![]() Every efort has been made in the preparaion of this book to ensure the accuracy of the informaion presented. However, the informaion contained in this book is sold without warranty, either express or implied. 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. 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. However, Packt Publishing cannot guarantee the accuracy of this informaion. 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. Sharvari Baet Sayali Mirajkar Akshata Pail Dheera Paulįoreword My journey began nearly 10 years ago creaing a map editor for a Mario clone. I had just learned how to program, and like many, I wanted to make games with my newfound knowledge. 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. ![]() Times have surely changed since then! Over the years, I bounced from one project to another, each with increasingly ambiious scope. The Mario clone begat a general plaformer engine, which in turn gave way to a completely general game engine. ![]() None of these experiments saw the light of day, but they set the stage for what eventually became Stencyl. Stencyl was conceived during a ime that, despite being a few years back, seems anachronisic. Facebook was closed to the public, YouTube was a novelty, and the iPhone had yet to be invented. 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. A few years later, Stencyl opened its doors to an eagerly awaiing public. Educators in paricular loved the combinaion of a familiar brick-snapping interface with the incenives of building a real game. 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. As we grew further acquainted with each other, he proposed this book. 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. 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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