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

here comes the last day of q3...

Wrong, last day of q3 is the end of September.

oops, stupid me )))
ok,....last day of summer  :D
No...the last day of summer is on September 21st.

Innes

  • *
  • Posts: 1960
No...the last day of summer is on September 21st.
Not where I live! Today is the second day of Spring (it's also Father's Day)!
Visit www.TheStencylBook.com - the only published book for learning Stencyl.

endpuppet

  • Posts: 4
seriously, if you would just publish 3 sentences about just one small detail i would be sold but you keepeng quiet, saying there would first be a closed beta, and having a Q3 release time, has me wondering if we will see full version of stencyl 3.0 before the end of Q4. And I simply can't wait that long...

Now if I would know something more I would wait...

For example, will there be support for hardware acceleration... on pc, mac or mobiles???

rob1221

  • *
  • Posts: 9472
I can't talk about anything specific in 3.0 due to the NDA, but the staff have been very busy on it, and there is some good stuff in there, including things that haven't been made public yet.  While the Stencyl team has changed release dates before, I really doubt it will take until the end of the year to finish 3.0.

Photics

  • *
  • Posts: 718
No...the last day of summer is on September 21st.
Not where I live! Today is the second day of Spring (it's also Father's Day)!

Australia?  ???

Regardless, that's not helping! :)

Maybe you should go easy on the impatient  :D

Happy Father's Day though!

I can't talk about anything specific in 3.0 due to the NDA, but the staff have been very busy on it, and there is some good stuff in there, including things that haven't been made public yet.  While the Stencyl team has changed release dates before, I really doubt it will take until the end of the year to finish 3.0.

I was pretty strict about my no NDA policy with another game development company. I have to be fair. I think I'm going to just wait it out. If you're right, and 3.0 will be released before the end of the year, that's not too far out.

« Last Edit: September 04, 2012, 06:01:00 pm by Photics »
Michael Garofalohttp://photics.com – Author of The Interactive Stencyl Textbook 8)

Cesco

  • Posts: 12
I think that it would be super cool if Stencyl could support Python as its scripting language. Why Python? Because IMHO it's easy to learn but yet very powerful, it's much better than Javascript IMHO, has already a big userbase on its own, python scripts can be converted into C++ code with some efforts and there is a project like Pyjamas that converts python into javascript code on-the-fly. After all if Gamesalad uses Lua, why not Python?

But I guess that my wish is only a dream...

« Last Edit: September 05, 2012, 08:31:12 am by Cesco »

Alexin

  • *
  • Posts: 3127
Stencyl adopted a better language and framework than Python, for our purposes, that is. The reasons it was chosen have deeper consequences than the ones you suggest.
"Find the fun"
alexin@stencyl.com

endpuppet

  • Posts: 4
I can't talk about anything specific in 3.0 due to the NDA, but the staff have been very busy on it, and there is some good stuff in there, including things that haven't been made public yet.  While the Stencyl team has changed release dates before, I really doubt it will take until the end of the year to finish 3.0.

tnx for at least noticing my questions... maybe I was a little harsh back there because the game I'm developing(currently storyboarding and drawing...) really depends on some things that are not a part of stencyl right now... and there is no info about the implementation of these things ...

For an adventure game (point&click+extra functions and minigames), it is really important to be hardware accelerated on pc because I want to have a lot of animations and large images...

Functions that would be neccesary:

Zooming
Getting system info and it's use (at least on pc)
Hardware support
Fullscreen support with smart scaling or at least letterbox
Per pixel collision detection

And down the road I would like to see shader support and better physics engine but for this game it is not of importance

Anything would do really, I just want stencyl to become more than just a Flash game engine with it's typical simplified art and functionality...

greetings


jji7skyline

  • Posts: 15
I hope Stencyl gets rid of the 'bloat' because right now, it's really bloated :P

Play

  • Posts: 165
I hope Stencyl gets rid of the 'bloat' because right now, it's really bloated :P

Yeah, I think that issue usually gets overlooked due to all the new features people want, but I'm still struggling with just how slowly Stencyl operates sometimes. It's nothing horrendous, but the little lags and delays do add up to make using Stencyl mildly frustrating.

Joe

  • *
  • Posts: 2478

marcwilhelm

  • *
  • Posts: 88
I'm sorry I have to chime in here. Bloat? What features would you guys cut?

Slowness? Stencyl runs great on my 4 y.o. little MacBook, so I can't imagine what perceived slowness you are experiencing unless your specs are very low. For what it does compared to other comprable game dev. service apps, Stencyl is the most affordable, efficient and flexible. Have you guys used Game Maker, Game Salad or Unity? Stencyl is a blessing; hands down the best for the money.

I hope Stencyl gets rid of the 'bloat' because right now, it's really bloated :P

Yeah, I think that issue usually gets overlooked due to all the new features people want, but I'm still struggling with just how slowly Stencyl operates sometimes. It's nothing horrendous, but the little lags and delays do add up to make using Stencyl mildly frustrating.

Play

  • Posts: 165
Well on my old early 2008 Macbook, Stencyl frequently lags up, especially when I have a scene editor open. Also, I receive a "90% memory usage" warning every hour or so of use. If I leave Stencyl open too long, it won't respond to any input at all and I have to wait to close and restart it. There are also specific things which really stall up Stencyl for me, like trying to assign collision bounds to tilesets, and modifying or typing within lengthy behaviors which have a large quantity of blocks with text fields. The issue is likely in large part due to the age of the Macbook I'm working on, but it still seems that it is at least in part due to Stencyl because I can do other things on my Macbook without such lagging issues.

« Last Edit: September 06, 2012, 12:26:43 pm by Play »

Photics

  • *
  • Posts: 718
What bloat?

I was thinking the same thing.  :D

Well on my old early 2008 Macbook, Stencyl frequently lags up, especially when I have a scene editor open. Also, I receive a "90% memory usage" warning every hour or so of use.

Oh, the memory warning is annoying. I haven't seen that in a while though. I'm not sure if it's because I'm doing something differently or because the software improved.
Michael Garofalohttp://photics.com – Author of The Interactive Stencyl Textbook 8)

irock

  • *
  • Posts: 2891
I still get the 90% memory warning. The team probably made it take longer to get, but it still happens.