Learn to create games fast...
...without writing code.
Learning Stencyl 3.x Game Development: Beginner's Guide is a top to bottom treatise on how to build a game using Stencyl, from humble beginnings to the last 10% spent polishing and taking a game to market.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-creating career.
Comprehensive walkthrough of Stencyl, publishing and beyond! The language used is clear and never leaves you needing more questions - each time the author makes an instruction he asks "What just happened?" and explains the principles behind the actions in a clear and simple to read manner. Walking you through the creation of a new game with principles that can be easily applied to your own creations, this looks like the fastest and most comprehensive way to learn Stencyl.
This is a great book for teachers who want to do more with game design and development in their classroom, but aren't that well versed with coding and programming. Each section is set up like a well planned lesson. There's a hook, where we look at what we'll be doing and why, often identifying a problem in the game we're developing along with the book. Next, it's "Time for Action", which is a step by step tutorial of how to apply this particular skill in your game. Then, we review in the "What just Happened?" section. Finally, it's time to "Have a Go, Hero". where you practice the skill.
Well-written and informative. I have to say that it's exactly the sort of thing I wish I had when I had picked up the tool. While it's possible to find a lot of tutorials on building your first game in Stencyl, I feel that this really goes above and beyond, and it's even helped me not only find code-blocks that I could have been using to great effect all along.
Some of the best technical writing I’ve seen. The first thing I noticed was that the book included a walkthrough of a fairly typical example game, but with a large amount of additional background and information provided that made it much more useful than simply following a tutorial. Not only was the writing some of the best technical writing I’ve seen in a while, but the book actually stopped at appropriate places to delve deeper into the concepts behind things and touch on things in a different way than the tutorials that I’d used when picking up Stencyl myself. Embarrassing as it is to admit as someone who’s a good chunk of the way into a major project, I really didn’t realize all the things about Stencyl that I wasn’t exploiting simply because nobody had shown them to me, and this book included a lot of stuff that I hadn’t even thought about in ways that were clear and concise.