Since platforming action games are my area of interest, I've decided the best place to start would be to try to learn how to rebuild the functionality of the game I already had, but this time in C2.
This thread is to chronicle my process here and be a place to ask the many questions I'm likely to have while trying to figure out C2. I'm an artist, not a programmer, learning new stuff like this is always a bit painful. I'm slow on the uptake.
The game I was building in Stencyl is called Ghost Song.
I built the game entirely using the design mode in stencyl, where I built the logic and functionality outward by the same few principles -- setting variables, conditions, and things that happen as a result. The game has a map, new abilities to gain, stats, crits, a pet, all kinds of stuff.
Having so much experience with stencyl, it feels a bit odd starting back at square one. But here I am, with the dumbest questions imaginable.
I've taken a cursory glance at the interface and poked around the beginning tutorials. I've identified what seem to be the key points for making stuff work -- Make a layout (this is a scene in stencyl), attach an event sheet that controls the layout. And it seems that I'll want to make separate event sheets for most objects (such as the player character or an enemy) so I can embed those within the main event sheet for the layout, so they can easily work from one area to the next.
I'm getting started with my experiment. My very first questions are sure to be idiotic. I managed to figure out how to lay down my backgrounds (tiled background object then drag it over the area).
Next up, I've already encountered my first problem:
I wanted to start implementing my tiles from their tilesheets. I wasn't sure how, so I looked up the platforming tutorial, which describes making a sprite object for your tilesheet, and cutting up your sheet into separate animation frames -- and then hand placing instances of the sprite over and over and manually setting the frame number for each one.
So... yea. For me, this is already incredibly impractical. This may be fine for small tilesets and small areas, but this is what a tileset of mine typically looks like: https://dl.dropboxusercontent.com/u/18592720/temp2/162.png
When I cut them up into a sprite object, I get an indecipherable list of graphics. Hundreds of small tiles that are relatively small and not super obvious what is what, when viewed out of context. I can't see what my sheet looks like and where I should place each tile to make a coherent section of terrain. It's like dumping an unassembled puzzle on my lap and telling me to build stages from it. And then that I have to manually set the starting animation frame for each tile, when I'll have hundreds and hundreds of tiles on screen... It's not doable.
Any suggestions about how to tackle this issue? Should I simplify the tile process and instead use larger sections as single graphics to cover up the tiles?