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« on: October 15, 2013, 01:56:10 pm »
gamegirlxl, Stencyl forces you to mostly be high level with Actionscript, which is already high level in itself.
I suggest keep going with your raytracing stuff. Usually people find loopholes in the high level code to allow for amazing things to happen otherwise thought impossible. I've noticed the same 100 actor limits, but maybe you could convert some of them to tiles or background and get enough power bump to do enough for a somewhat limited MineCraft game (like some people force 2D with clones like Terraria), you could feasibly be the person who makes the first isometric clone with your Stencyl "engine" or perhaps 3D if you go deeper into Actionscript 3 code.
I'm a bit different in that I suggest using the code blocks in Stencyl for your 3D stuff even if it is a bit more work. We don't know what Stencyl will be in a few months, and if you share your blocks as behaviors with the devs, they may add them to a future version and then other people who are in the same situation as yourself can do exactly what you are intending to do without the same headaches. Or, keep fiddling and you may find out how to get 200 boxes, then 300, then 1000...and who knows.
But I suggest to keep it as a research project and do something more, sadly, mainstream with half or more of your time. A famous gaming example of this is Tekken Tag Tournament for the Playstation 1 concept that Namco talked about way back in the 1990s. They blew everyone away with Tekken 3 for the Playstation 1 using an overlooked double speed mode for the CD system and genius code. Supposedly it was impossible until Namco did it...doesn't that sound familiar, even in this thread? Why I mention Tekken Tag Tournament here is that I remember Namco saying they could do it, but they also said it would take too much research time to figure it out. In other words, there is still hidden potential in the Playstation 1, but are you going to go learn to code for that system so you can unlock that latent gem? I doubt it.