Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - neovive

Pages: 1 2 3
16
Windows / Mac / Flash / HTML5 / Re: Minion March
« on: January 24, 2013, 01:50:23 pm »
I'd love to hear more about your educational plans (via email). :)

Sorry I missed your message.  I would be glad to share our current plans.  Should I email the address in your signature?

17
Windows / Mac / Flash / HTML5 / Re: Minion March
« on: January 11, 2013, 07:08:12 am »
@PapaGrimbles: I'm just getting starting with game design, but more from an educational point of view as part of an after-school program for kids; hence the interest in the developer guide.  I was looking for some good references of Stencyl 3 games and Minion March is definitely one of them.

When do you anticipate the developer guide being available?  If you don't know, that's fine :)

18
Windows / Mac / Flash / HTML5 / Re: Minion March
« on: January 08, 2013, 08:07:45 am »
Looks great!  Was the entire game built in Stencyl 3?  Are your background images one large graphic or did you use any tiles?  I like Developer Guide idea ... will it discuss the process of creating the game in Stencyl 3 and how the art was created, sized and imported?  This might be the first project I support on Kickstarter :)

19
Suggestion Archives / Re: Database options
« on: January 07, 2013, 10:58:06 am »
I guess it's possible to use a web request to grab a JSON file with different levels of words and then parse the JSON into game attribute list for saving.  I just didn't want to have to constantly load the words from the web since the lists won't change often.  Thanks.

20
Suggestion Archives / Database options
« on: January 03, 2013, 07:40:49 am »
I'm planning a word game that will need access to a large database of words.  Are web requests (http://www.stencyl.com/help/view/web-requests/) the best way to implement this in 3.0?  Also arbitrary file I/O available or should I just use a custom Haxe data structure?

21
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: September 25, 2012, 07:15:23 am »
This has been quite an interesting thread.  I am very interested in testing Stencyl 3.  Just to clarify, if I purchase the $199 Stencyl Studio option, do I get to start using the Stencyl 3 beta right away?

22
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: July 19, 2012, 01:48:45 pm »
What coding language is raw scripting going to be in 3.0? Will it be something like Game Maker language?
I prefer AS3

My guess would something along the lines of Lua or JavaScript.  Lua is designed to be embeddable and is quite popular in game development engines.  It is also used by CoronaSDK and Gideros SDK's for cross-platform development.  JavaScript is another possibility due to its ubiquity.

23
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: June 02, 2012, 07:24:38 pm »
This is very exciting news.  Looking forward to the availability of more power when needed, but the ability to stick with basic block scripting for the majority of scripting.

24
News / Re: Stencyl 2.1 - (Released May 25th)
« on: May 25, 2012, 12:01:01 pm »
That makes sense.  I've been holding off on porting a major cross-platform project from another SDK until the unified engine is complete.  I'm hoping it's still on target for July, which is why I've been inquiring.  I'm very eager to get started, but I don't want to have to redo all of my work to port to the new engine.

25
News / Re: Stencyl 2.1 - (Released May 25th)
« on: May 25, 2012, 11:49:48 am »
Great News!!  The new scene designer is excellent.  Regarding the Roadmap, the blog post mentions Android support coming in Stencyl 3, but the web Roadmap (http://www.stencyl.com/stencyl/roadmap/) mentions Android support as part of 2.5 in July?  Is the unified coding system planned as part of 2.2 or 2.5 or 3.0?  Thanks.

26
Ask a Question / Re: Working with a friend on a game
« on: May 15, 2012, 12:09:53 pm »
One possibility is to store your entire game folder in a version control system such as Subversion or Git.  You can find your game folder from the Welcome Center by clicking the "View Games Folder" button.  You can use a free public repository on GitHub (git) or Google Code (Subversion) and share everything between your two computers.  Once configured, just "commit" your changes and your friend can "update" his computer (and vice versa).  Private repositories can also be setup locally on your own computer or for very small fees at a hosting provider.

Another option, with less configuration, is to buy a low cost web host account and use FTP to store files in a central location that both of you can share and update.  You just upload your game folder after making changes and your friend can download.  Just be sure to talk to each other before uploading and downloading to avoid overwriting each others changes.

27
Ask a Question / Re: Is Stencyl future proof?
« on: May 05, 2012, 08:18:45 am »
@captaincomic: Thanks for your response.  Yes, I'm just trying to piece together the clues  :).  I guess we'll find out this summer.

28
Ask a Question / Re: Is Stencyl future proof?
« on: May 03, 2012, 05:47:51 pm »
@captaincomic: 2.5 sounds great!  I noticed the roadmap mentions Android is "part of the major Stencyl 2.5 overhaul" scheduled for July.  Does that mean the unified 2.5 engine is scheduled for July as well or just the Android support?

29
Chit-Chat / Re: Stencyl 2 API question
« on: May 01, 2012, 11:39:35 am »
@Jon: Thanks for the tips.  I will test loading the data into attributes.  2.5 sounds really exciting.  I noticed the 2.5 mention on the road map (http://www.stencyl.com/stencyl/roadmap/) for July.  Is that just for Android release or is the direct access to build custom data structures planned for July  as well?  Thanks again.

30
Chit-Chat / Re: Stencyl 2 API question
« on: April 30, 2012, 01:26:37 pm »
I'm very exciting to be testing out Stencyl 2.0!  What a great upgrade.

As a follow-up to my question, is there a recommended best practice to working on a game (such as a word puzzler) that will require a large data set of words to be referenced by the game?  My previous SQLite question was regarding access to the native SQLite instance on iOS devices, since using a network request for each query would impact performance.   I guess one option is to store the data remotely then use a web request that returns JSON or XML and parse it locally.

Is it possible in Stencyl to store and reference a custom data set as is typically done via data structures in programming-based development environments? Thank you in advance for any suggestions.

Pages: 1 2 3