The user interface is split into three main parts, which are colored for demonstration purposes. Starting with the blue panel on the top, this is where some quick shortcuts are spread out. This includes the ability to create a new resource, save the game, change platform and test the game. Next is the green section, this is where all of the options will appear when working with a particular resource. In the picture above this space is being used to display all of the actor types in the game. This is where all of the resources and their respective options are held, as well as logic pieces like code.įinally, there is the red panel, this is a lot more complicated than the other panels. Actor Types – Anything that can move or be interacted with is considered an Actor. Stencyl is visual coding, using standard code practices such as if/for/when loops, declaring local and global variables and stuff like that but the drag and drop blocks makes it a lot faster than actually typing the code.This page includes the sprites, name, and any animations that are included with that particular instance. There are also options for collision boxes on a per sprite basis as well as physics control. Backgrounds – Just like the name suggests, this is where any background images would go.This option allows you to make a certain font, including type, size and color, that way you can just import a given font preset into a scene without having to configuring it over and over again.
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