2. Lesson Objectives
• State the different modes of game testing.Testing
• State the different methods of publishing the
mobile game application into the software
market of respective mobile OS platforms.
Publishing
3. Game Testing
Occasionally during your game
development progress, game testing is
necessary.
Game testing allows a developer to test
the game out for functionality and bugs.
It also allows the developer to improvise
on the game by visual and hands on
simulation of the game.
4. Game Testing
(Modes)
There are various modes of cross platform game testing that is bundled in Stencyl.
There are certain differences when testing on a Windows pc or Apple Mac book/iMac
with the latter allowing more platform options.
Windows PC Apple Mac book/iMac
Flash (Player) Flash (Player)
Flash (Browser) Flash (Browser)
Windows Windows
Android Android
iOS Simulator
iOS Simulator (Retina Display)
iOS Device
iOS Device(Retina Display)
6. Game Testing
(Flash Browser)
Game testing is simulated on a default
browser that has adobe player plugin.
Requires Adobe flash player.
7. Game Testing
(Android)
Game testing is performed on an actual
Android device.
The following are the requirements for
Android testing
1. “USB Debugging” enabled on phone.
2. Java JDK 6 (not 7) installed on pc.
3. Install Android SDK within Stencyl.
4. Select Android platform and test.
8. Game Testing
(iOS Simulator)
Game testing is performed on an actual
iOS Simulator.
The following are the requirements for
iOS simulator testing
1. Install Xcode.
2. Install Xcode simulators.
3. Select iOS simulator and test game.
9. Game Testing
(iOS Device)
Game testing is performed on an actual
iOS Device.
The following are the requirements for
iOS device testing
1. Install Xcode.
2. Set up certificates.
3. Select iOS device and test game.
10. Game Testing
(Print to console)
A console helps in the debugging process
in logging functions.
Logs help to keep track of events or logic
that takes place in the background of the
application which is not apparent in the
simulator.
It helps by telling whether a piece of logic
took place and stating the actual value of
an attribute.
11. Game Testing
(Print to console)
Printing to console involves using the
following block.
The console in game can be viewed by
pressing the “ ` “ button.
Another way is using View > Log Viewer.
12. Game Testing
(Debug Drawing)
Debug drawing allows the collision shape
to be drawn during testing.
Collision and physics problems can be
solved using this feature.
Enable debug drawing from the
command, Run > Enable Debug Drawing.
13. Game Testing
(FPS monitor)
FPS monitor reports the frame rate and
memory usage of the game.
This testing mode monitors memory
usage and “garbage collection” problems.
Enable FPS monitor from the command,
Run > Enable FPS monitor.
14. Game Testing
(Compiler Errors)
Compiler errors occur when Stencyl is
unable to test or export a game.
Errors will be pin pointed at the
behaviour, event and line of code.
Blocks at fault will be highlighted in red
once the OK button is clicked.
15. Game Testing
(Runtime Errors)
A game at times “freezes” during runtime.
This indicates runtime errors.
Check the log viewer and observe the text
that appears.
16. Game Publishing
After you have completed your game in Stencyl, it is time for the final phase
which is to publish your application on the apps stores or web! Stencyl
provides cross platform publishing.
Windows PC Apple Mac book/iMac
Web (Flash) Web (Flash)
Web (Chrome) Web (Chrome)
Stencyl (Arcade) Stencyl (Arcade)
Stencyl Forge Stencyl Forge
Desktop (Windows) Desktop (Mac)
Mobile (Android) Desktop (Mac App Store)
Mobile (Android)
Mobile (iOS)
Mobile (XCode Project)
17. Game Publishing
(SWF – Shockwave Flash)
SWF is the format for all exported Flash
games.
SWF exports can be uploaded to famous
game portals such as Kongregate and
Y8.com.
Publish > Web > Flash.
18. Game Publishing
(Stencyl Arcade - Flash)
Publish directly to Stencyl’s very own
game portal, Stencyl Arcade.
Stencyl community will be able to test the
game and provide useful feedback.
Publish > Stencyl> Arcade.
19. Game Publishing
(Site Locking)
Site locking is a feature to prevent other
users from stealing your game and upload
it to other websites.
A whitelist of sites can be created on
websites that you want your game to
work on.
Game Settings > Loader > Site Lock
20. Game Publishing
(Desktop - Windows)
Stencyl allows a game to be exported in the
.exe or .zip file
These extensions can be executed on a
desktop and run as a standalone application.
Publish > Desktop > Windows
On the first time doing this, you will be
prompted to install Microsoft Visual Studio
Express.
21. Game Publishing
(Desktop - Mac)
Ensure the latest version of Xcode is
installed from the Mac App Store.
Install the Command Line Tools from
Preferences within Xcode.
Publish > Desktop > Mac
2 options are allowed of publishing on
Mac App Store (.pkg) or as an app bundle
(.app).
22. Game Publishing
(Chrome Web Store)
Stencyl also allows your game to be
exported to Google Chrome Web Store
Publish > Desktop > Chrome Web Store
Fill in details of the application.
A .zip file will be exported. This file will be
used to be uploaded to Google servers.
23. Game Publishing
(Mobile - Android)
Set up the certificates.
Game Settings > Mobile > Certificates
(Android)
Fill in all the information.
Export the signed APK file.
Publish > Mobile > Android
Upload APK file to Google Play using Google
Play developer console (require developer
account).
24. Game Publishing
(Mobile - iOS)
Set up the certificates.
Game Settings > Mobile > Certificates (iOS)
Fill in all the information and certificates
require.
Export the IPA file.
Publish > Mobile > iOS
Upload IPA file using Xcode application loader
(require Apple developer account).