About the course
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 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, utilise 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-game currency
- in-app purchases and ads (for revenue generation)
- beautiful, unique art and animations
- parallax scrolling
- sophisticated, physics based gameplay
We also cover less technical -- but none the less essential -- subjects such as marketing, design theory, game monetisation 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, monetisation methodologies etc.
In short, when you've finished this course, there will be nothing stopping you from beginning your professional game development career. So let's get started!
Who Should Attend?
- Beginners
- 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
Curriculum
Lesson 1: Introduction
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Lecture 1: Welcome to the Course
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Lecture 2: The Structure of the Lectures
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Lecture 3: Overview of Software & Tools
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Lecture 4: What's New in Stencyl 3.x and Beyond?
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Lecture 5: What's New in Stencyl 3.x pt 2
Lesson 2: Marketing & Monetisation
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Lecture 1: Monetisation Strategies & Methods
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Lecture 2: Game Marketing: What, Why & How
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Lecture 3: Game Marketing p2
Lesson 3: An In-depth Look at Stencyl
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Lecture 1: Looking At Stencyl - Part 1
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Lecture 2: Looking At Stencyl - Part 2
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Lecture 3: A Look At the Stencyl Tool Pt 3
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Lecture 4: Licenses & Pricing Options
Lesson 4: Game Design Theory - An Overview
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Lecture 1: What is Play?
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Lecture 2: What is a Game?
Lesson 5: Building the Bones of the Game - Let's Get Practical!
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Lecture 1: Game Data Folder
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Lecture 2: The Game Concept - Mudslide Cowboy
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Lecture 4: Setting Up the Game Project
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Lecture 5: Setting up the Game Project Pt. 2
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Lecture 6: Setting Up the Game Project Pt. 3
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Lecture 7: Setting up the Game Project Pt. 4
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Lecture 8: More Actors - Simple & Complex Pt. 1
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Lecture 9: More Actors Pt. 2
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Lecture 10: Populating the Level
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Lecture 11: Making the Balloon Move 1
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Lecture 12: Making the Balloon Move 2
Lesson 6: Programming Core Functionality & Mechanics
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Lecture 2: Player Handler Pt. 2
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Lecture 3: Adding the Adaptive Cursor
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Lecture 4: State Management & Movement Controls Pt. 1
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Lecture 5: Movement Controls Pt. 2
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Lecture 6: Movement Controls Pt. 3
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Lecture 7: Refining the Controls
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Lecture 10: Cursor Handler Pt. 2
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Lecture 11: Debugging - The Cursor Handler
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Lecture 12: Debugging - The Player Handler
Lesson 7: Crafting the Aesthetic Experience: Various Experiential Embellishments
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Lecture 1: Refining Obstacle Interactions
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Lecture 3: More Elaborate Camera Follow: Solution
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Lecture 7: Eye Candy: Dust Behind Player Avatar
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Lecture 8: Exercise: Finish Player Eye Candy
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Lecture 9: Solution: Finish Player Eye Candy
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Lecture 10: Directional Click Handling Fix
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Lecture 11: Collecting Coins 1
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Lecture 12: Collecting Coins 2
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Lecture 13: Animating HUD Elements
Lesson 8: Finishing Touches
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Lecture 1: Using Fonts and Tracking Score
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Lecture 2: Adding Main Menu & Buttons
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Lecture 3: Level Selection Screens
Library
Storage
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.zip Game AssetsPlease download and extract the contents of this zip file, as you will need them to complete the game project on this course.
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.zip Game Assets