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Messages - Donni11

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1
Ask a Question / Re: Where the save game file is located?
« on: March 20, 2017, 04:22:26 pm »
@filsdd, go to the game folder ( Open Stencyl > Debug > View Folder for this game)  then:

example game > game.xml

It should open as a xml file ( open with a notepad editor), the attributes are stored under:
<attributes>, right after  </props>.

Hopes this helps,

2
Ask a Question / Re: does stencyl have an affiliate program?
« on: March 19, 2017, 11:23:06 am »
Np.

3
Chit-Chat / Re: What could be the next big thing in Stencyl ?
« on: March 13, 2017, 01:49:23 pm »
@all, I suggested the collaboration feature a while ago in the issue tracker : http://community.stencyl.com/index.php?issue=131.0

4
@TheeSeaverShow,

Thank you very much for this useful list! Do you think you could also compile on for Desktop/ PC games?

5
@squeeb,

A few month ago I contacted Lars ( the director of the project ). He replied that development is still active, and has been going continuously. He also mentioned that they were able to run projects on Xbox One, PS4, PSVita, and WiiU, though we are not quite ready to ship just yet. He said they plan on announcing some more information in the next few months.  I asked him some more questions. This is what he responded :

1. Will these features of Console support be open to the public ( to purchase the special Haxe ) this year?
Probably! I plan on shipping my own game with it before the year is done. Can't make any promises but we should have some updates soon.

2. From a percent rate from 1 to 100 which percent is the development progress status at this point ?

Probably 75 - 90 percent.

3. What consoles is the development team specifically working on right now ?
PS4, PSVita, WiiU, XBox One.

4. Has the development team actually fully completed or close to completing any consoles yet ?
Nothing is 100% complete yet. PS4, XBox One and PSVita are the furthest along, though we have applications/demos running on WiiU as well.

5. Have the the development team able to test or work applications on the Nintendo 3DS and PS3 ?

Nintendo 3DS : no, given the low memory requirements we have found the Haxe garbage collector is a pretty big barrier, so we are focusing on everything else for now.

PS3: I believe this is doable, we have kits for it, and our existing work is compatible with it, but it hasn't been our top priority.

_____________________________________________________________________________
Any other questions you guys want me to ask him just let me know.

6
+1 for sticky thread.

7
News / Re: 3.4.0 (Final) - February 14, 2017
« on: February 15, 2017, 02:52:03 pm »
Yay, finally! Thank you Stencyl Team! Great job :) !

8
Chit-Chat / Re: game makers like stencyl
« on: February 09, 2017, 05:08:11 pm »
consturct 3 is going to be in the browser, https://www.scirra.com/blog/183/announcing-construct-3

9
Chit-Chat / Re: game makers like stencyl
« on: February 06, 2017, 06:06:54 am »
Here is a list: http://pixeland.io/resources

Look under Game engines.

10
Chit-Chat / Re: Things I'd like to see built into Stencyl in 2017
« on: February 02, 2017, 04:43:58 pm »
This is what justin wrote on discord:

Quote
Yeah, I'm just working on fixing up some stuff before the 3.4 release
But as soon as that's done there's gonna be a bunch of haxe and openfl updates in order

11
Chit-Chat / Re: Weekly Game Dev Talk Articles
« on: January 26, 2017, 05:17:31 pm »
There is no dev talk article this week.

( I might type something up on Sunday though... )

12
Chit-Chat / Gamedev talk #3 - DRM isn't worth your time.
« on: January 19, 2017, 04:47:49 pm »
Hello Stencylers,

This week we're discussing the topic: DRM isn't worth your time,

What is DRM?

DRM stands for Digital rights management. It basically protects your software from being given for free or stolen ( some guy buys the game and gives the whole world the game file on his twitter account)
If you want the long explanation, we can get you hooked up with Wikipedia....

What types of schemes are there?

Limited install activation - It basically limits the number of systems the game can be installed. It then requires authentication with an online server.

Persistent online authentication - You always have to login to use the game ( Minecraft were looking at you ) and/or you always have to be connected to the internet ( cough, cough, Super Mario Run).

Software tampering - If the game detects its been broken into, it starts messing up the gameplay, or displays a picture of a pirate all over the screen. Some companies have a sense of humor when it comes to this, see:
http://www.pcworld.com/article/2602876/software-games/10-hilarious-brutally-devious-ways-pc-game-developers-punish-pirates.html

Product keys - During the installation for the software, the user is asked to type in a special key ( that they were emailed when they bought the software ); if the key is correctly entered that is assigned to the valid license and installation can continue. If it's not... you ain't installing this software buddy. C'mon Microsoft office, this is getting old....


Why isn't it worth it?

 Well lets first start off the idea why companies implement it. Well, as I mentioned earlier, companies usually implement DRM to protect their software from free versions or software pirates. There are two mistakes here. One, your software can always be pirated. Yes always. Just look at Minecraft for example, it has a DRM. Just type " Minecraft for free" and instantly you have a ton of pirated versions. And it's not just minecraft. All software can be pirated. All hardware can be pirated. There is no point in investing time and money. It pointless. You're not protecting your software, well maybe a little bit. But mostly, it can always be pirated.

  The second mistake is the player experience. When gamers play they want a fun and easy-to start up  game. If they are always being asked to log in or enter a key, they will get annoyed and stop playing your game. Or even worse. They love your game so much, but hate the DRM that they will go and play a pirated version. For FREE. Right there, you could lose money or you might lose your player. DRM isn't helping you rather ruining your success. There are a ton of games that are doing well and they aren't using a DRM. Yes, there are pirated versions of their game, but they're not losing money.
 A good game with a good concept and that is marketed correctly will eventually make money, you don't need to worry about money loss. Don't implement a DRM and you'll do fine.

 Feel free to share your thoughts, suggestions, and tips!

Have a great weekend!

Donni,

13
@Hectate, I thought these were going in the Stencyl Black Friday store... you let me down....

14
Chit-Chat / Re: Just a friendly reminder...
« on: January 16, 2017, 06:30:41 pm »

15


Hello Stencylers!

Shorter article this week. Anyway this weeks topic is: Can we really become wealthy off game development?
Now I know we have seen this question pop up in many game development forum topics and discussions so I thought it may be a good idea to discuss it.

 So lets get something straight, all goodness comes through  effort and hard work. You can't just expect something ( in this case money) to just appear because you did a action. The action needs concentration, hard work , effort.
Now this also applies by game development. I've seen so many times, that people think that if they make a silly game or just throw a game out there without real gameplay or concept and  they think that the next day they will become a millionaire.
Its not true. Like all work, you need concentration, hard work , effort, and the same goes for game dev. Yes, there have been game devs who made good profit, or even some who became rich, but they put in concentration, hard work , effort.
They didn't just throw a game on the market and the next day they owned a jet. They worked hours, day, months, and sometimes even years on this game. Everything in life that has a good after benefit requires a lot of work. And the same goes by gamedev.
Yes, in someways it might be easier by gamedev because you need less resources ( only a PC, and maybe a licence for your software), but it still requires lots of work. I've seen people become game devs only because they want to become instantlly wealthy  or make a good profit. They don't have real commitment and and then when there game fails they give up.

Why do people make this mistake?  Because they see all the famous people and companies who created games like minecraft, candycrush, and pokemon go and they see their great profit. Then they think " oh, they made so much off only one game? I can do that also" and then they start on a game.

So remember: Game dev is like all other work, yes it may be more enjoyable, but it still requires concentration, hard work , effort. Game dev doesn't make you automatically rich. If you create a game, with a great concept, great gameplay, you have commitment and effort, you market it correctly. Then maybe, like all other jobs, you can earn a good profit.

Feel free to share your thoughts, suggestions, and tips!

Have a great weekend!

Donni,

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