Stencyl 3.0 - Design Once. Play Anywhere. (Soft Launched on Feb 20th)


Ryusui

  • Posts: 827
So it's not just that the underlying engine is being tweaked to be more cross-platform-friendly; there's also going to be a single unified programming language?

As much as I hate the thought of having to throw out my AS3 knowledge, I can vouch for how much power you can wield in the block editor alone. As long as it's still a C-style programming language, I should have few problems adapting. :3
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CrimsonThunder

  • Posts: 96
First off, this is wonderful news and its amazing how fast you guys work.

Secondly, you don't consider consoles major platforms?

What exactly is HTML5? What difference will it be to flash? I'm assuming HTML5 means you can play it on a website without having to use flash to do so? If I understand correctly, how much of a benefit is this?

And lastly, how backwards compatible is it? Ever since the upgrade to 2.0 I've been wary of updates screwing up things made in previous versions.

Cheers.

Ryusui

  • Posts: 827
HTML5 is basically the latest revision of HTML with support for multimedia features. Basically, it means browsers will be equipped to handle Flash-style multimedia without a platform-specific plugin - as long as your browser supports HTML5, it'll run HTML5 content. It's probably not a stretch to say it's the Next Big Thing, especially given that Adobe is no longer developing Flash for mobile devices.

If you have Google Chrome, there's a free HTML5 version of Angry Birds available through the Chrome Web Store, just to give you an idea.
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Jon

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  • Posts: 17524
So it's not just that the underlying engine is being tweaked to be more cross-platform-friendly; there's also going to be a single unified programming language?

As much as I hate the thought of having to throw out my AS3 knowledge, I can vouch for how much power you can wield in the block editor alone. As long as it's still a C-style programming language, I should have few problems adapting. :3

Yes, and one of the benefits of this is that if you write (real) code, it's now guaranteed to run on all platforms.

There will still be times and the ability to write in the platform's own native code (Obj-C, ActionScript, JS, etc.) but in the context of writing an extension or hook that can't be done any other way.

Ryusui

  • Posts: 827
Neat. Then let me be the second to ask: which language will you be using? As pointed out, haXe already supports Flash, iOS, Android, and more - no mention of HTML5 support, alas, but I wouldn't be surprised if that's trivial at this point. Or will you be developing a new, proprietary language, like with Game Maker?
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Photics

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  • Posts: 718
Flash and HTML5 exporting will be free under the exact same terms as today (showing a pre-game splash screen).

Question #1
Is it combined? In other words... if you already have Stencyl Pro, will HTML5 be included?

Question #2
Will "Web Requests" be supported?

Question #3
Which web browsers will be supported?

HTML5 exporting is huge. It could be a powerful web development tool that goes far beyond games.
Michael Garofalohttp://photics.com – Author of The Interactive Stencyl Textbook 8)

Jason

  • Posts: 9
As pointed out, haXe already supports Flash, iOS, Android, and more - no mention of HTML5 support, alas, but I wouldn't be surprised if that's trivial at this point.

Just wanted to note that there are a few haXe libs like jeash and easelhx (this one a wrapper for easeljs, which is a part of the createjs suite, which Adobe sponsors) that give you the HTML5 support for haXe. jeash is pretty much a direct clone of the actionscript 3 api, but at the moment it's pretty slow when compared to easelhx/easeljs (which is somewhat close to as3 classes), in my personal tests.

Abigayl

  • Posts: 807
While I'm all for progress, I'm still waiting on 2.5, where we're supposed to get actors that lag less...

You are all certainly keeping me on my toes... by the time I finish the last 2.0 tutorial, 3.0 will be out...
If you need help, please check my tutorials either here or Kongregate (http://www.kongregate.com/accounts/Abigayl) or come over to my stream: http://www.livestream.com/poweredbyflowers

CrimsonThunder

  • Posts: 96
Secondly, you don't consider consoles major platforms?

And lastly, how backwards compatible is it? Ever since the upgrade to 2.0 I've been wary of updates screwing up things made in previous versions.
I still had 2 questions that were left unanswered.

Innes

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  • Posts: 1960
While I'm all for progress, I'm still waiting on 2.5, where we're supposed to get actors that lag less...


My understanding is that there will be no 2.5 and that Jon had decided to go straight to 3.0 due to the significant changes.
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gamefreak100

  • Posts: 30
its  still gonna be free like 2.1.0 and 2.0.0 Right?
Nyan Cat: over a thousand nyan :3

Innes

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  • Posts: 1960
its  still gonna be free like 2.1.0 and 2.0.0 Right?
That question has already been answered on this thread!
Visit www.TheStencylBook.com - the only published book for learning Stencyl.

osiaslemuel

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  • Posts: 371
are we' supposed to get actors that lag less in 3.0?

Ryusui

  • Posts: 827
I imagine that'll be part of the engine overhaul they're talking about.

By the way, I'd like to make one feature request: a "simple physics" option. A quirk of Box2D's collision detection caused problems for me in Corebound, a game which has more in common with Megaman than Angry Birds (they're solved in the current version, though I had to implement a workaround). It's awesome that Stencyl has a sophisticated physics engine built in, but I think some games could benefit from a more...platformer-friendly collision implementation. (Especially since it would possibly mean we could finally edit tilemaps created in the Scene Designer.)
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