I'm in the same boat as Psmith. Although stencylpedia does cover a lot of information, I am currently struggling to create custom behaviors. I feel that the behaviors needs much more coverage, as its the core of creating a custom game that fits an individuals needs.
Although I am a beginner, I don't want to rely/crutch on pre-built behaviors for each and every game I make (unless the code is made by me). Even trying dissect pre-built behaviors leaves me discouraged/baffled, as I don't have a clear understanding as to how and why it was built the way it was.
I would like to have a strong understanding of the logic behind setting up custom behaviors so that I can create my own behaviors for basically everything Psmith summed up:
"As an absolutely new user and a non-programming designer, I want to learn things - one little thing at a time.
Once understood, I would like to add "behaviors" to that little thing, to make it more and more accomplished.
After making my little thing, (an actor/player), do interesting things, I would like to learn how to make him react with:
1) His surroundings
2) Other entities that move
3) Involve my player in interesting action/reaction behaviors.
4) Make his "decisions" result in consequences.
These things, I believe, are at the heart of every game - and should be learned - one little thing at a time.
Thus, given the very linear nature of Stencyl, I would like to see, in order:
1) Many examples of how my player can react with his surroundings, step-by-step.
2) Many examples of how my player can react with other game entities that move, step-by-step.
3) Many examples of the kinds of reactions my player can have to other things, such as:
a) collision reactions
b) animation reactions
c) physics reactions
Step-by-Step, leaving no clicking "order of things" left out or assumed."
I want the knowledge on how to create and custom behaviors for situations like the above so that I can create games with a unique style/game play.