Here you can find demonstrations of common issues with coding that are fully available to use on StencylForge, where you can find them all quickly by doing a
search for "Demo-" as only I (at the time of writing this) use that titling (NOTE: New demos will be lacking the "-" part since the new titling system doesn't allow for hyphens). The parentheses show which Forge the demo is available in:
"Demo- Infinte Climb": A basic infinite climbing mechanism that is easier to understand but less flexible, as well as wrap-around player movement. (2.2 & 3.0)
"Demo- Infinite Climb (Advanced)": An advanced infinite climbing mechanism that allows for much greater flexibility if you understand it, again with wrap-around movement. (2.2 & 3.0 [as a part of the normal version])
"Demo- Clicking Stacked Actors": A fast, simple method to grab the top actor in a stack although it is not very expandable. (2.2 [3.0 has Jigsaw Puzzle, which is a better version IMO])
"Demo- Clicking Stacked Actors (Advanced)": A more involved method that allows some flexibility with selection orders. (2.2 [3.0 has Jigsaw Puzzle, which is a better version IMO])
"Demo- Jigsaw Puzzle": The basics for a simple jigsaw puzzle, including the most advanced of the clicking stacked actors coding that includes changing layers, snapping pieces into place, and checking for completion. (2.2 & 3.0 [which is Featured
])
"Demo- Sonic-Style Running": An elegant but advanced method for doing angular platformers, specifically running up walls and inside of loop-de-loops that can open/close (and thus a short Tile API demo too). (2.2 & 3.0)
"Demo- Upgradable Shooter": The primary purpose is to demonstrate how to do an upgrade shop (with three different ways to purchase upgrades). That said, this has a TON of other demos inside of it since this is a fully-working game. (2.2 & 3.0)
"Demo- Platformer 1- Base": This is the beginning of my "Run & Gun" example game. It includes a lot of concepts, including double-jumping, multiple enemy AI coding, scrolling, and a ton more. (2.2 & 3.0 [As "Demo- Simple Platformer"])
"Demo- Platformer 2- Wall Jump & Shooting": This is an extension of the base platformer game to show how to add in wall jumping and shooting. (2.2 [3.0 as "Demo- Complete Platformer"])
"Demo- Platformer 3- Guns Upgrades": This is an extension of the base platformer games to demonstrate how to add in gun switching and homing missiles. (2.2 [3.0 as "Demo- Complete Platformer"])
"Demo- Miner": This demo goes over how to make a massive mining game (200x300 tiles!) without lag, using tile API, and two drop methods (a simple RNG and a wrap-around list). (2.2 & 3.0)
"Demo- Infinite Platformer": I have been seeing too many "Canabalt"-like requests, so I decided to make a very simple version for everyone to learn from. (2.2 & 3.0)
"Demo- Platformer 3 - Guns (Straight Shooting)": This is a quick adjustment to the normal Platformer 3 (all of the changes are in the player) to make the shooting come out straight instead of towards the mouse. (2.2 [3.0 as "Demo- Complete Platformer"])
"Demo- Infinite Space Shooter": This demo was certainly a blessed one. God gave me a brain to come up with a perfectly seamless wrap-around behavior to simulate a truly infinite game in both dimensions. It also is chock-full of other techniques, including actorless buttons, centered text drawing, drawing HP/time bars, magnetic coins, time-limited power-ups, and a ton more. (2.2 & 3.0)
"Demo- Word Search Game": This demo goes over how to use lists (including pseudo-2D ones) and drawing codes to make a fully functional word search game. It's pretty intensive on the coding, but the entire game is all in just one massive scene behavior. (2.2 & 3.0)
"Demo- Off Screen Actors": This demo covers how to handle a large scene with a ton of actors (the demo has 1000) with minimal lag by using lists to store what the actors off-screen are doing so that they can be killed and re-created once they are close enough to matter to the player. (2.2 only)
"Demo- Dress Up Game": Okay, first don't look at the graphics
. This is a demonstration on how to attach "clothing" to an actor which then stays with him throughout the game. The same concepts can be used for attaching swords, shields, etc. for other games. (2.2 & 3.0)
"Demo- Explosions": This is a quick demo designed to show how to make explosions that send particles flying and that create a force that will affect nearby actors in a realistic way. (2.2 & 3.0)
"Demo- RPG 1 - Dialogue": This is the first of a possible RPG set. The entire focus is on making a robust dialogue engine; mine is controlled by the distance to the player and allows for branching choices, as well as controlling actors via the dialogue (such as controlling whether or not the player can go to the next scene). (2.2 [3.0 as "Demo- Complete Platformer"])
"Demo- Actorless Card Duel": This is likely going to be my only advanced demo game. It is rather small actually (only two scenes (and 3 fonts)), but it's mega-sized on the coding... and the comments to explain that coding. It's great for seeing how to use lists extensively, use methods to speed up redundant codes, or how to stretch drawing blocks as far as they go. (2.2 & 3.0)
"Demo- Truly Infinite Platformer": This is a major expansion on my other infinite platformer games, taking the games fully into the second dimension. Now, the player is able to explore anywhere that they desire to go. (2.2 & 3.0)
"Demo- Complete Platformer": It doesn't get bigger than this: a complete game! This is the game you see on NewGrounds, Kongregate, and here in Stencyl (called "A Corny Platformer"). Seriously, it has so much packed into it, you'll just have to check it out to see all that you can learn from it. (3.0 only)
"Demo- Real Text Boxes": This came as a request from GregAnims. Making a REAL text box (one that can handle things like copy/paste, etc.) requires some AS3 coding knowledge, but I did my best to simplify it to something that can be used by most non-newbie Stencylers. (2.2 only [I don't know how to do it in HAXE])
"Demo Radial Gravity": This came from a request in the "Ask a Question" section. In the end, it's three demos in one. One covers a simpler one-planet gravity system. The second focuses on a very controlled method to hover around a planet. The third shows off how to handle multiple planets at once.
"Demo Light Sources with Image API": This came from a request from some friends of mine. It contains three different ideas for handling multiple light sources. One works well in flash and is the most expandable option. Another is a unique workaround to deal with non-flash image API lag issues. The third goes over just static images. There's also a quick "scratch off" tutorial in the title scene.
"Demo Updated Puzzle": This is an update to my old "jigsaw puzzle" demo. It utilizes the Image API system in some pretty sweet ways to automatically generate the puzzle pieces, allowing for quick expansion and multiple difficulties.
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"Invasion from Below": This is actually my submission for the Ludum Dare 29. I've uploaded it to the StencylForge though so that anyone who has access to 3.1 (as of writing this, only paid users can use it) can see how to use the image API in almost all its forms.
"Grid Movement Options": This shows four ways to do grid-snapping movement in Stencyl, ranging from simple to complex all in one game. I may convert it to a demo later if there is demand for it.
Feel free to request a game tutorial on a concept (just know I might refuse
)
Also, I am now running a Stencyl support chat (
http://www.livestream.com/stencyl). I can't guarantee I will be on, but if I am, it's an opportunity for you to get some instant answers.