Things I'd like to see built into Stencyl in 2017

yoplalala

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I agree with ceosol ! Cross platform is awesome !

merrak

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Because the exact same game never worked on different platforms. And nobody uses not even need it. And "Excellence requires focus".


Umm... I am constantly publishing the same game to web, desktop and mobile. Please do not do this suggestion.

Seconded. "Design Once, Play Anywhere" was the main selling point for me. Plus, I don't think separating Stencyl into multiple versions would do much to improve game performance. The performance issues I've ran into either involved the Box2D implementation or redundant code generated by the visual editor. The latter is necessary for ease of use, and Box2D has been discussed before.

colburt187

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Because the exact same game never worked on different platforms. And nobody uses not even need it. And "Excellence requires focus".


Umm... I am constantly publishing the same game to web, desktop and mobile. Please do not do this suggestion.

Yeah same here, I release all my games on iOS/android and Flash, and have mess around  with desktop and plan to use it in the future. This would be terrible.

gurigraphics

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Umm... I am constantly publishing the same game to web, desktop and mobile. Please do not do this suggestion.

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I agree with ceosol ! Cross platform is awesome !

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Design Once, Play Anywhere

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Yeah same here, I release all my games on iOS/android and Flash, and have mess around  with desktop and plan to use it in the future. This would be terrible.

My proposal is much better than cross-platform, and does not end with "Design Once, Play Anywhere".

You could continue exporting the same game to other platforms with the same "block code", to keep getting the same results that you've been getting.

For this, you would only need to have all three versions of Stencyl.

Stencyl is already like this. Already has three versions.

However, the framework used in the compilation to each platform would be different.

What would remain the same would be the "block codes" that would be only a scripting language, such Lua or Python, a "middle ground" used to write for any language and framework.

Stencyl would focus the development of this editor and the ease of creating blocks and insert new frameworks. And could continue to use a single main language or framework, could continue with haxe support only.

But, Stencyl would not be restricted to this language, because the users could develop the compatibility of this "script blocks" with any other languages and frameworks. Then, you would be free to choose the best framework, according to the requirement of each game.

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The performance issues I've ran into either involved the Box2D implementation or redundant code generated by the visual editor. The latter is necessary for ease of use, and Box2D has been discussed before.

That's why I would not choose this framework for my games.


« Last Edit: December 16, 2016, 03:33:34 pm by gurigraphics »

rob1221

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I remember when "iStencyl" was a thing, and I don't see Stencyl ever going back to having to manage separate code bases for each platform.  It's a huge waste of time that would be better spent elsewhere.

gurigraphics

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I remember when "iStencyl" was a thing, and I don't see Stencyl ever going back to having to manage separate code bases for each platform.  It's a huge waste of time that would be better spent elsewhere.

As I commented, Stencyl would go continues with Haxe support only, because it is really impossible to manage and give support to all languages and frameworks.

However, there would be the possibility of users not use only haxe framework.

The advantage of this is that over time, nor haxe support would be needed, because Stencyl would be just an Editor.

A Editor multi-language and no only cross-platform.

For those who think this is just a "delirium",  Google Blockly already looks like this.

Works with: Javascript, Python, PHP, Lua, Dart.

http://Https://developers.google.com/blockly/

However, it is very poorly implemented compared with Stencyl editor.

Anyway, surely the way is to wait for others to do this one day.

Then, I close the subject. And the original topic debate can continue.

« Last Edit: December 16, 2016, 04:55:21 pm by gurigraphics »

ceosol

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As I commented, Stencyl would go continues with Haxe support only, because it is really impossible to manage and give support to all languages and frameworks.

You've been pushing for that for a long time. There are a couple of local developers in AL, USA creating their own engines because they do not like current engines. Guri, if you do not like Stencyl not having lua and cocoa, then why not make your own engine? You can't compare something made in $82 billion USD Google to $70,000 USD Stencyl (don't know the actual figure, but that is the valuation that I found for 2014). That's like the people asking why they don't implement Pokemon GO functions into Stencyl.

gurigraphics

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You've been pushing for that for a long time. There are a couple of local developers in AL, USA creating their own engines because they do not like current engines. Guri, if you do not like Stencyl not having lua and cocoa, then why not make your own engine? You can't compare something made in $82 billion USD Google to $70,000 USD Stencyl (don't know the actual figure, but that is the valuation that I found for 2014). That's like the people asking why they don't implement Pokemon GO functions into Stencyl.

These were just my ideas. I insisted on it because maybe I not have expressed it right.

And the comparison that I made, was that Stencyl is better than Blockly. Nothing related with billions. Because I doubt they invested billions in Blockly.

I like the Stencyl editor, I only do not like of framework.

About making an Engine, I'm doing the Plurality. In github I put the main idea once.

Now here it already has a built-in server (I use the google chrome engine), already has a built-in code editor (I use Ace editor), it creates, copy and writes files with PHP, use Json as Database, uses javascript as a scripting language, Twitter Boostrap as layout. And the program itself edit itself, because the pages are HTML and PHP. And the HTML5 games is simulate in the program itself, because this is a server, browser, site, editor, etc.

And the block system is missing, because it maybe be better to create from scratch than to use Google blockly.

About compile to Desktop, Mobile, etc, after having the code, this I can compile in any other program, while I do not have all it integrated in this engine.

Anyway, I still need to create at least one block that does "Hello World" on the screen with different frameworks. Before that, this can not even be considered a prototype of engine.

thechaosengine

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Some kind of source control would be nice, too.

airman4

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I'd love to see
A module for Online Multiplayer
HTML5 wich support shaders and effect (right none work )
Better performance like 60 fps (It seems janky right now , sometimes my chrome works and sometimes it's janky as hell, i have to go with opera and hope it works a bit )

I think the atlas working on html5 would greatly help cause EXE games generally are ALWAYS stellar fluid (why , i dunno )

Jon

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For those who think this is just a "delirium",  Google Blockly already looks like this.

Works with: Javascript, Python, PHP, Lua, Dart.

http://Https://developers.google.com/blockly/

However, it is very poorly implemented compared with Stencyl editor.

This has been around for a while, as has various "learn to code" initiatives that now adopt the block-snapping approach to get kids to learn to code.

I personally haven't built anything around Blockly, but what you perceive as "poorly implemented" is actually because it's based off the StarLogo way of doing things, versus Scratch. Coincidentally both were developed by the same professor.

gurigraphics

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This has been around for a while, as has various "learn to code" initiatives that now adopt the block-snapping approach to get kids to learn to code.

I personally haven't built anything around Blockly, but what you perceive as "poorly implemented" is actually because it's based off the StarLogo way of doing things, versus Scratch. Coincidentally both were developed by the same professor.

Got it. I speak "poorly implemented" in the sense of organizing information. It is useful only for realize how programming works. Not useful for developing an application.  Anyway, it was same done with only this goal: "learn to code". Or, only to realize how programming works.

However, my view is that "visual programming concept" can and should evolve much more and not be used just to "learn to code", nor be associated with something just for beginner. To do this, need only a better implementation.

For example, Visual Basic uses this for interfaces only. Why have they never created visual modules for code? Why always rely on intellisense and keyboard shortcuts that no one remembers or uses?

Because until today they organize information in folders and files? If this is archaic, is not very different from machine language, a black box of spaghetti useless for the  current programmers.

What really matters to the programmer can be all within the Editor. Exactly as is done in Stencyl. The files that are exported, they are part of the project, but they are not the project. If you export 1 file and 1 folder, or hundreds of folders, none of this the programmer has to waste time.

For the programmer, that matters is an organized and expandable project that reuses modules from other projects and does not need to rewrite the same thing over and over again, nor overload the memory with this type of information. Because repetitive task is work for robots.

About this I created a post here to find more ideas from other developers.

https://www.codeproject.com/Messages/5340030/Plurality-Modular-Code-Editor.aspx

The closest idea I found was this using flowcharts:

https://www.codeproject.com/Articles/1156593/V-A-P-O-R-ware-Visual-Assisted-Programming-Organiz

Anyway, this is all very complex, but I think it's worth it and can be useful and much more fun, serious and powerful.


TCOTWMC

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MORE RPG FUNCTIONALITIES!
Also, fix things like actor collisions for stencyl on mac
And make text better / easier (for example, premade presets, like type-on text.)
Thats all I can ask for.

ceosol

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MORE RPG FUNCTIONALITIES!
Also, fix things like actor collisions for stencyl on mac
And make text better / easier (for example, premade presets, like type-on text.)

RPGs are a massive undertaking. What kind(s) of functions are you looking for to be integrated into Stencyl?

I don't have any problems with collisions on my mac. What are you seeing on your end? Check some of the following things:
1. Are you using slide instead of speed?
2. Are the actor groups able to collide with each other?
3. Do you have normal physics on the actors (as in not "cannot be pushed" nor "cannot move"?
4. Are the actors set to simple or minimal?

I think having some more premade fonts would be nice. When importing fonts, a lot of them have weird lines appearing when you increase size and/or add stroke/shadow. I do not know what TCOTWMC means by type-on text. You can already do that by building a text attribute off of another text attribute. It would take you 1-2 minutes to set it up.

TCOTWMC

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RPG stuff, like easy item systems
by type-on text, i mean how in lots of rpgs, the text comes on to the screen letter by letter instead of "BAM! its there!"
by text presets, i mean instead of just "draw text" it could be "draw shaky text" or "type on text" and maybe you could change text size without changing the whole font..


(And I'm doing everything right with the collisions, maybe i should just update stencyl or something idk)