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Chit-Chat / Openfl (and Stencyl) now supports Nintendo Switch.
« on: August 10, 2018, 11:54:22 am »
Hello everyone,
Great news! Openfl now supports Nintendo Switch backend.
FAQ:
1) Sounds great! I'm a Nintendo approved developer, where can I get access?
Go onto the Nintendo devleoper portal, go to the middleware site. There's a section for OpenFL. Devs plug their emails in there and Lars (Openfl dev) gets a 3rd-party confirmation from Nintendo that developer is approved. Lars gets the notice the same day and can give credentials as soon as he sees the notice.
2) I use Stencyl, and I'm a Nintendo approved developer, where can I get access?
3) For those who are not Nintendo approved developers, do they need to go through a Nintendo portal to get access?
The way we distribute the backend itself is just a private github repo, but we do need official confirmation from Nintendo that the developer is approved first. They are unbelievably strict about this, because they're Nintendo.
Anyone interested can DM Lars Doucet on twitter @larsiusprime.
You can also contact Stencyl.
Great news! Openfl now supports Nintendo Switch backend.
FAQ:
1) Sounds great! I'm a Nintendo approved developer, where can I get access?
Go onto the Nintendo devleoper portal, go to the middleware site. There's a section for OpenFL. Devs plug their emails in there and Lars (Openfl dev) gets a 3rd-party confirmation from Nintendo that developer is approved. Lars gets the notice the same day and can give credentials as soon as he sees the notice.
2) I use Stencyl, and I'm a Nintendo approved developer, where can I get access?
The deal is, if any of our users can get approved as a Switch developer, we can then work with them to do anything needed to get that game running on the Switch.
3) For those who are not Nintendo approved developers, do they need to go through a Nintendo portal to get access?
The way we distribute the backend itself is just a private github repo, but we do need official confirmation from Nintendo that the developer is approved first. They are unbelievably strict about this, because they're Nintendo.
Anyone interested can DM Lars Doucet on twitter @larsiusprime.
You can also contact Stencyl.
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Ask a Question / Best way to do this?
« on: July 27, 2017, 10:33:29 am »
Hello,
So in my game I'm trying to figure out the best method to use for the actor to equip weapons.
1. Create 50 animations of the actor with the weapon and change it to those animations with the actor collides with the weapon.
2. Anchor the weapon the the x and y of the actor.
For those who have done this sort of thing before, I'd really appreciate if you'd left a comment of which one works best.
Thanks,
So in my game I'm trying to figure out the best method to use for the actor to equip weapons.
1. Create 50 animations of the actor with the weapon and change it to those animations with the actor collides with the weapon.
2. Anchor the weapon the the x and y of the actor.
For those who have done this sort of thing before, I'd really appreciate if you'd left a comment of which one works best.
Thanks,
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Ask a Question / Events With Tiles [Solved]
« on: July 05, 2017, 10:42:01 am »
Hello,
This is the code/event I'm trying to write:
If Box (actor) kills a Tile( an actual tile, not the actor group);
Add Tile ID ( of the killed tile) to Tile Deleted ( Number Game Attribute),
I've been trying a while already with no success. Any screenshots would be appreciated.
This is the code/event I'm trying to write:
If Box (actor) kills a Tile( an actual tile, not the actor group);
Add Tile ID ( of the killed tile) to Tile Deleted ( Number Game Attribute),
I've been trying a while already with no success. Any screenshots would be appreciated.
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Ask a Question / Any way to detect if actor 1 has a actor a layer above it ( in that position)
« on: April 30, 2017, 06:29:04 pm »
Hello,
Is there anyway that you can create a code, which Stencyl checks to see if there is a actor above actor 1 in that same position but a layer above it?
Is there anyway that you can create a code, which Stencyl checks to see if there is a actor above actor 1 in that same position but a layer above it?
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Chit-Chat / Ludum Dare 38 - Celebrating 15 years of Ludum Dare - A Small World
« on: April 19, 2017, 08:33:26 am »
Theme: A Small World
Hello Fellow Stencylers!
Ludum Dare will be taking place this year April 21-24.
The jam will take place on the new ludum dare site: https://ldjam.com/
Celebrating this year 15 years of LD jams.
The question is, Are YOU In ?
Hello Fellow Stencylers!
Ludum Dare will be taking place this year April 21-24.
The jam will take place on the new ludum dare site: https://ldjam.com/
Celebrating this year 15 years of LD jams.
The question is, Are YOU In ?
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Ask a Question / Another way to do this?
« on: April 02, 2017, 06:37:04 pm »
Hello, See the code below,
When ever a single attribute becomes true, I want all the rest of a attributes to become false. Resulting only one true attribute at a time. In this code I can just create this condition ( in the image above) 3 times with each attribute. But I have over 60. Is there another way to do this so I don't have to write this code 60 times?
When ever a single attribute becomes true, I want all the rest of a attributes to become false. Resulting only one true attribute at a time. In this code I can just create this condition ( in the image above) 3 times with each attribute. But I have over 60. Is there another way to do this so I don't have to write this code 60 times?
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Extension Ideas / Request: Game Attribute Extension Blocks
« on: March 23, 2017, 05:56:58 pm »
Hello Stencyl Community,
I'd deeply appreciate if any of the haxe coders could create the following blocks. Really need them in my projects.
Blocks:
1. If (Game attribute) becomes ( true/false)set all game attribute of its category* to ( true/false)
2. If (Game attribute) becomes ( true/false) set all other game attribute to ( true/false)
3. If any game attribute from category becomes ( true/false) set all game attribute in category to ( true/false)
4. If any game attribute from category becomes ( true/false) set all the other game attribute in that category* to ( true/false)
5. Run operation, except (attribute, list, map, game attribute)
Description: Runs the operation but excludes the operation on a specif attribute, list, map, or game attribute.
I'd deeply appreciate if any of the haxe coders could create the following blocks. Really need them in my projects.
Blocks:
1. If (Game attribute) becomes ( true/false)set all game attribute of its category* to ( true/false)
2. If (Game attribute) becomes ( true/false) set all other game attribute to ( true/false)
3. If any game attribute from category becomes ( true/false) set all game attribute in category to ( true/false)
4. If any game attribute from category becomes ( true/false) set all the other game attribute in that category* to ( true/false)
5. Run operation, except (attribute, list, map, game attribute)
Description: Runs the operation but excludes the operation on a specif attribute, list, map, or game attribute.
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Chit-Chat / Gamedev talk #3 - DRM isn't worth your time.
« on: January 19, 2017, 04:47:49 pm »
Hello Stencylers,
This week we're discussing the topic: DRM isn't worth your time,
What is DRM?
DRM stands for Digital rights management. It basically protects your software from being given for free or stolen ( some guy buys the game and gives the whole world the game file on his twitter account)
If you want the long explanation, we can get you hooked up with Wikipedia....
What types of schemes are there?
Limited install activation - It basically limits the number of systems the game can be installed. It then requires authentication with an online server.
Persistent online authentication - You always have to login to use the game ( Minecraft were looking at you ) and/or you always have to be connected to the internet ( cough, cough, Super Mario Run).
Software tampering - If the game detects its been broken into, it starts messing up the gameplay, or displays a picture of a pirate all over the screen. Some companies have a sense of humor when it comes to this, see:
http://www.pcworld.com/article/2602876/software-games/10-hilarious-brutally-devious-ways-pc-game-developers-punish-pirates.html
Product keys - During the installation for the software, the user is asked to type in a special key ( that they were emailed when they bought the software ); if the key is correctly entered that is assigned to the valid license and installation can continue. If it's not... you ain't installing this software buddy. C'mon Microsoft office, this is getting old....
Why isn't it worth it?
Well lets first start off the idea why companies implement it. Well, as I mentioned earlier, companies usually implement DRM to protect their software from free versions or software pirates. There are two mistakes here. One, your software can always be pirated. Yes always. Just look at Minecraft for example, it has a DRM. Just type " Minecraft for free" and instantly you have a ton of pirated versions. And it's not just minecraft. All software can be pirated. All hardware can be pirated. There is no point in investing time and money. It pointless. You're not protecting your software, well maybe a little bit. But mostly, it can always be pirated.
The second mistake is the player experience. When gamers play they want a fun and easy-to start up game. If they are always being asked to log in or enter a key, they will get annoyed and stop playing your game. Or even worse. They love your game so much, but hate the DRM that they will go and play a pirated version. For FREE. Right there, you could lose money or you might lose your player. DRM isn't helping you rather ruining your success. There are a ton of games that are doing well and they aren't using a DRM. Yes, there are pirated versions of their game, but they're not losing money.
A good game with a good concept and that is marketed correctly will eventually make money, you don't need to worry about money loss. Don't implement a DRM and you'll do fine.
Feel free to share your thoughts, suggestions, and tips!
Have a great weekend!
Donni,
This week we're discussing the topic: DRM isn't worth your time,
What is DRM?
DRM stands for Digital rights management. It basically protects your software from being given for free or stolen ( some guy buys the game and gives the whole world the game file on his twitter account)
If you want the long explanation, we can get you hooked up with Wikipedia....
What types of schemes are there?
Limited install activation - It basically limits the number of systems the game can be installed. It then requires authentication with an online server.
Persistent online authentication - You always have to login to use the game ( Minecraft were looking at you ) and/or you always have to be connected to the internet ( cough, cough, Super Mario Run).
Software tampering - If the game detects its been broken into, it starts messing up the gameplay, or displays a picture of a pirate all over the screen. Some companies have a sense of humor when it comes to this, see:
http://www.pcworld.com/article/2602876/software-games/10-hilarious-brutally-devious-ways-pc-game-developers-punish-pirates.html
Product keys - During the installation for the software, the user is asked to type in a special key ( that they were emailed when they bought the software ); if the key is correctly entered that is assigned to the valid license and installation can continue. If it's not... you ain't installing this software buddy. C'mon Microsoft office, this is getting old....
Why isn't it worth it?
Well lets first start off the idea why companies implement it. Well, as I mentioned earlier, companies usually implement DRM to protect their software from free versions or software pirates. There are two mistakes here. One, your software can always be pirated. Yes always. Just look at Minecraft for example, it has a DRM. Just type " Minecraft for free" and instantly you have a ton of pirated versions. And it's not just minecraft. All software can be pirated. All hardware can be pirated. There is no point in investing time and money. It pointless. You're not protecting your software, well maybe a little bit. But mostly, it can always be pirated.
The second mistake is the player experience. When gamers play they want a fun and easy-to start up game. If they are always being asked to log in or enter a key, they will get annoyed and stop playing your game. Or even worse. They love your game so much, but hate the DRM that they will go and play a pirated version. For FREE. Right there, you could lose money or you might lose your player. DRM isn't helping you rather ruining your success. There are a ton of games that are doing well and they aren't using a DRM. Yes, there are pirated versions of their game, but they're not losing money.
A good game with a good concept and that is marketed correctly will eventually make money, you don't need to worry about money loss. Don't implement a DRM and you'll do fine.
Feel free to share your thoughts, suggestions, and tips!
Have a great weekend!
Donni,
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Chit-Chat / Gamedev talk #2 - Can we really become wealthy off game development?
« on: January 05, 2017, 04:34:42 pm »Hello Stencylers!
Shorter article this week. Anyway this weeks topic is: Can we really become wealthy off game development?
Now I know we have seen this question pop up in many game development forum topics and discussions so I thought it may be a good idea to discuss it.
So lets get something straight, all goodness comes through effort and hard work. You can't just expect something ( in this case money) to just appear because you did a action. The action needs concentration, hard work , effort.
Now this also applies by game development. I've seen so many times, that people think that if they make a silly game or just throw a game out there without real gameplay or concept and they think that the next day they will become a millionaire.
Its not true. Like all work, you need concentration, hard work , effort, and the same goes for game dev. Yes, there have been game devs who made good profit, or even some who became rich, but they put in concentration, hard work , effort.
They didn't just throw a game on the market and the next day they owned a jet. They worked hours, day, months, and sometimes even years on this game. Everything in life that has a good after benefit requires a lot of work. And the same goes by gamedev.
Yes, in someways it might be easier by gamedev because you need less resources ( only a PC, and maybe a licence for your software), but it still requires lots of work. I've seen people become game devs only because they want to become instantlly wealthy or make a good profit. They don't have real commitment and and then when there game fails they give up.
Why do people make this mistake? Because they see all the famous people and companies who created games like minecraft, candycrush, and pokemon go and they see their great profit. Then they think " oh, they made so much off only one game? I can do that also" and then they start on a game.
So remember: Game dev is like all other work, yes it may be more enjoyable, but it still requires concentration, hard work , effort. Game dev doesn't make you automatically rich. If you create a game, with a great concept, great gameplay, you have commitment and effort, you market it correctly. Then maybe, like all other jobs, you can earn a good profit.
Feel free to share your thoughts, suggestions, and tips!
Have a great weekend!
Donni,
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Ask a Question / Some goals I think Stencyl should have on their Roadmap for 2017.
« on: January 02, 2017, 06:12:02 pm »
Hello Stencylers,
Some goals I think Stencyl should have on their Roadmap for 2017
1. Scene Designer needs to be redesigned - The current scene designer is lacking very important features for designing scenes for gameplay. Other engines have these important featues but Stencyl seems to be lacking them. I created a list here
2. Html5 needs to be stabilized - HTML5 is growing for lot in games. The fact that it took a while for Stencyl to even get it in the engine was a shame, and its still very buggy.
3. Stencyl needs a corporate subscription plan - Like most engines sometimes Stencyl has bugs. So we report them on the issue tracker. But lets say company is using Stencyl for business. They can't wait all day for a dev to fix a bug. They have work to do. They want to fix the bug themselves. Stencyl should have a corporate subscription plan that grants companies who are using Stencyl for business legal access and modification to the Stencyl toolset. Of course the company would have to sign a contract with Stencyl LLC, and there may be a higher price, but there should still be such subscription plan.
4. Basic suggestion features need to be implement already - There are so many suggestion/ feature request in the issue tracker. Forget about extra, but essential features that are just hanging about in the issue tracker, Stencyl needs to get around to them already..
5. A customer service - Stencyl really needs to hire a forum customer service, yeah we have the private forums but we really need for mods and helpers here on the forum.
Well these are my personal thoughts that I think Stencyl should accomplish for the year of 2017,
I hope Stencyl has a successful and great upcoming successful year!
Donni,
Some goals I think Stencyl should have on their Roadmap for 2017
1. Scene Designer needs to be redesigned - The current scene designer is lacking very important features for designing scenes for gameplay. Other engines have these important featues but Stencyl seems to be lacking them. I created a list here
2. Html5 needs to be stabilized - HTML5 is growing for lot in games. The fact that it took a while for Stencyl to even get it in the engine was a shame, and its still very buggy.
3. Stencyl needs a corporate subscription plan - Like most engines sometimes Stencyl has bugs. So we report them on the issue tracker. But lets say company is using Stencyl for business. They can't wait all day for a dev to fix a bug. They have work to do. They want to fix the bug themselves. Stencyl should have a corporate subscription plan that grants companies who are using Stencyl for business legal access and modification to the Stencyl toolset. Of course the company would have to sign a contract with Stencyl LLC, and there may be a higher price, but there should still be such subscription plan.
4. Basic suggestion features need to be implement already - There are so many suggestion/ feature request in the issue tracker. Forget about extra, but essential features that are just hanging about in the issue tracker, Stencyl needs to get around to them already..
5. A customer service - Stencyl really needs to hire a forum customer service, yeah we have the private forums but we really need for mods and helpers here on the forum.
Well these are my personal thoughts that I think Stencyl should accomplish for the year of 2017,
I hope Stencyl has a successful and great upcoming successful year!
Donni,
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Chit-Chat / Weekly Game Dev Talk Articles
« on: December 29, 2016, 12:13:57 pm »
Hello Stencylers!
In order to create some community buzz here on the forums I decided to start something called Weekly Game Dev Talk. Every Thursday I will post a article here on the forums about different topics in game development. We can discuss the topic, share our thoughts, suggestions, and tips.
This weeks topic: DRM isn't worth your time
Previous Topics:
Gamedev talk #2 - Can we really become wealthy off game development?
Game dev talk #1 : Do we actually submit entries to game jams?
In order to create some community buzz here on the forums I decided to start something called Weekly Game Dev Talk. Every Thursday I will post a article here on the forums about different topics in game development. We can discuss the topic, share our thoughts, suggestions, and tips.
This weeks topic: DRM isn't worth your time
Previous Topics:
Gamedev talk #2 - Can we really become wealthy off game development?
Game dev talk #1 : Do we actually submit entries to game jams?
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Chit-Chat / Game dev talk #1 : Do we actually submit entries to game jams?
« on: December 29, 2016, 12:13:47 pm »This week discussion is: Do we actually submit entries to game jams?
Now lets think about when we join a game jam. Were all pumped up and excited. Were posting all over social media that we can't wait for the jam ( and hoping its not a bad theme which we always vote for). We post all over the jam site saying that were joining the jam ( assuming that the world cares). We stay up till midnight working on a game ( boy, are game devs crazy ). But at the end of a jam, do we end up submitting a awesome functional game? Sadly usually no. We have a awesome unfinished game, but we never make the cut. Then we see some other dev submitted this crazy awesome game. And we wonder: That game is bigger then mine! And it bug free and submitted! How is this possible? So let discuss. How to submit a awesome game to a jam in time.
Every game developer know the one of the hardest task in game developing is completing a game. The reason for this is the following: When first starting a game, the dev is all excited and enthusiastic. But after two months the dev is burned out and wants to switch projects. I see devs working on amazing market shaking games but gave up on them because they got bored and sick of working on them. ( in a future Game dev talk we'll discuss how to maintain commitment to finishing a game). A game jam is a amazing thing. A game jam cancels out the task of being bored of working on a game because a game jam is only a small amount time. So the dev won't lose commitment or excitement. However a game jam also has adverse factor . By a normal game development , you have as much time to work on your amazing idea, but by a game jam your amazing idea time is limited due to the time limit.
Determination to finish game ( devs mind) | Likenesses to finish amazing idea ( reality )
Normal Game Development: Not likely ( because the dev is losing excitement) Very Likely ( due to amount of time )
Game Jam: Likely ( because the dev is losing excitement) Not likely ( due to time limit)
Note: Remember, however, that Determination to finish game ( devs mind) could still affect Likenesses to finish amazing idea ( reality ) if the dev decided to quit.
So let discuss how to solve the problem of the game jam ( yes, in a future Game dev talk we'll discuss how to maintain commitment to finishing a game). So you have a ton of commitment, but barely any time, how do you solve this?
Simple. Its not true. Your time doesn't matter. Your concentration target is what matters. Its not the actual time that is causing the problem. The reason you can't finish your game in time is because your too excited. Yes this may not be a problem in normal game development since you have an ample amount of time. But by a game jam, this can be a big problem. Since your too excited, or too determined. Your mind is bouncing from idea to idea, which causes multitasking. For example, your so determined to create the best game ever, every two seconds you think
" Oh I have a great idea for the art, let me work on that now"
" Oh I have a great idea for the music, let me work on that now, "
" Oh I have a great idea for the gameplay mechanics let me work on that now".
Or sometime the opposite occurs, your excitement causes you to spend to much time spent on one factor of your game. You think
" I'm going to create the best art for the game jam ever"
and you spend 4 out of the five days of the jam working on art.
Your excitement can cause either of these problems. Lets discuss how to solve these problems.
Problems:
- Your excitement causes you to multitask too much causing you to do nothing.
How to Solve: Okay, remember, stay focused! Stay to the necessities. Once you finish the scene, go to the music, once you finish the music, go to the animation etc. But stop jumping from game factor to game factor. You won't accomplish anything. If you have a great idea for the animation while your doing the music don't work it yet. Write it down. Once you finish working on the music you could start animation. Don't multitask!
- Your excitement causes you to work on one game factor for too long
How to Solve: Okay, remember, your not putting this game on the market, you won't earn money from it, your just doing it for fun. Keep everything basic. A basic game concept idea and basic art. If you have extra time after ( which means your game is 100% functional) then you can start with the extra things. Spending to much time on art, or a complicated game concept won't allow you to submit it in time. Even if your doing it for the prize, so your thinking " the art has to look super good , or the game concept has to be outstanding" it won't work. If you have amazing art with no game mechanics you won't be winning anything I can tell you that. People think they have much more time then they need and they can accomplish much more. That is not true! Stick to the basics. Once you created a functional game, that works and is playable. You can starting working on nicer art or enhanced features. That way even if you don't have such nicest art, or the coolest features, at least you have a working game! Your wondering why the other dev's game is submitted and bigger? Its because his game started small, he finished it. He had extra days since his game is finished. So he enhanced it and add new features. Stick to the basics if you want to submit and then if you have extra time, enhance your game features and art.
Feel free to share your thoughts, suggestions, and tips!
Have a great weekend!
Donni,
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Stencyl Jam 16: "Spooky" / LiveStreamers, Post Your Stream Here!
« on: October 08, 2016, 05:30:08 pm »
Hello Jammers !
I'm creating this topic so we can have a central place to post livestreams about the progress of our Stencyl Jam games. Feel free to post your livestream link below !
I'm creating this topic so we can have a central place to post livestreams about the progress of our Stencyl Jam games. Feel free to post your livestream link below !
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Stencyl Jam 16: "Spooky" / Stencyl Jam 2016 - FAQ - Theme : Spooky!
« on: September 18, 2016, 12:24:09 pm »
Theme Spooky! | GameJolt Page
Hello, here is the Jam FAQ. So we can get a head start on answering questions .
1. Who is Hosting this game jam ?
The jam is being hosted on Gamejolt Click here for Gamejolt Stencyl Jam info Page.
2. Who is sponsoring the jam?
Colburt and Folmer will be sponsoring the jam. ( aka colburt187 & thechaosengine )
3. What are the prizes?
1st Place $300 + Stencyl Studio license
2nd Place $150 + Stencyl Studio license
3rd Place $50 + Stencyl Studio license
4. How does judging work?
Winners picked by a Jury. ( More information coming soon)
5. May I work with a team?
Working in teams is permitted. However it is your responsibly to decide on the distribution of the prize(s) if you win.
6. May I submit a Windows or mobile game?
Ideally all the games should be playable on flash, to make the judging easier. But it can still be planned as a mobile game but playable on flash. Windows games are also acceptable.
7. When is the submission due date ?
The submission due date is the 16th October.
8. Once submitted, can I still make iterations until 16th October?
Yes, however it is recommended to submit when you are fully complete the game (for review purposes) .
9. What is the theme ?
Theme Spooky!
10. I started a game a few days ago may I use it for the jam ?
Yes, as long as it was not created more than 10 days before the jam. However in order for the game to be valid entry you will have to fit the theme into it.
11. I already have a studio account , what happens if I win ?
Stencyl will extend your licence time by a year .
12. How do I submit my game?
You need to upload your game to Gamejolt.com and put the jam hashtag in the description #StencylGameJam your game will then automatically be entered into the game Jam.
I hope that answers all questions,
Happy Jamming !
Hello, here is the Jam FAQ. So we can get a head start on answering questions .
1. Who is Hosting this game jam ?
The jam is being hosted on Gamejolt Click here for Gamejolt Stencyl Jam info Page.
2. Who is sponsoring the jam?
Colburt and Folmer will be sponsoring the jam. ( aka colburt187 & thechaosengine )
3. What are the prizes?
1st Place $300 + Stencyl Studio license
2nd Place $150 + Stencyl Studio license
3rd Place $50 + Stencyl Studio license
4. How does judging work?
Winners picked by a Jury. ( More information coming soon)
5. May I work with a team?
Working in teams is permitted. However it is your responsibly to decide on the distribution of the prize(s) if you win.
6. May I submit a Windows or mobile game?
Ideally all the games should be playable on flash, to make the judging easier. But it can still be planned as a mobile game but playable on flash. Windows games are also acceptable.
7. When is the submission due date ?
The submission due date is the 16th October.
8. Once submitted, can I still make iterations until 16th October?
Yes, however it is recommended to submit when you are fully complete the game (for review purposes) .
9. What is the theme ?
Theme Spooky!
10. I started a game a few days ago may I use it for the jam ?
Yes, as long as it was not created more than 10 days before the jam. However in order for the game to be valid entry you will have to fit the theme into it.
11. I already have a studio account , what happens if I win ?
Stencyl will extend your licence time by a year .
12. How do I submit my game?
You need to upload your game to Gamejolt.com and put the jam hashtag in the description #StencylGameJam your game will then automatically be entered into the game Jam.
I hope that answers all questions,
Happy Jamming !