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Stencyl Essentials
Stencyl Essentials

Stencyl Essentials: Build beautiful, unique, cross-platform games rapidly with the free Stencyl 2D game engine and toolset

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Stencyl Essentials

Chapter 1. Exploring the Stencyl Toolset and Game Engine

Stencyl Essentials has been written as a no-nonsense, concise guide to acquiring the functional use of Stencyl in as little time as possible. To achieve this, little or no time is wasted discussing the basic computer science and/or programming concepts, as this fundamental knowledge is assumed on the part of the reader. In line with that, highly detailed instructions on how to download and install Stencyl will not be provided, as this is not considered to be a challenging process for someone with previous computer science experience. However, a simple, lucid outline of the process will be provided.

In this chapter, we will begin by downloading and installing the free version of Stencyl. The free version is all that is required to complete the lessons in this book. Immediately after that, we will begin exploring and rapidly become acquainted with the Stencyl interface, including all of the most important areas and layouts, which are as follows:

  • Sign-in window
  • The Welcome Center
  • The Dashboard
  • StencylForge
  • Stencylpedia

By the end of this chapter, we will be comfortable enough to use Stencyl in order to be able to navigate through the most common screens, windows, and tabs at will and with relative ease. This newfound facility and comfort will stand us in good stead in the subsequent chapters, which will be fast-paced and punchy in the manner in which the new information is presented. Redundancy will be avoided wherever possible, which means there will not be a lot of needless posturing or repetition. So without further ado, let's start learning how to build games with Stencyl!

Downloading and installing Stencyl

Stencyl can very easily be downloaded free of charge from the official Stencyl website, www.stencyl.com. When you visit the landing page, you will see something that resembles the following screenshot:

Downloading and installing Stencyl

Click on the Download button, which is prominently displayed on the landing page. You will then be given the option to download either a Windows, Mac, or Linux build:

Downloading and installing Stencyl

Simply select the appropriate build for your operating system, and click on Download. This could take anywhere from 20 seconds to 20 minutes depending on the speed of your Internet connection and the size of the particular Stencyl build you are downloading. Once the file is downloaded, launch the installer (if you are installing for Windows), follow all of the prompts, and when the installation is completed, you will have the option to launch Stencyl. If you have downloaded the Mac version, you will have to extract the stencyl-full folder from the downloaded ZIP file, then put it in the Applications directory for it to become useable. Once you have completed the appropriate steps, launch Stencyl.

Tip

For Linux users, the installation process may be a little more complicated. It is beyond the scope of this book to delve into such particulars. However, there is an excellent guide to the Ubuntu installation on the Stencyl website itself, which is available at http://www.stencyl.com/help/view/install-stencyl-linux.

Creating an account and signing in

When we first launch Stencyl, it will ask us to either sign in with an existing account or register a new account. If you have already registered for the Stencyl forums, then you do not need to create an account here. The same login credentials are used to access Stencyl as well as the forums. You will see something similar to this in the following screenshot:

Creating an account and signing in

You need to complete one of these two tasks, obviously depending on whether you have a pre-existing account or not. Once this is done, we will be ready to explore the most important Stencyl screens and windows.

Exploring Stencyl – screens and windows

In this section, we will explore the most common fundamentals of the Stencyl screens and windows, briefly examining their basic nature and purpose, and learn how to navigate to them effectively and easily.

The Welcome Center

The Welcome Center is the first screen you will see after you first open Stencyl. Let's take a look at the following screenshot (your list of games will be different from mine; do not worry about this fact):

The Welcome Center

You may notice right off the bat that Stencyl does not have a native interface, whichever operating system you may be using (Windows, Mac, or Linux). In terms of style and aesthetics, it is entirely its own beast. The good news is that, because the toolset is written in Java, Stencyl looks much the same whether you're using it on Windows, Mac, or Linux. This is advantageous, as it is quite easy for us to jump from one OS to another without being disorientated by stylistic differences. What is more, games can be exported and imported between the installations of Stencyl as .stencyl files, across all the three supported operating systems, so you're never tied to just one OS. Let's look more closely at the important areas of this layout.

Drop-down menus

At the top-left corner of your Welcome Center layout, you will find a very familiar looking list of menus (see the following screenshot):

Drop-down menus

Here, we will find the very typical File menu that contains the menu items for common tasks, such as opening and closing games, importing resources (assets), importing and exporting games, signing in or out, and closing Stencyl. You will notice that some of the options in these menus are grayed out. This indicates that they cannot be clicked on in the current view. This is logical, as certain tasks can only be performed in appropriate contexts; for instance, it should be obvious that we can only click on Close Game when we already have one opened.

Next, we have our View menu, where we can switch between tabs, show or hide the Toolbar (the area that is shown at the bottom of the preceding screenshot), open up StencylForge, Stencylpedia, Game Settings, and the Log Viewer, all of which are important and will be discussed in good time. You will notice, as you scan the contents of the View menu, that the options have associated keyboard hotkeys. You may find it expedient to learn these, as it can improve your workflow with Stencyl in the long run.

The Run menu is only useful to us when we are inside a game project. It contains options for testing our game on various platforms, debugging tools, and so on. The Publish, Extensions, and Debug menus are likewise only really relevant when we have a game open. We cannot use them in the Welcome Center.

The toolbar

The toolbar, which is shown at the bottom of the previous screenshot, shows buttons for the following common tasks and windows:

  • Create a new game
  • Save a game
  • Import
  • Open the game settings window
  • Show log viewer (primarily for debugging)
  • Sign in
  • Access StencylForge
  • Open Stencylpedia

The Welcome Center tab

To the left of the layout, and as demonstrated by the following screenshot, we can see the Welcome Center tab (at the top-left corner of the window). All the screens in Stencyl are tabbed, so you can have several open at once. This includes scenes and actors, which we will learn about a little later on.

In the following screenshot, you will see that we have three drop-down menus:

The Welcome Center tab
  • My Projects: Click on this tab to see your existing game projects, or any game kits (a starter pack for a certain type of a game) you have at your disposal.
  • Download: When you click on Sample Games, it will take you to http://www.stencyl.com/developers/samples/. When you click on Extensions, it will take you to http://www.stencyl.com/developers/market/. Here, you can download extensions created by advanced Stencyl users, which add functionality to Stencyl.
  • News: This is a collection of links that will take you to the social media pages related to Stencyl, the Stencyl Blog, or the Forums. The Forums are an excellent resource for one and all, as they enable all members of the community to share resources, ask and answer questions, collaborate on projects, and engage in idle, Stencyl, or game-related chit chat—all of which are good things. There is also a members-only area, where paying subscribers receive extra support and assistance from the Stencyl team.

Now, it is the right time to download a demo game so that we can use it to explore the Dashboard and other important areas of the Stencyl interface, which are only accessible from within a game:

  1. Let's click on the Sample Games link.
  2. When the Sample Games page opens in your browser, click on the download button for Alien Approach.
  3. When the download completes, you should have a file called AlienApproach.stencyl. This file can be imported into Stencyl by navigating to File | Import Game. Then, you can navigate to the directory where you downloaded the sample game to (likely, your downloads folder).
  4. Double-click on the file to import it. After a few moments, you should see a new game appear in your games list that looks similar to the following screenshot:
    The Welcome Center tab
  5. Double-click on the game to open it. We will use this sample game to explore our next major screen, the Dashboard.

Tip

A great way to get familiar with Stencyl quickly is to download all of the sample games we have seen earlier and tear them apart to see how they work.

The Dashboard

Once we have opened up our game, the Welcome Center disappears, and it is replaced with the Dashboard. This is the main view within our game. From here, we can access all of our game resources, such as Scenes, Actor Types, Tilesets, Fonts, Behaviors, and Sounds. In the following screenshot, you can see that these resource types are listed in the drop-down menu immediately below the Dashboard at the top-left corner of the page, under Resources:

The Dashboard

Let's very quickly click on each one of these resource types, starting with Actor Types and working down. You will see that as you do so, the contents of the main window changes; we are presented with a list of all assets of that particular type. When you've gotten as far as Tilesets, let's move on to the Logic drop-down menu immediately below it.

You will see that in this menu, we have three submenu items: Actor Behaviors, Scene Behaviors, and Code. Actor Behaviors are attached to Actor Types or individual instances of Actors, and modify their functionalities with conditional logic. They are akin to components, which you may have worked with in other game engines, such as Unity.

Scene Behaviors are similar, except that we attach them to Scenes instead of Actors. Clicking on Code will allow us to write our own classes. This is an advanced feature, which we rarely need to utilize, but it's good to be aware that the feature is available to us, as our abilities in Stencyl develop to a more advanced level.

Believe it or not, these nine menu items constitute all of the major asset types within our games. Once we have learned them all, and how they relate to and interact with each other, we will have a working knowledge of Stencyl and will be quite capable of building our own games!

Scene Designer

Let's go back to the scenes view by clicking on Scenes in our Resources menu. You will see that there is already one demo scene in this example game. Now, double-click on it to launch the scene designer and edit our scene. You will be presented with an additional tab with the name of your scene on it, beside the Dashboard tab, and a screen as shown in the following screenshot:

Scene Designer

Let's take a closer look at the six tabs that we see at the top center of the screen:

Scene Designer

Clicking on any one of these will change our view to show tools and fields that relate directly to a certain aspect of our game. Here is a cursory breakdown of the different tabs and their relative significance in the crafting of a playable game level:

  1. Scene: This is where we sculpt the level by placing tiles and actors on various layers. To the left of the screen, you will see a tool palette, which is similar in some respects to what you might find in a graphics manipulation tool, such as Photoshop or GIMP.
  2. Behaviors: Here, we can add or remove Scene Behaviors as well as assign values to the exposed attributes; we'll be learning more about the attributes shortly. For now, just think of the term attribute as a synonym of the term variable, which is commonly used in math and programming vocabulary.
  3. Events: While we usually use events within our behaviors, there are some instances where we may decide to create a single event that is associated directly with the scene object. In any case, we will not be using this tab as often as the Behaviors tab.
  4. Physics: This is where we can set both horizontal and vertical gravity for our game level. How this gravity affects the individual actors within the scene will depend on how we have configured that specific actor's physics settings.
  5. Background: This is where we can add backgrounds and foregrounds to our level, which can be repeated horizontally and vertically. If desired, we can also add parallax scrolling settings—an effect that is popular in platformer games.
  6. Properties: This tab opens a window where we can alter certain basic scene properties, such as the Name, Size, and Background color (or gradient, if you should choose to use one).

Tip

Downloading the example code

You can download the example code files from your account at http://www.packtpub.com for all the Packt Publishing books you have purchased. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

The Palette

The Palette, which can be located to the right of the scene view (which is active by default when you first open the scene), is where we can go to select the tiles and/or actors we wish to paint onto the canvas. As you can see from the following screenshot, there are two tabs available to us within the palette—one shows the available actors, the other shows the available tiles that can be placed in our scene:

The Palette

As we can see from the palette display, this particular game demo happens to contain only two tiles and seven actors in total. Some games can contain hundreds of each. If you take a look at the area above the palette area, you will see something similar to the following screenshot:

The Palette

In the preceding screenshot, we have, from left to right and starting at the top, the following options:

  • Platform: Flash is the default choice. Click on the button to see a drop-down menu displaying all your available options. Which options are displayed here will depend on what operating system you're using. If you're using Windows, for instance, the options will be Flash (Player), Flash (Browser), Windows, and Android.
  • Test Game: By clicking on this tab, you can build and then attempt to launch the entire game for the specified target platform. The default scene, as identified by the star symbol, will be the first one to launch. Bring up the Log Viewer in tandem to view progress, warning, and error messages.
  • Test Scene: Unlike the Test Game button, this only builds the current scene, and launches it directly, ignoring the rest of the game. The Log Viewer can be used for debugging purposes, as before.

The Log Viewer

Let's learn more about the Log Viewer. The easiest way to launch this tab is by clicking on the quick launch button, which has conveniently been placed on the toolbar for us; a permanent fixture at the top of the Stencyl interface. Let's click on that button now, and then click on the Test Scene button we learned about just moments ago. After a moment or so, you should see the following window appear (on Windows – the Mac version is a little different), and start to fill with lines of information:

The Log Viewer

As you may have deduced, the information we are fed through the Log Viewer comes in the form of Events. These events, in turn, come in five basic categories:

  1. Debug: These events are useful for debugging. We can trigger this type of event ourselves to assist in the debugging code.
  2. Info: These events are helpful updates to let us know what is happening during the build or execution process of our program. They do not indicate a problem.
  3. Warning: These events indicate a possible problem in the execution of our code.
  4. Error: These events indicate that something has gone wrong. The Source and Message events will usually provide clues as to what has happened.
  5. Fatal: These events indicate that a fatal error has occurred, and the game can no longer execute.

Your cursor over each of the buttons is indicated in the following screenshot (to be found at the top-right corner of the Log Viewer window):

The Log Viewer

The first five color-coded circles enable us to toggle the different types of events to on or off. They occur in the same order that we examined earlier, beginning with Debug and ending with Fatal. When your game code is executing, the sheer volume of information being presented through the Log Viewer can be overwhelming, and hence, difficult to process mentally. Use these buttons to filter the displayed events, thus making it easier to read/debug.

The next three buttons relate to highlighting significant events for later consideration. The first one is the Marker. Simply select an event from the list, and click on this button to mark it. When you have marked multiple events, you can use the next two buttons to move up and down the individual items in your selection of events. The last button, in the form of a red X, will clear all of the current events.

Tip

You can experiment with the features of the Log Viewer discussed earlier, including the filtering options and marking tools. Take some time to absorb the basic purpose of each event type (or event level). Becoming comfortable with all these fundamentals now will speed up our progress throughout the chapters that follow.

Summary

In this chapter, we familiarized ourselves with the non-standard, yet beautiful and intuitive interface of Stencyl. Together, we examined many of the most important areas and views in the Stencyl toolset, including the Welcome Center, Dashboard, Scene Designer, and Log Viewer. Having acquired a basic understanding of the structure and layout of Stencyl, we are now ready to begin our fast-paced development project, the completion of which will lead to our mastery of the software. Let's begin – see you in Chapter 2, Starting the Game Project!

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Description

If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you.

Who is this book for?

If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you.

What you will learn

  • Discover the key benefits of Stencyl, its technical structure, and what makes it so special
  • Understand and work effectively with the Stencyl interface
  • Set up scenes and alter their settings at will
  • Import and utilize graphics
  • Integrate sound FX and music in your games
  • Create and configure actor types and instances
  • Implement tilesets and backgrounds by importing them in to your game
  • Write custom behaviors to control your actors
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Table of Contents

13 Chapters
1. Exploring the Stencyl Toolset and Game Engine Chevron down icon Chevron up icon
2. Starting the Game Project Chevron down icon Chevron up icon
3. Backgrounds and Tilesets Chevron down icon Chevron up icon
4. Building Levels Using Scenes Chevron down icon Chevron up icon
5. Actor Types and Instances Chevron down icon Chevron up icon
6. Writing Simple Behaviors Chevron down icon Chevron up icon
7. Complex Behaviors and Code Chevron down icon Chevron up icon
8. Adding Sound FX and Music Chevron down icon Chevron up icon
9. Adding HUD Elements Chevron down icon Chevron up icon
10. Adding Menus and Buttons Chevron down icon Chevron up icon
11. Scoring and Game Rules Chevron down icon Chevron up icon
12. Publishing and Monetization Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Full star icon Full star icon Half star icon 4.4
(5 Ratings)
5 star 60%
4 star 20%
3 star 20%
2 star 0%
1 star 0%
brenda o donovan Jun 07, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great book for anyone interested in beginning game development or even an experienced game developer looking to get to grasps with the Stencyl engine. Stencyl's a wonderful engine for making 2D games and this book is a fantastic resource for learning the ins and outs of the software. By the end of this book you will be savvy in using Stencyl and the logic of game programming in general. For me, it was the perfect first step to coding. I got to learn and understand how game programming works and now the thought of learning the likes of C# and C++ seems less daunting! Definitely recommended.
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Perry Nally Jul 31, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I was a bit wary about yet another game creation tool that touted no coding necessary in order to create high quality games for iOS, Android, desktop, etc. So, I read this book and I'm happy to say that I'm very glad I did. Richard Sneyd has done an impressive job at creating a very fast, yet simple to grasp introduction and implementation of a full 2D side-scroller game. In particularl, he gives detail where detail is appropriate in order to help the user understand the "why", and then lays out the "how" in very easy to understand terms. The detail does not come in a lot of vast technical explanations about the underlying system, but rather very well placed analogies that, in my opinion, really helped me understand the tools; after-all, I think that's the whole point of the book (It gives you a well founded explanation of the essential ingredients in order to create a high quality and fun to play game). I had no idea Stencyl was such a powerful tool.I highly recommend this book to anyone - beginner to expert. Though an expert game developer probably would not opt to use Stencyl since they would surely have their own framework setup already, this book really does a great job of convincing me to use Stencyl for some of my 2D games, and I will be using it. Thanks Richard!
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Javier Gómez López Jun 29, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The book has everything you need to make a video game. In my case, I wanted to make a video game, just as a hobby and I found helpful information in this book. Finally , I posted my video game Newgrounds and have participated in the contest of 2015 Stencyl Jam.
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Amazon Customer Sep 06, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
This a was a great starter manual for reading on the train Journeys to and from work. This good thing with the book instead of reading sporadic online tutorials if that it will generally give you a more rounded learning experience in my opinion. I felt this book offered this, although I would have liked a bit more info about Game Attributes
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Cal Arts May 30, 2015
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
SUMMARY:In short, this book makes for a good tutorial for the "somewhat experienced beginner" looking to make exactly the same type of game that Mudslide Cowboy is. I would not recommend it for an absolute beginner or for someone who has already built a few of their own games. I would recommend it for the casual Stencyler who has done the crash course tutorials and read Innes Borkwood's Learning Stencyl 3.X Game Development: Beginner's guide.If you are just getting your feet wet with Stencyl and game design, and are looking to make a clone of Mudslide Cowboy and don't care much about how it works, just that it does work, then this book is perfect for you. If you are looking for a deeper understanding of game design principles, game logic, and programming technicalities then I suggest you move on. This book is very much like the books you see in arts and crafts stores. You know the ones like, "How to Draw Dragons" or, "How to Draw Manga". These books give you what you want on the surface level but do not explain in detail figure drawing, anatomy, color theory, etc. Read below for why.CONS:The author bills the book as having a "no-nonsense style, enabling you to get to grips with Stencyl in a fun, yet fast paced way" and it is. The author structures the book so that you get to setting up and creating the game relatively quickly but at the cost of explaining much of it. You will find irregular explanations of options and code structure. The rest of it is glossed over and you will just be snapping code together, forgetting about it, and then coming back to it at a later point to finish it. You won't know why it was set up that way and you will most likely not understand how it is working together (if you are a beginner). You are expected to just follow along to meet the book's goal of having you create a game quickly with no nonsense. This is typically what you find of many tutorials out there in the infinite universe of the Internet. It shows you how to build something (very well) but doesn't explain it for a deeper understanding.There are times in the book when the author assumes you know your way around Stencyl and forgets to tell you little things like click the ok button. A beginner will be utterly confused when the pop up menu being discussed in the book is not on the screen. In one part, it tells you specifically not to click anything. It does a nice little explanation of things and then it goes onto the next part of the process that cannot be seen unless you specifically click that button you were told not to. Once again, someone who is familiar with the program will know to click that button to go onto the next section. A person with no experience will be lost, at least for a little while, until they get brave enough to click that button.Values for the game are easy to mess up. If you are not careful to read every line you will mistake the necessary values due to screen shots. The screen shot may have one value but in the text there are instructions to change it to another value. You have to be extra careful.Infrequent testing. The game doesn't call for playtesting very much. You can easily find yourself at the end of a few chapters testing the game and discovering that it does not work. Too bad you made ten or fifteen modifications to the game during those chapters. Looks like you will have to back over each step to see what you missed. This shouldn't happen. Testing should happen more than the reader would want in order to keep the game moving forward and to keep the reader smoothly engaged.At certain points, you can tell the author is tired of writing this book. His instructions become this: Set up the code to look like what is in the screen shot. While I am a fan of this style, it is not a good option for beginners. They too easily look over the tiny little details, drop down menus, and similarly-named code blocks. At one point in Chapter 10, he mentions that the next chapter is the end of the book and Monetization and Publishing will be discussed. Then comes Chapter 11: Scoring and Game Rules. This really is a minor detail but it goes to show you the author was a bit tired by the end of the book. But that last part is probably the editors fault.PROS:Now that I have done a lot of complaining, I want to come out and say that I don't dislike this book. It just had some flaws that anyone looking to buy it should know about. The following is short but very powerful. Don't judge it by the length but by the context of it.I can't thank the author enough for his no nonsense way of writing. I applaud him for that. Too many books and tutorials spend their time going off the rails wasting time. I was able to get through this book in a couple of days on and off. If I committed myself to it, I could have probably finished reading it in an afternoon or so.When you do actually get explanations, they are concise, informative, and helpful. The author also provides good tidbits of information that will help trouble shoot during playtesting. For example: Being aware of placing blank tiles from the tileset in the level editor. This can cause a lot of time lost if you don’t know to look for it.The final chapter on Monetization and Publishing provides an excellent overview and starting point for anyone looking to take that next step. It talks about Android, IOS, different types of certificates, Ad extensions, Interstitial ads, Banner ads, etc. Very well done here.The code is set up intelligently. I am not a programmer by profession but I have programmed a few complex games and was delighted to learn a few things. Everyone programs differently and there is no right or wrong. Just better or worse. The author does a good, clean job of setting up the code in an understandable way that is easy to construct for beginners and gives more experienced individuals another option.NOTE:There are issues with Stencyl that will make the author seem like a liar. He isn’t a liar. He just cannot account for the myriad of tiny little things that can cause the reader to get stuck. For example, in Chapter 3 when you import the tileset it may not display properly in the editor. There is no mention of this in the book. You will have to simply adjust a single value to fix it. A person completely new to this would most likely be derailed and blame the author. Once again, it is not the author's fault. It is just the nature of the program.
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Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact [email protected] with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at [email protected] using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on [email protected] with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on [email protected] within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on [email protected] who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on [email protected] within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela