Learning Stencyl 3.x Game Development :: Beginner's Guide.
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...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
2013.
|
Schlagworte: | |
Online-Zugang: | DE-862 DE-863 |
Zusammenfassung: | 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. |
Beschreibung: | 1 online resource (336 pages) |
ISBN: | 9781849695978 1849695970 1849695962 9781849695961 |
Internformat
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245 | 1 | 0 | |a Learning Stencyl 3.x Game Development : |b Beginner's Guide. |
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505 | 0 | |a Cover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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. | |
505 | 8 | |a Stencyl creates native codeYou 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; Mac OS X; Time for action -- downloading and installing Stencyl for Mac OS X; Linux; Time for action -- downloading and installing Stencyl for Linux; Creating a Stencyl account; Time for action -- creating an account and signing in. | |
505 | 8 | |a Testing the Stencyl installationTime For action -- testing Stencyl; Summary; Chapter 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; 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. | |
505 | 8 | |a Time for action -- downloading tiles from StencylForgeAdding tiles into the scene; Time for action -- adding tiles into the scene; 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; Finalizing the initial design; Reviewing our progress; Using behaviors to interact with our game; Working with behaviors; Adding behaviors; Time for action -- attaching a behavior to an actor; Configuring behaviors with Attributes; Time for action -- configuring the behavior; Save the game! | |
505 | 8 | |a Testing the gameTime for action -- testing the game to find a problem!; Improving the scene mechanics; Time for action -- adding gravity to the Jungle scene; Keeping an actor in a scene; Time for action -- attaching another behavior to the actor; Increasing the width of the gameplay area; Time for action -- increasing the width of the scene; Making the screen scroll; Time for action -- attaching the Camera Follow behavior; Adding some interesting scenery; Fine-tuning the level design; Finding game testers; Chapter 3: Detecting Collisions; Working with collision detection in Stencyl. | |
505 | 8 | |a Time for action -- enabling the Debug Drawing feature. | |
520 | |a 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. | ||
542 | |f Copyright © 2013 Packt Publishing | ||
650 | 0 | |a Video games |x Development. | |
650 | 0 | |a Video games |x Development. | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn850162221 |
---|---|
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adam_text | |
any_adam_object | |
author | Borkwood, Innes |
author_facet | Borkwood, Innes |
author_role | |
author_sort | Borkwood, Innes |
author_variant | i b ib |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76 .C672 |
callnumber-search | QA76.76 .C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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 codeYou 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; Mac OS X; Time for action -- downloading and installing Stencyl for Mac OS X; Linux; Time for action -- downloading and installing Stencyl for Linux; Creating a Stencyl account; Time for action -- creating an account and signing in. Testing the Stencyl installationTime For action -- testing Stencyl; Summary; Chapter 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; 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 StencylForgeAdding tiles into the scene; Time for action -- adding tiles into the scene; 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; Finalizing the initial design; Reviewing our progress; Using behaviors to interact with our game; Working with behaviors; Adding behaviors; Time for action -- attaching a behavior to an actor; Configuring behaviors with Attributes; Time for action -- configuring the behavior; Save the game! Testing the gameTime for action -- testing the game to find a problem!; Improving the scene mechanics; Time for action -- adding gravity to the Jungle scene; Keeping an actor in a scene; Time for action -- attaching another behavior to the actor; Increasing the width of the gameplay area; Time for action -- increasing the width of the scene; Making the screen scroll; Time for action -- attaching the Camera Follow behavior; Adding some interesting scenery; Fine-tuning the level design; Finding game testers; Chapter 3: Detecting Collisions; Working with collision detection in Stencyl. Time for action -- enabling the Debug Drawing feature. |
ctrlnum | (OCoLC)850162221 |
dewey-full | 794.815133 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.815133 |
dewey-search | 794.815133 |
dewey-sort | 3794.815133 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn850162221 |
illustrated | Not Illustrated |
indexdate | 2025-03-18T14:21:16Z |
institution | BVB |
isbn | 9781849695978 1849695970 1849695962 9781849695961 |
language | English |
oclc_num | 850162221 |
open_access_boolean | |
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physical | 1 online resource (336 pages) |
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publishDate | 2013 |
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publisher | Packt Publishing, |
record_format | marc |
spelling | Borkwood, Innes. Learning Stencyl 3.x Game Development : Beginner's Guide. Birmingham : Packt Publishing, 2013. 1 online resource (336 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier text file rda Print version record. Cover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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 codeYou 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; Mac OS X; Time for action -- downloading and installing Stencyl for Mac OS X; Linux; Time for action -- downloading and installing Stencyl for Linux; Creating a Stencyl account; Time for action -- creating an account and signing in. Testing the Stencyl installationTime For action -- testing Stencyl; Summary; Chapter 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; 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 StencylForgeAdding tiles into the scene; Time for action -- adding tiles into the scene; 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; Finalizing the initial design; Reviewing our progress; Using behaviors to interact with our game; Working with behaviors; Adding behaviors; Time for action -- attaching a behavior to an actor; Configuring behaviors with Attributes; Time for action -- configuring the behavior; Save the game! Testing the gameTime for action -- testing the game to find a problem!; Improving the scene mechanics; Time for action -- adding gravity to the Jungle scene; Keeping an actor in a scene; Time for action -- attaching another behavior to the actor; Increasing the width of the gameplay area; Time for action -- increasing the width of the scene; Making the screen scroll; Time for action -- attaching the Camera Follow behavior; Adding some interesting scenery; Fine-tuning the level design; Finding game testers; Chapter 3: Detecting Collisions; Working with collision detection in Stencyl. Time for action -- enabling the Debug Drawing feature. 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. Copyright © 2013 Packt Publishing Video games Development. Jeux vidéo Développement. GAMES Board. bisacsh has work: Learning Stencyl 3. x Game Development: Beginner's Guide (Online) (Work) https://id.oclc.org/worldcat/entity/E39PCXD79gVDwXDJ8f6q4QhBDV https://id.oclc.org/worldcat/ontology/hasWork Print version: Borkwood, Innes. Learning Stencyl 3.x Game Development : Beginner's Guide. Birmingham : Packt Publishing, ©2013 9781849695961 |
spellingShingle | Borkwood, Innes Learning Stencyl 3.x Game Development : Beginner's Guide. Cover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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 codeYou 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; Mac OS X; Time for action -- downloading and installing Stencyl for Mac OS X; Linux; Time for action -- downloading and installing Stencyl for Linux; Creating a Stencyl account; Time for action -- creating an account and signing in. Testing the Stencyl installationTime For action -- testing Stencyl; Summary; Chapter 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; 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 StencylForgeAdding tiles into the scene; Time for action -- adding tiles into the scene; 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; Finalizing the initial design; Reviewing our progress; Using behaviors to interact with our game; Working with behaviors; Adding behaviors; Time for action -- attaching a behavior to an actor; Configuring behaviors with Attributes; Time for action -- configuring the behavior; Save the game! Testing the gameTime for action -- testing the game to find a problem!; Improving the scene mechanics; Time for action -- adding gravity to the Jungle scene; Keeping an actor in a scene; Time for action -- attaching another behavior to the actor; Increasing the width of the gameplay area; Time for action -- increasing the width of the scene; Making the screen scroll; Time for action -- attaching the Camera Follow behavior; Adding some interesting scenery; Fine-tuning the level design; Finding game testers; Chapter 3: Detecting Collisions; Working with collision detection in Stencyl. Time for action -- enabling the Debug Drawing feature. Video games Development. Jeux vidéo Développement. GAMES Board. bisacsh |
title | Learning Stencyl 3.x Game Development : Beginner's Guide. |
title_auth | Learning Stencyl 3.x Game Development : Beginner's Guide. |
title_exact_search | Learning Stencyl 3.x Game Development : Beginner's Guide. |
title_full | Learning Stencyl 3.x Game Development : Beginner's Guide. |
title_fullStr | Learning Stencyl 3.x Game Development : Beginner's Guide. |
title_full_unstemmed | Learning Stencyl 3.x Game Development : Beginner's Guide. |
title_short | Learning Stencyl 3.x Game Development : |
title_sort | learning stencyl 3 x game development beginner s guide |
title_sub | Beginner's Guide. |
topic | Video games Development. Jeux vidéo Développement. GAMES Board. bisacsh |
topic_facet | Video games Development. Jeux vidéo Développement. GAMES Board. |
work_keys_str_mv | AT borkwoodinnes learningstencyl3xgamedevelopmentbeginnersguide |