action – displaying the countdown timer on the screen
Configuring fonts
Time for action – specifying a font for use in our game
Creating a game attribute to count lives
Time for action – creating a Lives game attribute
Time for action – decrementing the number of lives
Time for action – detecting when Lives reaches zero
Using graphics to display information
Time for action – displaying a timer bar
Counting collected actors
Time for action – counting the fruit
Time for action – detecting when all fruits have been collected
Keeping track of the levels
Time for action – adding a game attribute to record the level
Summary
Chapter 7. Polishing the Game
Adding a background and foreground
Time for action – adding a background to the Jungle scene
Creating a visual special effect
Time for action – making the ground shake
Creating additional levels
Time for action – renaming duplicating and modifying a level
Time for action – implementing level progression
Adding a pause feature
Time for action – creating the pause framework
Time for action – implementing the main pause routine
Implementing a level progression routine
Time for action – displaying the message and buttons
Time for action – responding to the player's selection
Creating a game over message
Time for action – modifying the existing banner event
Time for action – displaying the game over banner
Creating a Main Menu scene
Time for action – displaying the introduction scene
Finalizing the game-completed scene
Time for action – implementing the game-completed scene
Summary
Chapter 8. Implementing Sounds
Adding a jumping sound effect
Time for action – implementing a jumping sound effect
Examining the play sound instruction blocks
Organizing sounds in the game
Adding a pickup sound effect
Time for action – implementing a pickup sound effect
Adding a soundtrack
Time for action – adding a soundtrack
Understanding sound types in Stencyl
Importing sounds into Stencyl
Time for action – importing a sound effect
Summary
Chapter 9. Publishing and Making Money from Your Games
Publishing to the Stencyl Arcade
Time for action – publishing to the Stencyl Arcade
Making money with in-game advertising
Time for action – inserting an advertisement into our game
Obtaining sponsorship
Improving our opportunities for sponsorship
Summary
Chapter 10. Targeting Mobile Platforms
Understanding testing versus publishing
Considering certification requirements
Examining platform differences
Testing on a mobile device
Time for action – testing on an Android device
Time for action – testing on an iOS device
Utilizing the accelerometer
Time for action – experimenting with the accelerometer
Time for action – creating an accelerometer-controlled game
Implementing touchscreen controls
Time for action – implementing touchscreen controls
Exploring additional mobile device features
Summary
Appendix A. Planning Resources and Legal Issues
The planning process
Third-party tools
Third-party assets
Additional resources
Legal issues
Progressing with Stencyl game development
Summary
Index
更新时间:2021-08-20 17:04:01