I was able to install old Stencyl 3.1 in parallel, and use that for the database side of things, and work on the game in 3.4.
Here is how I have been working with it:
I have 2 projects. For example, ERC Kit, and MyGame.
Work on database stuff in ERC kit in Stencyl 3.1.
When you save changes in the db window, it puts the data into the text files in extras/ERC/data.
Copy those text files to extras/ERC/data for the MyGame project, and then you can use all of the ERC custom blocks with the db data.
@TheGreatEater
I have built a FF style turn based battle system. Actually it uses the ERC kit very little, most of the actual battle system stuff is Stencyl alone.
@Siren Games
If you are interested in suggestions at all at this point, here are some.
The db is great in that it does a lot of the heavy lifting, but it is not a magic hammer that drives all nails.
So you still have to do some db-like things in Stencyl to actually make the game.
For example, a character or weapon in the db has no "actor" field. So I still have to track in stencyl which actors should be drawn for which character, weapon, etc.
I am doing this today by using some list Game Attributes, where 0 is the # in the ERC database, 1 is the actor, etc., and then I fetch the value by index depending what I what. But it's not as nice as it could be, and hopefully doesn't burn me when I end up with a few hundred Game Attributes.
Which leads me to what my actual suggestion would be, which is to be able to define which attributes are on which entity type. If I could do that, I could associate an actor, and if I'm making a more modern RPG instead of Fantasy, I could have an ammo field or a weight field instead of Magic. I could give characters skills, etc.
Nice job, hope the project isn't dead. But even if it is, there's enough there I think to build yourself a real RPG if you are willing to step through a couple of hoops as mentioned above.