Learning Stencyl 3.x Game Development : Beginner's Guide. için kapak resmi
Learning Stencyl 3.x Game Development : Beginner's Guide.
Başlık:
Learning Stencyl 3.x Game Development : Beginner's Guide.
Yazar:
Borkwood, Innes.
ISBN:
9781849695978
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (439 pages)
İçerik:
Learning Stencyl 3.x Game Development Beginner's Guide -- Table of Contents -- Learning Stencyl 3.x Game Development Beginner's Guide -- Credits -- Foreword -- About the Author -- Acknowledgement -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Have a go hero - heading -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Introduction -- How Stencyl works -- How we'll learn to use Stencyl -- Why Stencyl is a great development tool -- Rapid prototyping and development -- No code development -- Sharing resources with other Stencyl developers -- Platforms that Stencyl runs on -- Stencyl target platforms -- Targeting specific devices -- Publishing desktop games -- Publishing to iOS devices -- Publishing to Android -- What makes Stencyl different -- Stencyl runs on almost any desktop computer -- Stencyl creates native code -- You don't need to be a coder -- Using the free version of Stencyl -- Using the free version of Stencyl with this book -- Successful games created with Stencyl -- The Stencyl Showcase -- Installing Stencyl and testing the setup -- Installing Stencyl -- Microsoft Windows -- Time for action - downloading and installing Stencyl on Windows -- What just happened? -- Mac OS X -- Time for action - downloading and installing Stencyl for Mac OS X -- What just happened? -- Linux -- Time for action - downloading and installing Stencyl for Linux -- What just happened? -- Creating a Stencyl account -- Time for action - creating an account and signing in -- What just happened?.

Have a go hero -- Testing the Stencyl installation -- Time For action - testing Stencyl -- What just happened? -- Have a go hero -- Summary -- 2. Let's Make a Game! -- Using the downloaded game files -- Let's get started! -- Creating a new game -- Time for action - creating a new game -- What just happened? -- Creating a blank scene -- Time for action - creating a blank scene -- What just happened? -- Downloading resources from StencylForge -- Time for action - downloading an actor -- What just happened? -- Have a go hero - searching StencylForge for interesting actors -- Understanding the Stencyl Dashboard -- Adding an actor into a scene -- Time for action - adding an actor to the jungle scene -- What just happened? -- Testing the game -- Time for action - testing the game -- What just happened? -- Downloading and using tiles for scenery -- Time for action - downloading tiles from StencylForge -- What just happened? -- Have a go hero - searching StencylForge for tilesets -- Adding tiles into the scene -- Time for action - adding tiles into the scene -- What just happened? -- Working with tiles -- Deleting tiles from a scene -- Replacing existing tiles in a scene -- Moving tiles in a scene -- Selecting multiple tiles -- Placing multiple copies of tiles -- Have a go hero - experimenting with tiles in the scene -- Finalizing the initial design -- Have a go hero - tidying up the scene -- Reviewing our progress -- Using behaviors to interact with our game -- Working with behaviors -- Adding behaviors -- Time for action - attaching a behavior to an actor -- What just happened? -- Configuring behaviors with Attributes -- Time for action - configuring the behavior -- What just happened? -- Have a go hero - configuring the remaining animations -- Save the game! -- Testing the game -- Time for action - testing the game to find a problem!.

What just happened? -- Improving the scene mechanics -- Time for action - adding gravity to the Jungle scene -- What just happened? -- Keeping an actor in a scene -- Time for action - attaching another behavior to the actor -- What just happened? -- Increasing the width of the gameplay area -- Time for action - increasing the width of the scene -- What just happened? -- Have a go hero - adding more tiles to the scene -- Making the screen scroll -- Time for action - attaching the Camera Follow behavior -- What just happened? -- Adding some interesting scenery -- Have a go hero - adding some interesting tiles to the scene -- Fine-tuning the level design -- Finding game testers -- Summary -- 3. Detecting Collisions -- Working with collision detection in Stencyl -- Time for action - enabling the Debug Drawing feature -- What just happened? -- Modifying an actor's collision shapes -- Time for Action - modifying the monkey's collision shapes -- What just happened? -- Adding multiple collision shapes -- Time for action - adding more collision shapes to the monkey -- What just happened? -- Planning the collision shapes -- Have a go hero -- Testing the updated collision bounds -- Configuring collision shapes for tiles -- Time for action - modifying the collision bounds of a tile -- What just happened? -- Have a go hero -- Adding enemies and collectibles -- Downloading the enemies and collectibles -- Placing the new actors into the jungle scene -- Working with collision groups -- Time for action - examining the collision group settings -- What just happened? -- Viewing the actors' collision groups -- Time for action - examining the Players and Actors groups -- What just happened? -- Creating a new collision group -- Time for action - creating a collision group for enemy actors -- What just happened? -- Have a go hero.

Configuring collisions for the fruit actors -- Using collision sensors -- Time for action - configuring the fruit as a sensor -- What just happened? -- Have a go hero -- Implementing terrain collision shapes -- Time for action - adding a terrain collision area to the scene -- What just happened? -- Have a go hero -- What else can we improve? -- Summary -- 4. Creating Behaviors -- Creating custom behaviors -- Creating our first custom behavior -- Time for action - creating a behavior -- What just happened? -- Time for action - adding an action and attaching to it an actor -- What just happened? -- The actor's behavior screen -- Adding an additional event to a behavior -- Time for action - adding an event and renaming the behavior -- What just happened? -- Understanding the instruction block palette -- Considering future refinements -- A review of the gameplay -- Introducing a new challenge -- Have a go hero - downloading and configuring the statue -- Creating a timed event -- Time for action - creating a behavior to drop the statues -- What just happened? -- Identifying and resolving problems -- Examining screen size and scene size -- Time for action - adjusting the drop-location of the statue -- What just happened? -- Examining the scene instruction blocks -- Preparing for future changes -- Time for action - making the behavior more flexible -- What just happened? -- Introducing randomness into our game -- Time for action - introducing randomness to our behavior -- What just happened? -- Optimizing the number of actors -- Time for action - making the statues disappear after a delay -- What just happened? -- Implementing our first special effect -- Time for action - making the statues disappear after a delay -- What just happened? -- Experimenting with the timings -- Have a go hero - making the fruit fade when collected -- Understanding active actors.

Experiencing a freezing statue -- The origin of the actors -- Time for action - stopping the statues from becoming inactive -- What just happened? -- There's more than one way -- Have a go hero - using the offscreen bounds block -- Creating a countdown timer -- Time for action - creating a countdown timer -- What just happened? -- Examining the debug blocks -- Implementing decision making into our game -- Time for action - listening for the countdown to reach zero -- What just happened? -- What if? Otherwise… -- Repositioning an actor during gameplay -- Time for action - creating an event to relocate the monkey -- What just happened? -- Triggering custom events in our behaviors -- Time for action - triggering a custom event -- What just happened? -- Triggers and more triggers -- Taking time to learn the available blocks -- Learning from the provided behaviors -- Summary -- 5. Animation in Stencyl -- Creating an actor using an imported image file -- Time for action - importing an image into the Animation Editor -- What just happened? -- Understanding Stencyl's animation terminology -- Animation frames -- Animation settings -- Name -- Looping -- Synchronized -- Origin Point -- Default animation -- Have a go hero -- Importing a ready-made sprite sheet -- Time for action - importing a sprite sheet -- What just happened? -- Fine-tuning an animation's frame durations -- Time for action - modifying an animation's frame durations -- What just happened? -- Have a go hero -- Editing animation frames -- Time for action - editing an existing frame with Pencyl -- What just happened? -- Using an alternative graphics tool -- Time for action - changing the default graphics editor -- What just happened? -- Have a go hero -- Using instruction blocks to control animations -- Time for action - switching animations with instruction blocks -- What just happened?.

Have a go hero.
Özet:
A step-by-step, practical tutorial with a no-nonsense approach. The book starts by showing readers how to create a playable game that is fully-functioning, then moves on to demonstrate how to fine-tune the game with eye-catching graphics techniques, audio-effects and more.This book is for indie and existing game developers and those who want to get started with game development using Stencyl. Some understanding of Objective-C, C++, and game development basics is recommended. People with some programming experience may also find this book useful.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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