I’m pleased to announce the publication of my new online Stencyl video course, Create your first video game from scratch without coding, consisting of over 6.5 hours of HD video tutorials which explain, step-by-step, how to create a complete video game from scratch, using the free version of Stencyl. I am offering the complete video course at a discounted price of $25 for the first 50 readers who use this coupon link to join the course. The standard price of the course is $195, so this offer is a massive $170 off the full price. Take this opportunity and join over 150 other students in learning with me, using this online course. (more…)
My new Stencyl book, Learning Stencyl 3.x Game Development: Beginner’s Guide, published by Packt Publishing is now available! If you want to learn how to create a video game, but don’t want to learn a programming language, this is a great place to start. (more…)
The Stencyl book is now only days away from publication, and anyone who pre-orders it from the Packt Publishing web site can get a 20% discount (link below)!
I extend my apologies for the lack of blog updates - I’ve been working on my Stencyl 3.0 book for Packt Publishing and almost 70% of the book has been written. I’ll provide a more detailed update in a later post. In the meantime, this is a relatively short post to encourage the use of lateral thinking when a problem needs to be solved in Stencyl. (more…)
In previous tutorials, we’ve had a look at how to use attributes in a Stencyl game, and also how to access attributes in other actors. However, normal attributes are limited to being used within a scene and, once a different scene becomes active, any attribute information created in the earlier scene is lost forever. This is where game attributes come into play! When we need to keep track of information across the whole game – not just a particular scene, game attributes are exactly what we need. In this short tutorial, we’ll have a quick look at how game attributes work, and also how they can be used to save our players’ game information. (more…)
In my last post to this blog, I announced the upcoming Stencyl book that I am working on for Packt Publishing, provisionally entitled, Stencyl 3.0 Game Development Beginner’s Guide.
Since making that announcement, I have had an amazing number of responses offering encouragement, assistance, sample code, advice as to how the book should be structured, etc. Firstly, I must say how pleased, and grateful, I am to have received such a positive response – it’s a testament to the enthusiasm and generosity of the Stencly community.
I can now provide a little more (but not too much!) information about the format of the book, and its content:
I’m pleased (and somewhat excited) to announce that I recently signed a contract with Packt Publishing to write a “Beginner’s Guide” book for Stencyl 3!
The book is aimed at those who are new to game development, but also at experienced developers and designers who want to use a development toolkit that can target multiple desktop and mobile platforms. (more…)
In this latest Stencyl tutorial, we’ll have a look at how to retrieve (or ‘Get’) Attribute values from other Actors in your Stencyl game.
Why would you want to do that? It’s very common to need to deduct health points when a collision occurs between a player and an enemy, or to add bonus points when there is a collision with a power-up. If each of the enemies or power-ups has its own value then, somehow, the player is going to have to find out what that value is, so it can carry out the required action. If you read the tutorial about Attributes in Stencyl, you’ll already know that Actors can be programmed to store and modify their own values in an Attribute, but the next step is to learn how to access the values of other actors’ Attributes…
If you are new to programming and creating games with Stencyl, then attributes might be something that you haven’t learnt how to use yet. However, learning about attributes is vital if you want to progress your Stencyl coding beyond the absolute minimum.
The purpose of this post is to cover the basics of attributes before we move on to more detail about them in a later article.
This is the second article in a series about debugging errors in Stencyl and, this time, we’re going to look at what ‘runtime’ errors are, and the tools you can use to track them down in your code. If you missed the first article about debugging in Stencyl, I recommend reading that one first (http://www.thestencylblog.com/2012/06/19/debugging-stencyl-part-1/) and coming back to this article later.
Runtime errors are somewhat trickier than the compilation errors that we discussed in the previous article because they do not manifest themselves when you create the game; as the name suggests, they appear at runtime when the game could already be in the hands of the customer!