7. Installation of SDK
Step 5
1. Once, the download is complete, browse to the directory where
the file is saved. (In this case, I saved it on the desktop.)
2. Execute the file.
10. Installation of SDK
Step 8
1. Once the installation is completed, you may locate the program
via the Windows start menu.
2. A shortcut can be made on the desktop for easier access.
11. Installation of SDK
Step 8
1. Once the installation is completed, you may locate the program
via the Windows start menu.
2. A shortcut can be made on the desktop for easier access.
12. Exploring the Workspace
Welcome Center
1. When you first launch Stencyl, you will see a screen like this.
2. This is the Welcome Center.
3. In this screen, you will be able to create a new blank game or
open existing game templates and edit it to your liking.
15. Exploring the Workspace
Stencyl workspace
1. Upon creation of a new blank game, you will first see the
workspace in which game development will begin.
2. The dashboard is the control panel for creation and editing of
game design elements such as actors, behaviors and scenes.
16. Exploring the Workspace
Main Toolbar
1. “Create New” allows a developer to create new resources for a
game which includes (Actors, Backgrounds, Fonts, Scenes,
Sounds, Tile sets and behaviors)
2. “Save game” saves the game in progress.
3. “Import” allows the a developer to import existing
games(.stencyl files) into the welcome center.
4. “Settings” allows a user to access the game settings to
configure settings such as web, mobile, attributes and controls.
5. “StencylForge” is the marketplace for game asset resources.
17. Exploring the Workspace
Dashboard
1. The dashboard is the control panel for creation and
editing of game design elements such as actors,
behaviors and scenes.
2. We will be frequently using this section as the
centralized control area.
3. The Dashboard is mainly separated into 2 sections,
“Resources” and “Logic.”
4. Resources is where we create the GUI, Graphical User
Interface of our game.
5. Logic is where we define the behaviors (functions) of our
game.
18. Exploring the Workspace
Resources – Actor Types
1. Actors can be referred to interactive entities of a game.
2. These entities can take the form of players, enemies, projectiles, vehicles, interface
elements and anything in a game that “lives.”
3. Actors can be broken up into certain components
• Appearance – How the actor looks/appears.
• Behaviour – How the actor behaves/acts/functions.
• Physics – How the actor interacts within the game world.
19. Exploring the Workspace
Resources – Backgrounds
1. Backgrounds are large images that fill up either at the back or front of a scene.
2. They are used as visual enhancements of a game to provide a better game world
scenery.
3. Backgrounds are scrollable to display an illusion that the actor is actually moving in
the game within the camera zone.
20. Exploring the Workspace
Resources – Fonts
1. The Fonts section allow a developer to create game text which can be drawn in the
scene.
2. Fonts can be used to draw text such as score, timer, lives, hp, mp and any HUD
(Heads up display) information
3. Some of the customizable parameters include,
• Style
• Color
• Stroke
• Shadows
21. Exploring the Workspace
Resources – Scenes
1. Scene/location refer to a the game “levels” or “worlds.”
2. Scenes are where events take place in a game.
3. Some of the scene elements include,
• Tiles
• Layers
• Coordinates
• Boundaries
22. Exploring the Workspace
Resources – Sounds
1. The sounds section allows the developer to import sound tracks to include audible
interactivity to the game user.
2. Sounds are generally categorized into two,
• Sound Effects
• Music
3. Sound effects are short clips that enhances game actions.
4. Background music are longer clips that enhances gameplay.
23. Exploring the Workspace
Resources – Tile sets
1. Tile sets are typically a scene’s terrain or land.
2. They are uniform in size.
3. An analogy to compare to are floor and wall tiles in the real life world.
24. Exploring the Workspace
Logic – Actor Behaviours
1. Behaviors are reusable, configurable “abilities” that you attach to actor types or
scenes.
2. A behavior that is attached to an actor is known as an actor behavior.
25. Exploring the Workspace
Logic – Scene Behaviours
1. “Behaviors are reusable, configurable “abilities” that you attach to actor types
or scenes.
2. A behavior that is attached to a scene is known as scene behavior.