
Happy Stencyling!Ībout the Author Innes Borkwood is a freelance computer consultant and sotware trainer living in Perth, Western Australia. Everybody starts somewhere, and when you get that irst game working, you'll experience the same joy that I felt when I inally got my irst game to work. When you inevitably hit a brick wall, don't give up. Complete some small projects to get the hang of things and see irsthand just how important that last 10 percent is. It was a euphoric moment because I inally got my irst game to work! If you're new to the world of game creaion, I ofer you this one piece of advice: think big but start small. I was paricularly fascinated by a magical spark of life I bestowed upon a lowly breakout clone when I got a ball to bounce of the paddle and break some blocks. When I applied to college, one of my essays detailed my early experiences with game programming. Creaing a game is portrayed not as a sprint, but as a journey upon which you'll build not just a working knowledge of Stencyl, but acquire a general toolbox of techniques and wisdom that will serve you well throughout your game-creaing career.
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Learning Stencyl 3.x Game Development: Beginner's Guide is a top to botom treaise on how to build a game using Stencyl, from humble beginnings to the last 10% spent polishing and taking a game to market. As we grew further acquainted with each other, he proposed this book. It was during this ime that I met Innes and learned that he wanted to use Stencyl to teach programming and game design to young students. Educators in paricular loved the combinaion of a familiar brick-snapping interface with the incenives of building a real game. A few years later, Stencyl opened its doors to an eagerly awaiing public. Within the gaming world, creaing a YouTube for games was considered the holy grail, and no fewer than a dozen companies sought this vision by democraizing game creaion in various ways. Facebook was closed to the public, YouTube was a novelty, and the iPhone had yet to be invented. Stencyl was conceived during a ime that, despite being a few years back, seems anachronisic. None of these experiments saw the light of day, but they set the stage for what eventually became Stencyl. The Mario clone begat a general plaformer engine, which in turn gave way to a completely general game engine. Times have surely changed since then! Over the years, I bounced from one project to another, each with increasingly ambiious scope. Even before I learned how to program, I fostered an obsession over ediing maps for games on TI graphing calculators, even going as far as drawing such maps out on graph paper as a way of sharing them with friends. I had just learned how to program, and like many, I wanted to make games with my newfound knowledge. Sharvari Baet Sayali Mirajkar Akshata Pail Dheera Paulįoreword My journey began nearly 10 years ago creaing a map editor for a Mario clone. Project Coordinator Anugya Khurana Proofreader Lauren TobonĪnkita Shashi Producion Coordinator Technical Editors ISBN 978-1-84969-596-1 Cover Image by Vicki Wenderlich (and lnnes Borkwood ( )Ĭredits Author Innes Borkwood Reviewers Joe Dolivo Livery Place 35 Livery Street Birmingham B3 2PB, UK. However, Packt Publishing cannot guarantee the accuracy of this informaion. Packt Publishing has endeavored to provide trademark informaion about all of the companies and products menioned in this book by the appropriate use of capitals. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. However, the informaion contained in this book is sold without warranty, either express or implied. Every efort has been made in the preparaion of this book to ensure the accuracy of the informaion presented. No part of this book may be reproduced, stored in a retrieval system, or transmited in any form or by any means, without the prior writen permission of the publisher, except in the case of brief quotaions embedded in criical aricles or reviews. Learning Stencyl 3.x Game Development Beginner's Guide Copyright © 2013 Packt PublishingĪll rights reserved.
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Learning Stencyl 3.x Game Development Beginner's GuideĪ fast-paced, hands-on guide for developing a feature-complete video game on almost any desktop computer, without wriing a single line of computer code
