What's next for our iOS exporter? (In-App Purchases and more!)

Alexin

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Quote from: kolabo
Hoping it will be real HTML5, where I get access to the code and stand-alone publishing.
Users have full access to the code of their games, regardless of the targeting platform.
"Find the fun"
alexin@stencyl.com

PrunePlum Games

  • Posts: 174
I'm not a windows person, but publishing to a .exe file could be a good way to distribute games to windows platforms.
Also, is mac app publishing for publishing to a .dmg, or submitting the game to the mac app store, or both?

« Last Edit: January 07, 2012, 06:59:39 am by PrunePlum Games »

Jon

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Mac Publishing is publishing to the App Store as a regular .app, rather than a DMG.

SWATLLAMA

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Quote
I'm not a windows person, but publishing to a .exe file could be a good way to distribute games to windows and linux platforms.
Also, is mac app publishing for publishing to a .dmg, or submitting the game to the mac app store, or both?

Linux doesn't use .exe.
Hail The Llama
http://www.kongregate.com/accounts/lSWATLLAMA
"Play the games" ~ The Grand Llama

It's my life goal to rickroll as many people as possible

GameGeek

  • Posts: 10
Love it. Can't wait.  :D
If the sky's the limit, why are there footprints on the moon?

harshhsrah

  • Posts: 73
I have been exploring stencyl for the past 4-5 days and I have to say that I am happy with what I have seen till now.
My company develops games for iOS and Windows and it was great to hear about .app Mac builds for App store submission.

I had a question regarding save game location though.
As I understand stencyl uses shared object to save in game data which is ok for browser games..but what does istencyl do and where is the game data saved?
I believe that the .app publishing using mac will be based on istencyl so will it be possible to save game data in the game folder and not the macromedia/sharedobjects folder where it may get removed when the user clears cookies by ccleaner or similar.

I hope publishing a .exe is made possible as soon as possible...perhaps by using Adobe AIR?

Jon

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Yep, someone in our internal group is looking into Adobe AIR exporting at this time.

Photics

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I hope publishing a .exe is made possible as soon as possible...perhaps by using Adobe AIR?

Um... StencylWorks exports to Flash. The Flash player exports to .app on Mac... and I think .exe on PC... via the "Create Projector" option. I don't know of all the restrictions or limitations on this process... but I have successfully converted a test StencylWorks project to .app.
Michael Garofalohttp://photics.com – Author of The Interactive Stencyl Textbook 8)

harshhsrah

  • Posts: 73
That's great Jon

Any pointers to my other question regarding game saves? Am I right in assuming that the .exe and .app will not use sharedobject to save game data?..If yes where and how it will be saved ?(.txt, .xml?)

@photics : afaik (I may be wrong) the .app created by flash projector is not directly accepted in the Mac Appstore. There are some adjustments that need to be done like removing the PowerPC code, change icon, adjust the plist etc. and all that needs to be done using a Mac.

instead if I had something like istencyl which would generate a .app wherein I would require a MAC just for submission to appstore, that would be nice. Obviously its a personal preference

Also as I mentioned above, if we use flash, the game data that is saved will be in shared object, which in my view is not suited for a desktop application

Jon

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  • Posts: 17524
I think that if you use Adobe AIR to package the app up (using the Captive Runtime, meaning that the whole runtime is embedded in the .app), you can a full-screen game that's fully native, and persistent storage will happen in a more appropriate fashion. I'll have to read up on exactly what it does, but it should do things right.

If you've heard of the game Machinarium - it was atop the Mac App Store charts for a while (and the iOS ones too!). Although we plan to roll out our own fully native Mac app packager based on iStencyl, this route of using AIR could work nicely enough.

I'm not 100% sure about what the generated projector does in terms of how it stores its data. It might share it with the browser, or it might store it elsewhere.

« Last Edit: January 07, 2012, 11:58:23 pm by Jon »

harshhsrah

  • Posts: 73
Right..
AIR 3.0 now allows us to have a captive runtime in the app.
I haven't tried it yet with the swf generated by stencyl.. but this looks like a good option for now.
 

gamedivision

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  • Posts: 99
I am an x gs user  ,I'll never renew my membership again.I started learning corona because I wasn't aware of any other game engine that could offer such ease of use,and the only reason I started to learn corona is because gs is so poor on performance customer support..those days are behind me now with stencyl,I can hang up my boring coding books and get on with making games,soon as I have a greater understanding of stencyl I'll be going pro.
Seems the devs have a little bit more respect for there users around here.

When do you plan on adding open feint
Also is there another section for pro users

Alexin

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  • Posts: 3127
I'm unaware of any plans to integrate OpenFeint. Jon can give a final answer.
Pro users have a dedicated board for priority support. They also have early access to some features.
"Find the fun"
alexin@stencyl.com

Jon

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We plan to open up the field to plugins that will let you optionally integrate 3rd party services like OpenFeint - it's a little too weighty itself for us to pre-ship.

PrunePlum Games

  • Posts: 174
I think that if you use Adobe AIR to package the app up (using the Captive Runtime, meaning that the whole runtime is embedded in the .app), you can a full-screen game that's fully native, and persistent storage will happen in a more appropriate fashion. I'll have to read up on exactly what it does, but it should do things right.

If you've heard of the game Machinarium - it was atop the Mac App Store charts for a while (and the iOS ones too!). Although we plan to roll out our own fully native Mac app packager based on iStencyl, this route of using AIR could work nicely enough.

I'm not 100% sure about what the generated projector does in terms of how it stores its data. It might share it with the browser, or it might store it elsewhere.
If you use Adobe Air, will it require a separate plugin the user will have to download, or will it be integrated?