New to Stencyl, Ello!

TouchTiltGames

  • Posts: 9
Hey guys, I'm brand new to Stencyl and am looking forward to trying it out. I heard about Stencyl from the Gamesalad forums where ive been making games for over 2 years now.

For those who use(d) both, what are the major differences? I simply can't afford to renew my GS membership at 500 quid and am tired of the memory issues etc. Stencyl though is affordable.

Anyway my games are here: http://www.touchtilt.com and here's a vid of my soon to be published third game called Tiny Diggers:

http://www.youtube.com/watch?v=4bnHI5xDhRQ

Cheers!
TT


Rob

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  • Posts: 1268
Welcome to stencyl. I cannot say how the platform compare since I've not tried the other to provide a fair comparison. I encourage you to try read up on istencyl help center above and give it a try here. The terminology should be quite familiar to you.

 I would imagine you own a mac also so publication should be straight-forward.

In terms of subscription fee, I understand it is fairly easy for anyone to recoup the cost with free games with iAD and iAP if you are planning to provide the feature in your game



« Last Edit: January 23, 2012, 06:44:48 pm by Rob »
GOLDEN RULE #1 : SAVE YOUR GAMES FREQUENTLY
IOS/XCODE DEBUGGING
http://www.stencyl.com/help/view/xcode-ios-troubleshoot/
WATCH STENCYLWORKS VIDEO TUTORIAL BY SUNRISEKINGDOM
http://www.youtube.com/watch?v=KDfRfjzr9j4&feature=channel_video_title


gamedivision

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  • Posts: 99
Welcome buddy,
Got to tell you that GS is really poor compair to stencyl.the amount of features stencyl has is amazing zero loading times,joints,alter collision shape and size,
GS is overpriced,poor game engine that doesn't work right,and they do not listen.
Don't think twice about moving,just come over to the light..

TouchTiltGames

  • Posts: 9
Hehe thanks all.
@Gamedivision..I agree with ya there, fun to play with but not when there's mem leaks and 2 hr loading times. Theyre supposedly rewriting the engine but we won't see that till summer.

I will play with this as soon as my game is done here for sure.

Ps What games are on the iPad now that I can take for a test drive made w Stencyl?

« Last Edit: January 30, 2012, 05:37:09 pm by TouchTiltGames »

Rob

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  • Posts: 1268
Wait till you folks try 2.0. Things are even easier to code. I do hear a lot of praise about istencyl having shorter loading times. GS do have a more stable tool because they are around longer and are more established.
GOLDEN RULE #1 : SAVE YOUR GAMES FREQUENTLY
IOS/XCODE DEBUGGING
http://www.stencyl.com/help/view/xcode-ios-troubleshoot/
WATCH STENCYLWORKS VIDEO TUTORIAL BY SUNRISEKINGDOM
http://www.youtube.com/watch?v=KDfRfjzr9j4&feature=channel_video_title

TouchTiltGames

  • Posts: 9
I will probably have to wait for 2.0 then as I'm an artist first and foremost  :D

Rob

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  • Posts: 1268
This is Jon's blog to whet your appetite on 2.0

http://blog.stencyl.com/

This is link to nightly build with 2.0 although there are some bugs we are cleaning out.

http://community.stencyl.com/index.php/topic,3874.0.html

For istencyl games, check here. This is an early list. 8bitwit has a game (FMZ) with joints.

http://www.stencyl.com/stencylworks/iosshowcase

GOLDEN RULE #1 : SAVE YOUR GAMES FREQUENTLY
IOS/XCODE DEBUGGING
http://www.stencyl.com/help/view/xcode-ios-troubleshoot/
WATCH STENCYLWORKS VIDEO TUTORIAL BY SUNRISEKINGDOM
http://www.youtube.com/watch?v=KDfRfjzr9j4&feature=channel_video_title

TouchTiltGames

  • Posts: 9
Ah super, thanks! Can't wait for 2.0 and to have my game on the Showcase ;)

sparkyidr

  • Posts: 48
Nice to see a few familier faces here  ;)

I have defected from the GS world too.

TouchTiltGames

  • Posts: 9
Hey Spark!

How are you finding Stencyl to adapt to and have you published anything yet with it?

cheers.

Jon

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  • Posts: 17526
The Rodent Rage game looks pretty cool, and it's got some reviews on the App Store. How long did that take for you to make?

TouchTiltGames

  • Posts: 9
@Jon

Thanks, yeah it was my first game so it took longer (using GS), I would say about 2.5 months.

sparkyidr

  • Posts: 48
Hey Spark!

How are you finding Stencyl to adapt to and have you published anything yet with it?

cheers.

I've not really had a lot of time to play with it as of yet. But so far I quite like it.
It feels a little more "fiddly" than GS. But that could be because I have used GS for 2 years, and Stencyl for only a couple of weeks on and off ;)

There are a lot of transferable skills for sure though.

I like how it feels you are a little more "under the hood" when using Stencyl, but I can imagine other GS users might not like that about it.

I am currently trying to port over my "rolling-ball-controlled by accelerometer-platform game engine" at the mo. Not going too badly, have come up against a couple of quirks that make it different, but am plodding away tweaking until it feels like the GS version did/does. It's all a bit slidey and floaty at the mo, so should just be a case of playing around with the numbers/physics to get it right. (not sure I like the performance hit just by having the accelerometer on though. Dropping almost 10fps at times (6fps consistantly) on a singe screen, single actor scene (running on an iPhone 4s) feels like it could cause me some probs down the line....but we shall see.

I also love that the Stencyl guys seem to be pushing ahead at great speed getting new versions out with new features and improvements to the workflow etc. My flatmate has been playing around with the nightly builds on his PC, and it's looking pretty good for the future really.

Also, just to hijack your Ello.....to say ello myself.
I am Sparky, and I run Flaming Mitten Studios with another guy called Mark.
We make silly games for silly people, usually with silly music (I am a music producer/engineer by day and Mark is a designer)
Our 2 biggest games to date have been Doodle Ski (2010), and Super Stack Attack (2011)

TouchTiltGames

  • Posts: 9
Hey Spark!

How are you finding Stencyl to adapt to and have you published anything yet with it?

cheers.

I've not really had a lot of time to play with it as of yet. But so far I quite like it.
It feels a little more "fiddly" than GS. But that could be because I have used GS for 2 years, and Stencyl for only a couple of weeks on and off ;)

There are a lot of transferable skills for sure though.

I like how it feels you are a little more "under the hood" when using Stencyl, but I can imagine other GS users might not like that about it.

I am currently trying to port over my "rolling-ball-controlled by accelerometer-platform game engine" at the mo. Not going too badly, have come up against a couple of quirks that make it different, but am plodding away tweaking until it feels like the GS version did/does. It's all a bit slidey and floaty at the mo, so should just be a case of playing around with the numbers/physics to get it right. (not sure I like the performance hit just by having the accelerometer on though. Dropping almost 10fps at times (6fps consistantly) on a singe screen, single actor scene (running on an iPhone 4s) feels like it could cause me some probs down the line....but we shall see.

I also love that the Stencyl guys seem to be pushing ahead at great speed getting new versions out with new features and improvements to the workflow etc. My flatmate has been playing around with the nightly builds on his PC, and it's looking pretty good for the future really.

Also, just to hijack your Ello.....to say ello myself.
I am Sparky, and I run Flaming Mitten Studios with another guy called Mark.
We make silly games for silly people, usually with silly music (I am a music producer/engineer by day and Mark is a designer)
Our 2 biggest games to date have been Doodle Ski (2010), and Super Stack Attack (2011)

Fiddly I can handle I think, I'm just no programmer so I think 2.0 will help me out even more.

Yes these guys are certainly a lot more productive with their time, or so it appears to us anyway. We only see the end result and Stencyl has a better one IMO. Even the forums are much better, looks like they might be using BB whereas GS was using Vanilla and BBpress before that.