Stencyl is still too difficult to use

Nathbo

  • Posts: 388
"....I was very excited, but in this community who know the most are the least they share...."
It's somewhat true, but remember that devs here are competitors, and some do this as a secondary job, it's a more serious community. if you're looking for a friendly community, Scratch is pretty cool. :)

Hmmm yes I understand competition, but helping someone does not necessarily mean coding for them.  And maybe they are not your direct competitor.

I am not all for just using every coded behavior made by someone else without understanding it, but between that and no active community there is a lot of gray area ;)

Just my 2 cents
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lazyboygames

  • Posts: 485
I just saw this thread, and I felt like I should give my opinion. I think it is good that Stencyl is slightly difficult to learn how to use (even though in my opinion it isn't). If it was any easier then there would be even more remakes of the crash course, and I am pretty sure everyone hates those.

irock

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  • Posts: 2891
Could we stop referring to Design Mode as coding? It's not code.
Why would you not consider it code? Just because it isn't text? Code is not required to be text only despite the crequent use of text to code, historically.
Most people wouldn't consider snapping blocks together coding, and neither does Stencyl, given the distinction between Design Mode and Code Mode and the fact that "no coding required" refers to being able to program a game in Design Mode. If someone who uses Design Mode exclusively goes around calling himself a coder, he's being very disingenuous.

Abigayl

  • Posts: 807
This post (and subsequent discussions) is just... wow.

Okay, the "crash course" is rather pathetic (at least it was in 1.0 when I tried it), but that's not the only way to learn Stencyl. The forums here are among the nicest when you have a straightforward question; most of the time responses come within an hour; it's people who want full-fledged code blocks who more get pushed aside (rookie questions sometimes get just a quick response... but generally that's all that's needed). There are several in-depth tutorials based on Stencyl, including the Stencylpedia, SunriseKingdom's, and my own (which is TWO sets by the way [second isn't up on Stencyl yet which I don't understand, but this isn't my site]). And, there are several live chats for those who need more instant help, both here and started by volunteers (again, including my own).

In short, Stencyl has among the most user-friendly services I've seen (although admittedly, I've never done Scratch).
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

Could we stop referring to Design Mode as coding? It's not code.
Why would you not consider it code? Just because it isn't text? Code is not required to be text only despite the crequent use of text to code, historically.
Most people wouldn't consider snapping blocks together coding, and neither does Stencyl, given the distinction between Design Mode and Code Mode and the fact that "no coding required" refers to being able to program a game in Design Mode. If someone who uses Design Mode exclusively goes around calling himself a coder, he's being very disingenuous.
Saying no coding is required is mostly an advertising perk; although it's true that it's easier to code in blocks, very much so. I agree that using the design mode doesn't simply make you a coder, but if you can use it well, you have some of the basic ideas of programming in your brain. I like that about Stencyl: lots of the blocks are similar to actual code, like the "<=" block, boolean concept and if statements, so I can even take advantage of the C++ syntax that I know.

jihem

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  • Posts: 161
To begin a game out of nothing (without kit), I think that you have to make the same logic process while using Stencyl blocks or coding (in an editor with a classic language like C, C++, C#, Objective-C, Java, Python, Ruby, SmallTalk...). BUT you don't need to know the name of the instructions, the name of the variables, each structures for conditions and iterations. The completion in the editors (SublimeText2, VisualStudio, MonoDevelop, WebStorm, WingIDE...) try to help the same way. The design mode is more visual that a text file but you can make the same mistake : i.e. increment a variable in the wrong structure. For me using Stencyl, it's like to build with KAPLA pieces without having to cut the trees, make the wood board and cut all parts. You don't need the axe and the saw but you have to know how to put objets in balance.
while (!success=retry());

SWATLLAMA

  • Posts: 1059
Quote
To begin a game out of nothing (without kit), I think that you have to make the same logic process while using Stencyl blocks or coding (in an editor with a classic language like C, C++, C#, Objective-C, Java, Python, Ruby, SmallTalk...). BUT you don't need to know the name of the instructions, the name of the variables, each structures for conditions and iterations. The completion in the editors (SublimeText2, VisualStudio, MonoDevelop, WebStorm, WingIDE...) try to help the same way. The design mode is more visual that a text file but you can make the same mistake : i.e. increment a variable in the wrong structure. For me using Stencyl, it's like to build with KAPLA pieces without having to cut the trees, make the wood board and cut all parts. You don't need the axe and the saw but you have to know how to put objets in balance.

This sums up everything very well. It's best to generally not need the auto-completion though - cause if you forget what your variables do, you won't be able to really use them.
I'd say that sometimes you have to cut the boards, but never chop the tree. :)
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marcumgames

  • Posts: 178
If you want something more simple then gamemaker 8.1 would be a good thing to use. But there is only so much you can do with it.  Its drop and drag. here is the link to it.  It http://www.yoyogames.com/gamemaker/windows it is possible to use html with it but Stencyl works is much simpler in my opinion in learning to use it but it can be used to make much better games than with gamemaker. Also, Stencyl has a very good community and staff, which gamemaker does not have.  Stencyl has simplified coding, But if you don't know any coding gamemaker is just about your only option.  Game maker though does not make flash games they run as .exe files.  which make distributing your game much harder than  with stencyl.
I own Marcum Games

ipe 369

  • Posts: 1001
I find gamemaker annoyingly complicated when mixing scripts and the drag and drop 'events' :(

marcumgames

  • Posts: 178
I have not used scripts with it.
I own Marcum Games

If you want something more simple then gamemaker 8.1 would be a good thing to use. But there is only so much you can do with it.  Its drop and drag. here is the link to it.  It http://www.yoyogames.com/gamemaker/windows it is possible to use html with it but Stencyl works is much simpler in my opinion in learning to use it but it can be used to make much better games than with gamemaker. Also, Stencyl has a very good community and staff, which gamemaker does not have.  Stencyl has simplified coding, But if you don't know any coding gamemaker is just about your only option.  Game maker though does not make flash games they run as .exe files.  which make distributing your game much harder than  with stencyl.
Oh my god, not Gamemaker. I think I'm going to Adblock that word. :P

rob1221

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  • Posts: 9473
Some games are difficult to make in Stencyl, but if you work at it enough you can probably figure it out.  I was thinking of quitting several times while making Bots and Blocks due to many mistakes in my custom collision system (no Box2d), but I eventually finished it.  I made a better and more flexible system for R0B3R7 the Robot, which made the game much easier to make.  That's really the role of kits, to make games even easier to make without the Stencyl team having to spend a lot of time changing the engine for different types of games.  Over time as the Stencyl community grows, and with a much-needed makeover of StencylForge, there will be more and probably better kits as time goes on.  I already plan to make more kits, but with 3.0 so soon I'd rather just wait to release kits for that version.

ipe 369

  • Posts: 1001
Steve, why is gamemaker bad but flash fine? :P

Dizko

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  • Posts: 451
I'm with Irock, Design Mode isn't coding. If anything I would say it's programming. You're not writing any code, but you still have to know how to program the logic to make the behavior's work properly. However, I would say that design mode is a pretty great ice breaker into coding. You get to understand how to build logic without worrying about syntax and language specific things.

On topic, I think Stencyl is pretty easy to use. IMO if it were any easier you would have to restrict functionality and I don't think anyone wants that.

fotogeluid

  • Posts: 271
Does it really matter if it is coding or not??? :o

Anyway
Sploder = ideal for kids (< 6 year)
Scratch = ideal for kids (<10 year)
Gamemaker = good for kids > 12 (used in school here a lot)
Stencyl = easier than gamemaker but has some limitations
Construct 2 = ideal if you want to use HTML5

I have tried and made games in all of them :D :D :D :D