Develop Mobile Games for Android and iOS with Stencyl
- 11.5 hours on-demand video
- 6 downloadable resources
- Full lifetime access
- Access on mobile and TV
- Certificate of Completion
Get your team access to 4,000+ top Udemy courses anytime, anywhere.Try Udemy for Business
- Develop entire, professional quality game from start to finish.
- Learn all the intermediate and advanced concepts necessary to create and publish a top quality mobile game.
- Learn how to develop your games for multiple platforms easily with Stencyl.
- Learn design theories and best practices
- Understand marketing techniques and how to use them
Hello and welcome to this "Advanced Computer Game Development and Design with Stencyl" course! Here I give you a birds-eye view of some of the specific learning objectives which will be reached on this course. Follow along closely to get a sense of what you'll be achieving with your new-found game development, design and programming skill-set.
This is more of a broad-stroke lecture. We take a look at some of the game engines and content creation software programs which are in use today by computer game developers, most pointedly indie developers. A short discussion of the relative strengths and weaknesses of each software package follows, including an explanation of key aspects such as licensing & publishing options, feature set and other pragmatic considerations.
As well as outlining the many wonderful features of the Stencyl toolset and engine, we draw contrasts between Stencyl 2.x and Stencyl 3.x (and beyond), highlighting the major changes and improvements which you have come into effect since the release of version 3. Among the most notable highlights is the introduction of a unified, cross-platform engine.
Making games can be almost as fun and endogenously rewarding as playing them, perhaps even more so. But most of us want more than emotional or intellectual rewards from our game design endevours. We want to know how to make money from them. This lecture outlines the most common monetisation models employed in the games industry today, including a breakdown of the pros and cons of each approach.
In this lecture we'll take our time going over all the various elements and core features of the Stencyl tool. Take time to absorb the points made in the lesson. Get a feel for the layout of t he software by mimicking my examination of the tool in your own copy of Stenyl. Then proceed on to part 2.
Part 2. Going deeper into our study of the Stencyl environment, we take a look at core concepts such as the relationship between actor behaviours, actor types, scenes & scene behaviours. We also take a look under the hood at what is happening when we click blocks together in the visual programming system. Events, conditional logic and rudementary debugging techniques are also explored.
In this lecture, we take a look at the study of play in the broader context of human society and culture. Why do we play? What purpose does it serve? How common, how widespread is it? We'll examine such questions and more in this lesson.
In this lecture we'll take a look at the ludological definition of what constitutes a 'game'. In addition to that, we'll examine the core components of all games, and the main differences between the classical model of games, which is largely abstract, and the more modern emergence of digital games with their additional narrative and fictional elements.
This lesson explains clearly how to download, extract & utilise the game data folder which we'll be working with from this point forward as we begin work on our game project. Please find .Zip files attached to this lesson as downloadable, supplementary material.
It's almost time to start building our game! First, let's take this opportunity to analyse the game concept, including mechanical and thematic elements. We also discuss design requirements for this project, how they have informed the design process, and influenced the development of the game idea.
In the last lesson, we used a predefined behaviour from the library, and configured it to achieving the basic movement pattern we wanted for the air balloon. But you will have noticed that it's very stiff. We need to loosen it up a bit by introducing localised movement/rotation. We are going to write our own custom behaviour to do this, using tweens, a boolean variable, a timed event, a custom event and some if statements.
Let's start programming some basic player interactivity! After all, it wouldn't be much of a game without that. Be prepare to go deep in these next few lessons, we're dealing with some advanced concepts and for some of you, the learning curve may feel a bit steep at first. But stick it out, and you will get there. Includes sections and creating and effectively utilising custom blocks & events.
In these next 3 lessons we build the bulk of the state management code for the player avatar. It will involve extensive use of conditional logic (if statements), complex conditions and comparison blocks (greater than, less than, equal to, dual conditions), and coordinate based mathematical operations. Prepare to learn a lot here.
When using a game engine and tool-set to develop your games, a plane reality of life for you as a game developer is that occasional bugs will crop up from build to build. Usually, these get fixed very quickly by the develops, and all you need to do is download and install the latest build of the software. This is one of those occassions.
In creating the Cursor Handler behaviour, we will learn a very important skill -- that of sharing attribute references between actors and actor behaviours. Once you've learned this process, it will serve you very well in your game development career, as it a completely transferable Core OOP (Object Oriented Programming) concept.
In this exercise, you must attempt to modify the Camera Follow prefab behaviour so that it keeps the player actor offset towards the top of the screen. Please attempt it yourself first, as you will benefit greatly from the problem solving experience. The solution is availble in the next lesson, when you're ready to progress.
In this exercise, you mean attempt to extend the logic we began building in the previous lesson, involving the dust plum from the back of the player avatar. Try to figure out a solution to the problem by yourself, and when you're ready, the solution is waiting in the next lesson.
- Basic computer skills.
- Sticking power
- A good work ethic
- Some knowledge of Stencyl would be an advantage. See 'Create your First Computer Game with Stencyl' for details.
This course has been especially designed to take your complete beginner or intermediate level skills in Stencyl and build them up to the level required of a professional indie mobile game developer. Where as the foundation course (Create your First Computer Game with Stencyl), teaches you many important skills, concepts, and techniques necessary to implement core gameplay, utilize sound, and implement some basic AI, this course will teach you how to Create a complete, professional grade computer game which can be published on all the most popular platforms -- Google Play, IOS, Windows, Linux, Mac, Flash etc.
From start to finish, you will develop a complete, playable game including all the advanced features and polish you would expect, such as:
- start menu
- social link buttons
- multiple, playable levels
- level selection screens
- saving and loading
- in-app purchases and ads (for revenue generation)
- beautiful, unique art and animations
- parallax scrolling
- sophisticated gameplay
We also cover less technical -- but none the less essential -- subjects such as marketing, design theory, game monetization paradigms and various other business and design tips and tricks for game development . After the core game has been developed, the course leads into sections on what it takes to publish it to the various Stencyl supported platforms (Desura, Steam, Google Play, Samsung Apps, IndieCity etc), including platform specific details such as certificates, marketplace restrictions, monetization methodologies etc.
In short, when you've finished this course, you will have learned everything you need to know to start developing, publishing and monetizing professional quality desktop and mobile games with Stencyl. So let's get started!
- Those with some experience with Stencyl, who want to take their skills to the next level
- Graduates of 'Create your First Computer Game with Stenyl', who want to learn even more amazing game development skills.
- People excited about a possible career in indie game development
- Artists and designer who want an easy and fast way to develop their own games