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|a 9781784390471
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|a QA76.76.C672
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|a Sneyd, Richard
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245 |
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|a Stencyl essentials
|b build beautiful, unique, cross-platform games rapidly with the free Stencyl 2D game engine and toolset
|c Richard Sneyd
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246 |
3 |
1 |
|a Build beautiful, unique, cross-platform games rapidly with the free Stencyl 2D game engine and toolset
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260 |
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|a Birmingham, UK
|b Packt Publishing
|c 2015
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300 |
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|a 1 volume
|b illustrations
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|a Playing sound FX and music in StencylSummary; Chapter 9: Adding HUD Elements; The dynamic cursor; Summary; Chapter 10: Adding Menus and Buttons; Adding the scene and background; Adding the buttons; Programming the button; Summary; Chapter 11: Scoring and Game Rules; Collecting coins; Coin collisions and physics settings; Importing the font; Coin collection; Rendering text to the screen; Multiple tile layers; Summary; Chapter 12: Publishing and Monetization; Mobile publishing and monetization; Monetization with ads; Ad extensions; Store certificates; Summary; Index
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|a Creating a new actor behaviorCreating attributes; Custom events; Testing and debugging; Adding the balloon; Configuring prefab behaviors; Modifying prefab behaviors; Testing the changes; Summary; Chapter 7: Complex Behaviors and Code; Adding player interaction; Initializing the variables; Handling player clicks; Our first custom block; Handling directional clicks; The when mouse is released event; Switching animations; Summary; Chapter 8: Adding Sound FX and Music; Supporting both MP3 and OGG formats; Importing audio files into Stencyl; Sound file designation in Stencyl
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|a Cover; Copyright; Credits; About the Author; Acknowledgements; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Exploring the Stencyl Toolset and Game Engine; Downloading and installing Stencyl; Creating an account and signing in; Exploring Stencyl -- screens and windows; The Welcome Center; Drop-down menus; The toolbar; The Welcome Center tab; The Dashboard; Scene Designer; The Palette; The Log Viewer; Summary; Chapter 2: Starting the Game Project; Mudslide Cowboy; The fictional element; The game rules; Target platforms; The control system; Adaptive cursor
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|a The project filesCreating the game project; Summary; Chapter 3: Backgrounds and Tilesets; Backgrounds and foregrounds; Adding our first background; Three more backgrounds; Our first tileset; Summary; Chapter 4: Building Levels Using Scenes; Creating our first level; Implementing foregrounds and backgrounds; Adding tiles to our level; Exercise; Summary; Chapter 5: Actor Types and Instances; What are actors?; Adding our first actor; Importing our first animation; Collision shapes; Importing the rock Actor Type; Summary; Chapter 6: Writing Simple Behaviors; The player handler
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653 |
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|a COMPUTERS / Programming / Games / bisacsh
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653 |
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|a Jeux vidéo / Programmation
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653 |
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|a Computer games / Design / fast
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653 |
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|a Jeux vidéo / Conception
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653 |
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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|a Video games / Programming / fast
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653 |
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|a Video games / Design
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|a eng
|2 ISO 639-2
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989 |
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|b OREILLY
|a O'Reilly
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490 |
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|a Community experience distilled
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500 |
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|a Includes index
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776 |
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|z 1784399450
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776 |
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|z 9781784390471
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776 |
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|z 9781784399450
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776 |
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|z 178439047X
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856 |
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|u https://learning.oreilly.com/library/view/~/9781784399450/?ar
|x Verlag
|3 Volltext
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|a 745.4
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|a 005.3
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|a If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you
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