Stencyl beyond 3.4

Vectrex71

  • Posts: 534
Hi there !!

The last entry in the official RoadMap is from April 2014 for Stencyl 3.4.
Link:  http://community.stencyl.com/index.php/topic,31060.0.html

But now we have February 2016 :-)

May i ask, what is the next big thing in Stencyl ?

- More target devices ?
- A compatible touch behavior for Windows 10 Touch Devices
- A all in one Exe for our games
- Maybe Blocks not only games related ? (Camera, GPS, Maps, WebView, Bluetooth) and so on....
- Support for 4K Screens in the Stencyl GUI (Because at this moment it's all to small)
- Multiplayer possibilities
- New subscriptions (monthly 10$)

This are just ideas to bring some movement in this thread :-)




SquarePug

  • Posts: 148
Good shout, definitely time for a new roadmap so everyone is aware of the plans :)

Other requests:
  • Atlases page to be updated which still has the message from October (http://www.stencyl.com/help/viewArticle/86 )
  • Can we please have a method to manually upload different sized versions of frames for actors and images for bitmap fonts (rather than having to use stencyls scaling method and then manually overwrite each one in the 'resources' folder).
  • More info about making games for Steam and what the challenges are (in light of Ceosol's recent Steam release which has been great to see). Perhaps a new section could be added to this page: http://www.stencyl.com/help/view/publishing-standalone-game/ It would be super cool to see more Stencylers going for it on Steam so it would nice to at least have something in the official documents to show it is possible with a bit of work.
Website: Satch
Twitter: @satchapps.

LIBERADO

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  • Posts: 2659
Great ideas!

I am waiting for a local attributes feature, as Justin commented in this thread:
http://community.stencyl.com/index.php/topic,39134.msg220947.html#msg220947

« Last Edit: February 19, 2016, 07:11:03 am by LIBERADO »
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.

Vectrex71

  • Posts: 534
Quote
Atlases page to be updated which still has the message from October (http://www.stencyl.com/help/viewArticle/86 )
Can we please have a method to manually upload different sized versions of frames for actors and images for bitmap fonts (rather than having to use stencyls scaling method and then manually overwrite each one in the 'resources' folder).
More info about making games for Steam and what the challenges are (in light of Ceosol's recent Steam release which has been great to see). Perhaps a new section could be added to this page: http://www.stencyl.com/help/view/publishing-standalone-game/ It would be super cool to see more Stencylers going for it on Steam so it would nice to at least have something in the official documents to show it is possible with a bit of work.

Great ideas !!

Quote
I am waiting for a local attributes feature, as Justin commented in this thread:
http://community.stencyl.com/index.php/topic,39134.msg220947.html#msg220947

Sounds interesting !


Tepastelija

  • Posts: 51
It would be nice to get some roadmap for future releases. Afaik they are currently concentrating smoothing out engine, fixing bugs and stuff like that which is really great call for 3.4. But it would be always nice to get know what's stored in future.. Or maybe they haven't planned much about future except release of html5?

SadiQ

  • Posts: 1781
There probably isn't much to add simply because openFL doesn't offer THAT many features that would be required in Stencyl.

Steam integration sounds like a good thing, but it's not easy to add or maintain, and there are no COMPLETE libraries out there to make things easy. All this means that it's up to the stencyl's users to create an extension for this  and support said extension( fix bugs, write documentation and so on).

More platforms? Again it depends on what openFL will support. Consoles are not that easy to develop for (not everyone can get their hands on a PS4 devkit and so on), so that's another feature that will have to wait. Windows phone?   There was a thread in this forum mentioning that haxe games are not yet allowed on those microsoft devices (I could be wrong on this one), so that part has to wait as well.

HTML5: That one still has some bugs, but it also requires an update on the version of openFL that Stencyl uses, and that means even more bugs will be introduced, but this will eventually happen.

Multiplayer? People need to have their own dedicated server for that aspect, and they can (and must) use their own way of communicating with it, and it's not related to Stencyl in any way. If a developer with that knowledge wants to create a multiplayer game, then they would not use anything that stencyl would provide, but instead use a custom solution based on the needs of their game. Multiplayer games are possible with stencyl, external libraries exist for it and they work (I used Nuggeta with success, and MdotEdot has a few extensions in this forum that were successfully used in multiplayer test games), but it's not something that Stencyl can magically provide for it's users.
Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

ceosol

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  • Posts: 2263
Quote
Steam integration sounds like a good thing, but it's not easy to add or maintain, and there are no COMPLETE libraries out there to make things easy. All this means that it's up to the stencyl's users to create an extension for this  and support said extension( fix bugs, write documentation and so on).

Steam utilities are actually from Steamworks (unaffiliated with Steam). Here is my topic about it:
http://community.stencyl.com/index.php/topic,45958.0.html
https://partner.steamgames.com

The .exe was uploaded with no problems. I still have not figured out issues with the Mac build or even tried Linux.

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Windows phone?   There was a thread in this forum mentioning that haxe games are not yet allowed on those microsoft devices (I could be wrong on this one), so that part has to wait as well.

Yep, the haxe API is not accepted by Windows. I managed to figure out how to package the appx and then got rejected from the Windows store with a mile-long list of rejected API calls. I managed to get haxe to be looked at by the Windows development team (somehow), and their response was that the haxe community was responsible for making it work. Unfortunately, that was my thread, also :(  I like to explore these options but have zero programming knowledge to actually follow through.
http://community.stencyl.com/index.php/topic,43368.msg243200.html#msg243200

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Multiplayer? People need to have their own dedicated server for that aspect, and they can (and must) use their own way of communicating with it, and it's not related to Stencyl in any way. If a developer with that knowledge wants to create a multiplayer game, then they would not use anything that stencyl would provide, but instead use a custom solution based on the needs of their game. Multiplayer games are possible with stencyl, external libraries exist for it and they work (I used Nuggeta with success, and MdotEdot has a few extensions in this forum that were successfully used in multiplayer test games), but it's not something that Stencyl can magically provide for it's users.
Yeah, I totally agree. Since I have also explored multiplayer, I know it is not easy to integrate. Everything in a multiplayer game needs to be programmed specifically for that game. There is no universal multiplayer function. Engines like Unity, Unreal, and Amazon's new thing all have multiplayer capabilities. However, those functions are specific to one type of multiplayer game. For instance, Amazon's is specific for an mmorpg style. If you wanted to have a turn-based flappy bird, I bet it would not function correctly or at least still need a lot of programming to make it work.

As SadiQ mentioned, multiplayer requires a server to handle incoming and outgoing requests. In many case, you also need a server-side program running at all times to organize the data on the server. I used to think that having a server was all you needed to make a multiplayer game work... I was completely wrong :)

yoplalala

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  • Posts: 1528
For steam integration , just last week something came out https://github.com/larsiusprime/SteamWrap

ceosol

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For steam integration , just last week something came out https://github.com/larsiusprime/SteamWrap

It wasn't just last week. It's been getting forked for a couple of years. :)

Vectrex71

  • Posts: 534
When i say Multiplayer: i just mean functionality like THIS:

Example: DUAL (Multiplayer game)
https://www.youtube.com/watch?v=4KGWO-TQRMs

I don't mean multiplayer with hundreds of gamers


No Xbox, No Multiplayer, No SteamAPI, No Windows 10 Mobile, no this no, that if you ask me. Haxe/OpenFL seems to be  a dead end. In this case Stencyl can't grow with functionality and/or features and will soon be outdated ?! I hope not !!




SadiQ

  • Posts: 1781
That is also a multiplayer game. Just because there is no server involved doesn't make that task any easier.
As I already said, those types of games can be created using Stencyl, but I doubt there will be any blocks available for it (provided by the Stencyl developers), so you'd have to use code or wait until someone creates an extension that could serve your needs. Maybe MdotEdot has something to allow this, but I don't know for sure. Ask him in the chat room when he joins.

Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

UnusualCadence

  • Posts: 139
I don't think OpenFL and Haxe are a dead end at all, especially in the mobile space, and console ports are in the works as far as I can tell! If it's good enough for Paper's Please, then it's good enough for me :)

The biggest problem with OpenFL, as I vaguely understand it, is that as an open-source project things tend to get refactored quite dramatically, which leaves Stencyl a few versions behind as it's a lot of work to catch up with all the changes and not have a broken product. It's tricky being slaved to third party tech, but if the benefits are that I can get native performance on Mobile, Windows and Mac at the click of a button and (most importantly) my games run consistently on all platforms then I think it's worth the hassle!

I would like to see a little bit more communication on the current roadmap plans though - just to see what's being planned for the near future. The team are doing a pretty great job at the moment sorting out a lot of bugs and edge cases and making the tool they're offering as stable as possible.

Vectrex71

  • Posts: 534
Anyway, Stencyl is still a great Tool i use everyday ! :-)

ceosol

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  • Posts: 2263
Quote
When i say Multiplayer: i just mean functionality like THIS:

As SadiQ already touched on, if bluetooth/wifi multiplayer was easy to do, there would be more games taking advantage of it. And if you watch the video/read comments, that game isn't even working on correctly android.

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No Multiplayer, No SteamAPI, No Windows 10 Mobile

Yes Multiplayer, Yes Steamworks API, Yes Windows Store. All of them require you (or someone else) to do some extra work.

Check out my StencylMUD thread - even though I don't have time to develop it, the MUD is already multiplayer (at least allowing people playing to chat with each other). I also have a published app (https://itunes.apple.com/us/app/obama-llama-app/id1038500531?mt=8) that connects with a server to transmit information.  Transmitting data is just the first half of multiplayer, you also need to program receiving information - but it is possible to do.

Regarding steamworks, that one is written in C++. I have heard that C++ is on the easy side of integrating into haxe. yoplalala already mentioned that a bunch of haxe users have created a steamwrap function to integrate steamworks API. Just because I (someone who has zero knowledge of coding - I was a biology teacher) couldn't do it, doesn't mean it is impossible.

About Windows, that is a little bit harder since it requires modifying haxe to remove the rejected API calls (at runtime maybe). But I did manage to get my game packaged into an .appx on my own. On Thursday, I tried producing an html5 game and it ran on my windows phone. Until something happens between Windows and Haxe, just produce html5 and run it on windows devices.

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No Xbox
Now that one is interesting. I have not looked into converting a game to XNA (or whatever it is) for PS and Xbox. Maybe I will play around with that next time I get a chance. I only figured out one of the three above... maybe this would make me 50/50 for getting crazy stuff to work :)

« Last Edit: February 21, 2016, 10:11:28 am by ceosol »

Vectrex71

  • Posts: 534
Thanks for your words and your time ! interesting !!