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Messages - Jon

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Chit-Chat / Re: Stencyl Studio Plan Activation
« on: January 29, 2018, 09:34:35 pm »
It's been activated. Thanks!

Ask a Question / Re: Is Stencyl still being developed?
« on: August 13, 2017, 10:24:28 am »
The Roadmap was added to the site last week.

Ask a Question / Re: Is Stencyl still being developed?
« on: August 03, 2017, 07:47:21 pm »
Stencyl is still being developed. Their focus at the moment is working out bugs before adding new functions, and with the announcement that adobe will pull the plug on Flash, they are working hard at implementing a stable html5 export function.

Stencyl 3.5 is our focus, and as we've said before, Stencyl is still actively in development. As others have already said, 3.5 folds in a huge underlying technology upgrade that brings in proper HTML5 support and modernizes the graphics pipeline for mobile and desktop.

Unfortunately, as with any major "pipes" upgrade, it comes with issues that have proven to be a bit trickier to work on than we anticipated. We plan to put 3.5 out this fall.

(I'll note that I've cleaned out a couple messages that were inappropriate to this topic, and I ask that that info not be shared or mentioned again, as it's strictly confidential.)

Ask a Question / Re: When did Schools Pricing come in?
« on: May 11, 2017, 10:44:13 am »
We've been charging schools for licenses since at least 2013.

Without getting into specifics, a significant portion of our revenue (and overall interest) now comes from schools.

News / 3.4.0 (Final) - February 14, 2017
« on: February 14, 2017, 11:45:14 pm »
After a long series of betas, 3.4.0 is finally out!

Get it now

See this page for the list of changes.

Changes since Beta 5
Code: [Select]
(b9300) Tile size is now correct when importing above 1x scale (issue #680).
(b9299) Origin points are now updated when saving actors (issue #378).
(b9298) Modified the image instance blend mode block to clarify that it is flash only (issue #460).
(b9297) Fixed blur transition by forcing pixel size to 15.
(b9296) Help text for random integer block now correctly says that both numbers are inclusive (issue #469).
(b9295) The scene designer no longer changes default zoom based on web scale.
(b9294) Changed "transparency" to "opacity" in the set joystick transparency block (issue #703).
(b9293) Fix: Can't compile with fonts.
(b9291) Fix for b9289 startup error.
(b9288) Fix: Creating a background and later applying scrolling/parallax works now.
(b9287) Fixed shader uniform uResolutionUs (the 1x Stencyl resolution).
(b9286) Fix: Updating behavior properties causes the classname to use the wrong ID.
(b9285) Fixed an issue with spin tween and setting actor direction (issue #407).
(b9284) Fixed issue with slide tween and setting X/Y of an actor (issue #407).
(b9283) Removed android.permission.GET_ACCOUNTS and android.permission.USE_CREDENTIALS from Google Play Games AndroidManifest.xml (

iPhone / iPad / Android / Re: Balloon Duck (IOS and Android)
« on: January 10, 2017, 06:47:53 pm »
Hi there. We noticed that you put in a renewal request multiple times today. We reached out to you via e-mail but still continued to get renewal requests. Please correct your e-mail to one you check or check your spam box, so we can proceed. Thanks.

Chit-Chat / Re: Things I'd like to see built into Stencyl in 2017
« on: December 22, 2016, 11:15:57 am »
My wish would be that they get current iteration (3.4) finally completed and after that we start to get build based on haxe 3.4 / openFL 4.5.

That's exactly the plan right now.

Chit-Chat / Re: Things I'd like to see built into Stencyl in 2017
« on: December 20, 2016, 07:01:29 pm »
For those who think this is just a "delirium",  Google Blockly already looks like this.

Works with: Javascript, Python, PHP, Lua, Dart.


However, it is very poorly implemented compared with Stencyl editor.

This has been around for a while, as has various "learn to code" initiatives that now adopt the block-snapping approach to get kids to learn to code.

I personally haven't built anything around Blockly, but what you perceive as "poorly implemented" is actually because it's based off the StarLogo way of doing things, versus Scratch. Coincidentally both were developed by the same professor.

Journals / Re: Merrak's Isometric Adventures -- Revisions
« on: October 30, 2016, 12:14:55 am »
For starters, the usual platforming is tricky in isometric perspective. It's particularly hard to gauge jumps.

This. I kept dying in one room because I wasn't able to visualize how to make the correct jump.

One solution is to draw a shadow underneath the character. This is what the devs did in Super Mario RPG and is practically required at points to proceed.

Stencyl Jam 16: "Spooky" / Re: The winners have been announced!
« on: October 22, 2016, 05:55:50 pm »
I've gotta say, I'm pretty surprised that my game Skelly didn't get any special recognition. Definitely put a ton of effort into it, but maybe that's just my own personal bias speaking. Perhaps if I had been able to complete everything I had planned for the game, I would've had better luck.

That being said, congrats to all the winners! House was one of my favorites -- more of a horror than spooky if you ask me, but I guess that counts too.

As has been the case for the past few jams, the judging process is entirely independent of Stencyl. Occasionally there may be surprise exclusions, but keeping the judging independent ensures that the process is fair and unbiased.

As others have said, the entry pool was noticeably stronger this time and the winner pool was expanded out from 3 to 5 because of that.

I'd  personally like to thank everyone who participated for making this jam a success. The entries as a whole were more thoughtful and well crafted than we've seen in the past, and we'll be promoting them over the coming weeks over social media.

We'll definitely try to run jams more frequently and are thinking about holding an end-of-year jam with a similar format and timeframe.

Stencyl Jam 16: "Spooky" / Re: Cumulative Scoring System
« on: October 06, 2016, 10:33:13 pm »
Who are the judge's?

Usually, it's a combination of the organizers and a few respected game developers who come together. We usually don't disclose this for privacy reasons and because this can change.

As Colin says, judging is informal - we just shortlist down to a few frontrunners and pick based on how fun / original the game is, how well it's put together and how well it incorporates the theme. No points or silly things like that. It's relaxed but thoughtful.

As has been said, the point of the jam is to get the community together to make some cool games. Just have fun and find the fun, right?

News / 3.4.0 (Beta 5) - October 6, 2016
« on: October 05, 2016, 11:21:30 pm »
We've put out a new release that fixes a lot of bugs and makes us compatible with Apple's latest and greatest. Props to @Justin and @MaxFinch for getting us up to speed with the latest iOS / Xcode.

One major change to distribution is a switch back to a DMG for Macs. With Sierra, Apple has clamped down further on app security. Double-click the DMG to open it, and drag Stencyl to the desired place to install.

Get it now

See this page for the list of changes.

Potential breaking changes and things to keep in mind for this update:

- Team ID setting added to iOS certificates page. This is needed for Xcode 8.
See the updated step 8 of the iOS certificates guide.

- The way lists and maps are initialized has been changed.
If a list or a map has no default value, and it's a hidden attribute, it will always start out as "null". This means you must set the list or map to a new list/map before trying to add values to it or access it in any way, otherwise you will get an error or crash. See the stencylpedia guides on lists and maps.

- The behavior attribute blocks now work with the attributes events.

Chit-Chat / MOVED: How to for enemy shot on move target ?
« on: September 30, 2016, 01:12:46 pm »

Chit-Chat / Re: Stencyl Jam 2016 - When ??
« on: September 05, 2016, 06:39:14 pm »
Colburt and Folmer will be organizing this jam. The exact format is still under discussion, but it will *not* be the usual 1 month deal like we've done in the past.

We'll share the details when they're hammered out.

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