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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
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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 2. Let's Make a Game! FREE CHAPTER 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

Chapter 4. Creating Behaviors

In Chapter 3, Detecting Collisions, we configured collision shapes for the actors and tiles so that collisions are detected when required, and our game now allows the player to traverse the scene with some basic, predictable interactivity. However, although the monkey is now colliding with other actors, there are currently no responses to these collisions, other than a bump when some of the actors collide.

We need to take control of the game, so in this chapter, we're going to learn how to create instructions that will carry out specific actions when collisions and other events occur within our game.

In this chapter we will be:

  • Creating custom behaviors

  • Understanding the instruction block palette

  • Creating a timed event

  • Examining screen size and scene size

  • Introducing randomness into our game

  • Implementing our first special effect

  • Understanding active actors

  • Creating a countdown timer

  • Implementing decision making in our game

  • Repositioning an actor during gameplay

  • Triggering...

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