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Please rate this comment up if you would like to see further tutorials delve into more advanced concepts (just so I know if there is an interest).
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Please note: Do not move your player out of bounds. To keep this tutorial simple, I did not explain that coding. It will be covered in tutorial 5. Thank you for your patience :)
Tutorial 5 can be found here: http://www.kongregate.com/games/Abigayl/stencyl-tutorial-5-music-powerups-more (While it is best to do the tutorials in order, can skip there to see how to do it or take the shortcut of finding my "8 way" behavior on StencylForge with the edge detection already in place.)
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I just completed the tutorial and I found it to be very helpful. Granted, I am a new StencyWorks user, so I do have a lot to learn, but I'm glad for the jump-start the guidance of this tutorial was able to provide as it provided a template from which I was able to gain a much better understanding of how the development environment works.
Thanks :). Unfortunately, it will never get badges. For some reason, when I made this tutorial, I figured that since I hadn't explained how to use Kong API in the tutorial, that I shouldn't use it myself... so no badges are possible (and I lose 10% of revenue for my second most-played submission)... and now the original file is lost from a computer crash, so I can't even fix my mistake :(. I appreciate the support though!
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In case people don't see it in the instructions, here's the changes to 2.0:
Categories no longer exist, ignore that step.
You need to “add events” (option on the left side) to get the headings. For example, “always” is “when updating”.
Collision is now handled as the event “collision with actor of type”, and you use the type instead of “group for colliding shape”.
It takes daily checking to keep it up. I wish there was a simpler notification, but if it means I can help answer questions, I will continue to check by almost daily :)
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okay i thought it would be a lot easyier than that, still need to know what site you used to make your character as all my images take up the whole screen for now i have a perfectly coded game but die instantly cause every enermy takes up the whole screen along with my player, just the website OR how to make images smaller when you put them in your game, but for now all i can do is programme the games
Chargeit, the idea is to start with a simple idea and expand on it. To see time-based score, please advance to tutorial 2 :) http://www.kongregate.com/games/Abigayl/stencyl-tutorial-2-attributes-etc
The more up-to-date tutorials are the second set (and third solo tutorial). This tutorial was based on Stencyl 1.0, and Stencyl is now in 3.2, so a lot of details have changed. To still fully use this tutorial, read the changes in the description (or updates... forget which) area, where I outline the major changes to 3.x.
I've heard Stencyl compared a lot to Scratch since they both sound like they have similar building-block-style programming. I have never tried it myself, but from what I have heard, it trades off power for simplicity.
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Such a great tutorial for beginners. Easy to follow. Although few minor things have changed due to the new update of Stencyl software, but still this tutorial does its job. I am currently working through it and believe its definitely helping me learn the program. Thanks!
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Thanks for the detailed tutorials. Among the best I've seen. And thank you for helping all these newbies. I moderate a FB fansite (Monopoly Hotels Community), answering everyone's questions, so I have a sense of how much time/effort you put into this.
I'm glad I found your updates to the Tutorials on Stencylpedia. The slight differences were driving me crazy. (They should just put links to here.)
Two questions:
1) You mention that collisions are now handled by collision events. In tutorial 1 I chose "When a [Actor Type] hits a [Actor Type]." However, there are several blocks that can be chosen in v2.2 to accomplish the collision detection. Which blocks are better (and why of course:-).
2) This is a Tutorial 2 comment, but related. In tutorial 2, I added the "submit score to K with name [], value [score]". This prevents the game from getting to the Fade Out block after a collision, and the game gets really slow. (I'll go check on the Tutorial 2 comments, now.)
Thanks again, Csaba
Since my last reply got deleted somehow, here it is again: the primary two collisions you will be using are "Actor of Type" and "Member of Group" since those allow you to generally decide what actors to collide with (depending if you want all group members or just one type). The rest require more manipulation to work properly. As for the lag when submitting score, place that coding (and the save game and scene transition) inside an "if" and for the condition use "not <scene is transitioning>" to make it only run through the code once. I think I demonstrate that in Set 2, Tutorial 3. Hope that helps :)
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hey moose I did a little bit of searching since I had the same problem as you and I found out that in the new stencyl 2.0 update to get your always statement click add event open basics and then click on When Updating and you will get your always statement.
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When I first downloaded Stencyl, I thought it was just stupid. And I found this and now I get why people like it! Thanks and good work!
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I love you. You've helped me so much, responded to my comments, and created this lovely tutorial. This jump-started my game developing :)
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i like the end of your tutoral how you can play the game on here and not need to do it in the softwere that you used to create it(i din't have it on my computer) it's so fun! i <3 it!
I'm glad you enjoyed it :). I think a lot have liked the extra I do at the end. It also gives those who have done the programming a chance to compare what they have made with what the tutorial was supposed to make ;).
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Best stencyl works tutorial I've seen so far. I like that you actually get a finished product and the steps are not overly confindent. Its also the first avoider game I've ever played. Thank you for your time and efforts.
Thank you :). One of the goals I have in making these is to show users how to start with something basic that is playable and continue to expand on it until it becomes more of a normal, higher-quality game.
That is mostly false. It can make rather advanced 2D games. I personally have made a successful iPhone game with it. I have one friend who was one of the top LD winners (which if you know the Ludum Dare, it's a TOUGH competition) and has his games badged here on Kongregate. I also know the creator of Ghost Song, which is one of the top upcoming indie games (for Steam) and that is also made with Stencyl... Now, if you want 3D games, Stencyl is not really the tool to use; then, I'd suggest Unity instead.
It's good to be loved :D. I look forward to seeing what you can create :). Can always PM me or join my livestream if you need additional help (when I have livestream going that is).
If you can figure out where there is room, let me know! I would love to have something like that (or page numbers was another suggestion), but I use up basically all the room.
EDIT: There is now a progress bar across the bottom (in Tutorial 2 now too). :)
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When I looked at this more closely, I found another great thing you put in. You didn't tell the user anything about stencylforge. Sounds like a bad thing right? No, it's very good! Making your own graphics/sounds/code is much better, and your tutorial gets that into the users head. What charity does the revenue go to?
While I think StencylForge is a good tool, when I tried to use it, I found that I preferred coding myself. I agree with you that doing things yourself is much better. Also, the in-program tutorial goes over using the Forge if I'm not mistaken, and I do not wish to repeat ideas that can be found elsewhere. The charity is Compassion International, an organization that tries to help poor children all over the world get a good education, have their basic needs met, and teach them about Jesus.
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(this is my last comment i promise, i just have a lot of problems) i have followed every command so far but for some reason my character wont appear on the testing section (the first time testing) i know that its ment to be bugged but the player still turns up on your version, please help as it's really annoying (it appeared last time, but that was when it didn't fit on screen)
The character should come up... since you seem to be on a lot today, feel free to come by my livestream (livestream.com/poweredbyflowers). There, if I am on, can give you help instantly (or as soon as I am done with whatever I am working on :P). If that doesn't work, could you screenshot the behaviors (make sure they're all attached properly) or upload the game to Forge and tell me the name?
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Very well done, and fun as well! I am a middle school teacher who has been teaching Scratch programming for a while. After they have a good grounding in Scratch, I want to move my kids up to Stencyl, but I have been a little intimidated by all the added complexity of Stencyl. Your tutorials have given me a good starting point to dive into Stencyl with confidence.
Thanks for all your hard work!
Tom Simpson
Heathwood Hall Episcopal School
Columbia, SC
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Abigayl, brilliant tutorial! I gave it a 5/5 and favorited it, and I checked it's rating (add /metrics to your games URL), but sadly it's only at around 3.18. I think that's because of people like steeltrollNoHack downrating it, thinking that stencyl is *evil*. steeltrollNoHack, tehre are many erasons some of us use Stencyl. One reason I use it is because i'm busy learning C++ and Unityscript. AS3 (and 2 and 1) are very messy. Many people just cannot understand code, and Stencyl's colorful design blocks are much more user-friendly. Good games can be made,, it just depends on how much time people put into i. You should notice that most flash games are very bad as well. Other people cannot afford Flash. Yes, Flashdevelop is there, but it's harder to use and find tutorials for. Then there are Linux users. And Actionscript 2 is not completely outdated.
Thank you for your 5/5 and your tip (I was checking the rating based on where it fell in the Stenyl-tagged games). With your rating, it no longer needs too look at metrics: 3.33/5, which means it has indeed began its climb back up. Agreed on the time put into the games. TLS took about 3 months to develop. I appreciate your support!
Yes, making a highscore would be a part of the next tutorial (hence why I didn't do it for this one). If you need specific help with it, can join my programming stream: livestream.com/poweredbyflowers
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cool tutorial im sure lots of people will find it useful if they want to make a game using stencyl :D (especially since it looks really complicated).
Stencyl isn't complicated, at least not compared to the other programming tools. That is the reason I use it ;). There's just some nuances that you gotta get used to. Once you start learning the lingo, the pieces start falling into place.
Hello Veiktor. Stencyl is definitely a good place to start off. Don't forget that this tutorial is just part one in a five-part series (and there's a second five-part series and other tutorials under my "Abigayl" profile). If you ever need more help than that, my livestream is still going: livestream.com/stencyl Good luck to you :).
There are many updated versions. If you click on my name (as Abigayl), you can see all of the tutorials (or use kongregate.com/games/Abigayl ), including one designed specifically for version 3 (and the version 2 is relatively the same in setup as well).
I get mixed reactions to the suggestion of music. In the end, music greatly increases the size of the game unless one loses quality (at least I don't know how to do it), so for the sake of size (and hence loading time), I keep music out.
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Very helpfull,detaield and I like that you made a mistake on purpose.This tutorial helped me to find where things are and what i'm supposed to do there.I was already familiar with coding in C# so coding in here wasn't a problem.Anyways great tutorial.
Thanks :). One of my biggest dilemmas when creating it was whether or not I should leave in that mistake. However, I ultimately decided to stay with it to show the idea of what can happen (and what WILL happen when programming :P) and how to handle it. I'm happy to hear that it was appreciated.