Stencyl released!

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Post » Tue May 31, 2011 9:19 pm

I don't know what they've changed in this release version from previous ones. I tested it for some time before release as private beta tester and i can say :

1 - Their GUI is awesome. But can be slow at times
3 - The event blocks system looks good , but requires more clicks than Constructs. The advantage is that it can be more intuitive for novices and event kids (or maybe not), but not necessarily easier.
4 - The overall runtime speed was kinda poor on previous versions, don't know how it is now . I have a feeling HTML5 tends to be faster but i'm not sure.
5 - It uses Box2d to handle everything. This is good sometimes but may become a problem if one wants a customized control over collisions.
5 - On the versions i tested you could define collision geometry as polygons but only by inputting direct values of point coordinates, terrible . I'll check if this has changed.
6 - Parallax was much less intuitive and cumbersome to do than Construct . Again, i'll check this.
7 - Overall : Biggest advantages over construct : Integrated support for Community share over tutorials , assets, games , game hosting etc, publising on major portals etc.
And : Support for editing code directly.
And of course : Their site is very well done.
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Post » Tue May 31, 2011 10:14 pm

Wow, at last :) Looks like a well thought out toolkit. Congrats to them for finally launching.

[quote="lucid":1f99duc1]I'm very curious about it. The eventing looks almost identical to construct to me, aside from the graphics.[/quote:1f99duc1]
I think it's completely different actually - the Scratch block system has no concept of selected object lists as far as I know, which is how the Construct event system fundamentally works.

Kiyoshi - looks like they fixed some of the problems you noted - for example, it looks like you can draw collision polygons (although there's still a giant list of co-ordinates in the UI - no idea why that'd ever be useful).

My main criticism, from my incredibly biased position of writing a competing dev tool :P, is that it's mixing the Scratch event block system, which was originally designed for children, with a full blown code editor to program your game. Who are they targeting exactly - kids or programmers? I'm not sure if this is a strength or a weakness, but Game Maker is technically an event/coding hybrid, and in the end one of them "won" (most people consider it a scripting tool). I wonder what Stencyl's thoughts are on how the hybrid thing will work out.

Construct Classic has python scripting, but it's been rightly criticised as an afterthought - Construct (1 and 2) have always been almost entirely about their event systems.

Still, I'm impressed how many people they've got on the website even after being publicly inactive for so long! Looks like they're doing well.

Has anyone tried it in comparison to Gamesalad? I don't have a Mac.
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Post » Wed Jun 01, 2011 12:18 am

Well after testing it, i must say i'm still more comfortable and productive with Construct :D That scratch block system can quickly become annoying and messed up imo
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Post » Wed Jun 01, 2011 12:28 am

[quote="Ashley":2aj1sjnd]
[quote="lucid":2aj1sjnd]I'm very curious about it. The eventing looks almost identical to construct to me, aside from the graphics.[/quote:2aj1sjnd]
I think it's completely different actually - the Scratch block system has no concept of selected object lists as far as I know, which is how the Construct event system fundamentally works.
[/quote:2aj1sjnd]
seems like a different way to do something similar:
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Post » Wed Jun 01, 2011 9:13 am

I tried GameSalad a few months ago. I found it awful. Their eventing system is unintuitive and laboursome, and i wasn't able to finish a simple test game because it just kept crashing. I uninstalled it and wont be going back.

I'm running Stencyl on an imac a it looks /works great so far. Nice to have a game dev kit i can finally use without having to bootcamp up windows.
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Post » Wed Jun 01, 2011 2:49 pm

I'm a bit disappointed really.

I find the event/code block system to be much too convoluted and counterintuitive. I wanted to do something as simple as change the X offset for the "Camera Follow Player" behavior, something I can and have done in less than a minute in Construct, but in Stencyl I don't know how to go about it. It doesn't really help that the getting started tutorial in their help section requires an internet connection. I only have wireless were I live and I don't have a wireless card on the computer I work on.

On top of that, their own code is buggy. I tested a scene with the Jump and Run kit. If you jump from to high, or have too high Y velocity (not sure), you fall through the terrain.

When I first clicked around in it I thought that I might actually use this for something until C2 is ready for actual work, since CC only does windows, but looking at the convoluted block mess, the unstable code. Yeah, I'll just stick to Construct Classic. Windows has the larger userbase anyways.
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Post » Wed Jun 01, 2011 6:44 pm

It's an early release so there are likely to be bugs. I guess they'll be fixing problems in the long run.
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Post » Wed Jun 01, 2011 7:25 pm

Yeah I'm sure they'll fix the bugs that pop up.

It does have a lot of good things going for it though. If there's a way to have Stencyl allow a projector to display the game fullscreen, and add some gamepad support, I might take a crack at learning AS3 with this.
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Post » Sun Jun 05, 2011 6:30 pm

Yeah, I think I'll stick with Construct...

Also, why Flash? Why not just use Java, if not HTML5? Java should have filled the niche of web-based games that Flash mostly owns... Except that early versions of Java were so slow and so unnatural looking that Flash actually looked good in comparison. By the time they fixed it, Flash had become the de-facto standard for this kind of thing, much to the chagrin of just about everyone except Adobe.
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Post » Sun Jun 05, 2011 8:11 pm

Flash is the de-facto standard as you say, and maybe they want a quicker time to a viable product (i.e. no waiting for HTML5 to reach 99% adoption).
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