Stencyl 2.1 – An Update

We’re nearly done with Stencyl 2.1 and will be doing a mini-series of posts this week to highlight what’s new.

Stencyl 2.1 - Improved Scene Designer

To recap, Stencyl 2.1 is a pass over the Scene Designer to improve its usability and utility. We haven’t addressed everything, but over the past couple weeks, we’ve tackled what we set out to do.

 

Inventory Pane

Stencyl- Inventory PaneThe Inventory Pane lists out all objects inside a scene. Clicking on an entry will scroll to and highlight it in the scene. You can filter the Inventory down using the search bar or filter on particular object types (Actors, Regions, Joints, etc.)

Used in conjunction with the Inspector (Properties) Pane, this makes it easy to locate any object and customize it.

 

Lots of Shortcuts

Many more shortcuts are available to you, and we’ve taken care to map virtually every action to a shortcut.

  • Shortcuts for switching between working modes.
  • Shortcuts for all buttons (Toggle Grid, Animations, Background, etc.)
  • Shortcuts to make certain panes (Palette, Layers, Inventory, Inspector) active.
  • Spacebar to switch between tools / groups.

Place/Move Objects Out of Bounds

You can finally work with objects out of bounds.

Stencyl - Place Objects Outside Bounds

Improved Performance

Some users were reporting sluggish performance on complex or large scenes, whether moving objects around or changing scene dimensions through insert/removing rows/columns. These performance issues have been addressed.

 

Import/Export Games

Last but not least is a little something not related to the Scene Designer, a simple feature to import and export games to your computer.

Stencyl - Import/Export GameYou can access this feature from the Welcome Center’s toolbar or the File menu. (The Welcome Center is the page that lists out all of your games)

 

Try it Out Today

These features are available for testing out today. Some aspects, like the Inspector Pane are still in development and may look “raw” – we’ll be wrapping most of this up by this weekend and projecting a release next week.

Try Stencyl 2.1 Now


Next Time: Inspector Pane

In our next posting, I’ll talk about the Inspector Pane, our new and improved way of customizing actors.

Posted in News, Stencyl

Stencyl Game Jam at Newgrounds ($1k in prizes!)

To celebrate the launch of Stencyl 2.0, the fine folks over at Newgrounds are hosting a Stencyl-themed jam, with $1,000 in prizes at stake.

1st Place: $500
2nd Place: $300
3rd Place: $200

All you have to do is submit a Stencyl-made game to Newgrounds between May 1st and July 31st to be eligible.

Read the Full Contest Details

Posted in News, Stencyl

Stencyl 2.1 – A Better Scene Designer

We’re hot off our 2.0 launch, and we’re already gearing up for another one: Stencyl 2.1.

If Stencyl 2.0 was our first step towards a more productive and pro-oriented experience by targeting the block designer, 2.1 furthers that by applying the same principles to our Scene Designer.

In its current state, the Scene Designer is a solid and relatively bug-free part of our toolset. We’re building on that by augmenting it with new functionality in order to improve your productivity and to address a few of the outstanding issues. Here’s a quick rundown of the planned features…

Inspector

The Inspector is a Properties pane for any object inside a scene. Objects include Actors, Tiles, Regions, and Joints.

Using the Inspector, you can edit an object’s properties and, if it’s an actor, customize its behaviors. In the current scene designer, this is handled through clunkier modal dialogs.

Here’s a rough mockup of the concept. I’ll blog separately about this when the feature’s ready.

Stencyl 2.1 - Inspector

Inventory

As its name suggests, the Inventory is a comprehensive listing of all objects inside a scene. Combined with the added ability to define a custom name for an object, this makes it easier to manage your scene and keep track of what it contains.

Here’s a rough mockup of the concept. I’ll blog separately about this when the feature’s ready.

Stencyl 2.1 - Inventory

The Little Things

On top of the Inspector and Inventory, we’re working on a few smaller things.

  • Let you place objects outside of bounds.
  • More shortcuts to switch between tools and working modes.
  • Make it easier to work with tiny actors.
  • If time permits, we’d like to add Copy + Paste.

There’s More

This isn’t the end all, be all list of features for the Scene Designer. More tools will be added in the future past 2.1. We’d like to support locked objects, grouping, templates and other advanced functionality and will do so in the future.

When?

We’ll be releasing Stencyl 2.1 in May.

As you can see, our release train is becoming steadier. Each release will be smaller but more focused, and our plan is to steadily but swiftly work across the app, making each major area fantastic.

While this is all happening, I’ll be working on the next major release – Stencyl 2.5, which will introduce support for Android and HTML5 and will arrive this summer.

Talk about Stencyl 2.1 in our forums

Posted in Business, iOS, News, Stencyl

Stencyl 2.0 is Here!

We’ve been anxiously awaiting this day, and we know you’ve been, too. Stencyl 2.0 has finally been released.

Download Now

(Upgrading from 1.4? Follow the instructions here.)

What’s New (Visual Summary)

Events

Easy Block Picking (and Action Block picking)

Trash Can (just drag a block in!)

Pre-Shipped Behaviors (the ones that 90% of our games need)

What’s Next?

We’ve already hit the ground running on Stencyl 2.1 and its greatly improved Scene Designer, as well as on our brand new unified engine, which will expand our platform support and enable the creation of Android and native C++ games. Stay tuned!

Posted in Business, News, Stencyl

Introducing Stencyl Pro (and Stencyl Studio!)

If you’ve been following the 2.0 beta or peeking at our revised pricing page, you might have come across something we’ve called Stencyl Pro. In a gist, it’s our new entry-level package for publishing splash-free Flash games and desktop games.

Stencyl - Full Product Line

Before I talk about the details, it helps to know how Stencyl Pro came about.

Motivation

It all started last summer when people started coming to us to ask about how to remove the splash screen. They tended to fall into a few categories.

  • They got a sponsorship or contract, and the sponsor wanted it removed.
  • They ran their own site/portal and wanted it removed.
  • They simply wanted it removed.

For this, we charged a nominal fee. For many cases, this was a pittance relative to the projects, which generally brought in several thousand dollars, sometimes even more.

Over time, these requests started to come in more frequently, and they went beyond just removing the splash screen. Some needed to have Mochi pre-game ads integrated or CPMStar integrated. Some wanted a custom SWF animation. These custom requests started taking up time, and it was clear that developing all of this into a self-serve product made a lot of sense for all sides and went beyond simply removing the splash screen.

Thus, Stencyl Pro was born.

What is Stencyl Pro?

Stencyl Pro provides all of the following:

  • No forced Splash Screen / Badge
  • Custom Preloaders for…
    • Mochi
    • CPMStar
    • Newgrounds
    • Custom SWF
  • Publish standalone desktop games (Windows & Mac)
  • Priority Support forums
  • Automatic-entry into the Android & HTML5 betas when they begin

That’s just the start. As we develop Stencyl further, I expect this list to grow and build on this foundation. The guiding principle is that features that contribute to the end user’s bottom line will likely fall under Pro, and anytime a feature will fall under this, we’ll talk with our customers about it and hear it out.

To be clear, nothing that already exists today will be locked down – I’m only speaking of things as we go forward, and to back that up, features like the new Google Chrome Store export are free.

Pricing and Availability

Stencyl Pro will be offered at an introductory price of $79/yr.

We’re also offering a package called Stencyl Studio for $199/yr. This combines iOS Pro + Stencyl Pro into a single, discounted package.

Both packages will debut with the release of Stencyl 2.0 this week.

Visit our new Pricing Page

Talk about this on the Forums


FAQ

Do I have to pay for upgrades?

You never have to pay for upgrades while you are a subscriber – that’s the key benefit of this kind of model, particularly given how quickly things are changing.

If I buy Stencyl Pro, iOS Pro or Stencyl Studio today, will there be a discount when Android / HTML5 come out?

Yes. You’ll be able to purchase those at a significant discount and will not have to pay the full price. We’ll communicate those details when the time comes.

Will the price and scope of Stencyl Studio rise once Android / HTML5 come out?

Yes. We’ll communicate those details when the time comes.

Is there an education discount for Stencyl Pro?

Nope. But there is for iOS Pro and Stencyl Studio. Check out our pricing page for details.

Is there a trial for Stencyl Pro?

Nope—you may consider the free version of Stencyl as a feature-limited trial version. Unlike iOS Pro, where there is considerable set up involved, there is very little required for Stencyl Pro. If for any reason you experience issues, we’re happy to help you out.

Do I publish my game to Stencyl’s servers for Stencyl Pro?

Nope, it’s all locally built. There was a strong opinion to go this way, and we ultimately agreed with that.

Are there any limitations I ought to be aware of?

When publishing to desktop, you can only publish to the same platform you’re on. So Windows can only go to Windows, Mac can only to Mac, etc. We are thinking about providing some kind of service in a future version to allow for web-based builds for all platforms. Let us know on the forums if this is something you’re interested in.

Posted in Business, iOS, News, Stencyl

Putting the finishing touches on Stencyl 2.0

We’re putting the finishing touches on 2.0, the kinds of things you tend to put off till the end, like this.

What's new in Stencyl 2.0?

Besides that we’ve still got a few things to take care of.

  • The Installers
  • Fix a residual issue with iOS
  • Update the site and remove stray references to “StencylWorks” and “iStencyl”
  • Update the Store to let you buy iOS Pro, Stencyl Pro or both, all directly from the store
  • Announce pricing and the final feature list for Stencyl Pro

The all-important release date is probably what you’re here for. We’re targeting a launch in the April 15 – 18th range depending on how things shake out. When we’ve got a definitive, final date, you’ll hear it from us first.

Posted in Business, iOS, News, Stencyl

The new Stencylpedia is complete!

We’re proud to announce that the new Stencylpedia is complete.

Across 12 chapters and about 100 articles, we now cover the vast majority of the things you need to know to create great games with Stencyl. Over 90% of these articles are brand new and were written from scratch.

Although this marks the completion of Stencylpedia for now, we’ll be adding to it to extend our coverage to new topics or shed more light on challenging ones.

Visit the new Stencylpedia and let us know what you think!

Posted in Business, iOS, News, Stencyl

Columbia Records works with a Stencyl developer to make a game for Kreayshawn’s new album

Last year, one of our most-played games was a game about Kreayshawn, a young, upcoming rapper who recently signed with Columbia Records (Sony). That game went viral and got the attention of Kreayshawn herself.

Fast forward to this year, I’m elated to say that Columbia Records went on to work with the developer to have a game officially developed to coincide with the release of Kreayshawn’s new album.

Besides the guaranteed success this brings, this is also our first game to officially involve a major media company, and I’ll assure you it won’t be our last. ;)

Here’s what the developer, Beth Maher, had to say about the experience.

Stencyl: How did this all start?

Beth: I participated in an awesome little video game making workshop for total noobs (who happen to be women). I didn’t expect to come out of it with much more than a very basic appreciation for making games. We were introduced to all kinds of simple to learn, freely available game making software, and many of us chose to work with Stencyl because it had the most potential. Since I started out as an artist and illustrator, I really liked how easy it was to import, and work with art assets. I also have a mind for logic systems – but not for memorizing languages, so Stencyl is a great halfway point between “real” coding and the sort of menu systems a lot of other software offers.

The game I made for the workshop was little thing called “Kreayshawn: the Game” which I based off the single of a up and coming rapper signed to Columbia records. She had gone viral over the summer, and then over the fall, my game went a little viral too!

Stencyl: How did a sequel come to happen?

Beth: When the game went viral, Kreayshawn’s management and marketing team started talking to me. They wanted to know why I had made it, what I was like, if I wanted to be compensated for the game, stuff like that. I kept talking to them over the next few months, and they made it clear they wanted to work with me on an official basis.

In December they mentioned that she would be heading out on a Japanese tour, in the spring and that they might want something related to that, and I started getting excited, because I love Japanese pop culture! I pitched a version of what would become the game to them, right there, on the spot, and it obviously stuck in their minds, because at the beginning of February, they got me to write an official pitch for it, and then all of a sudden I was making it, for real!

Stencyl: What was it like to work with Columbia, Kreayshawn and her crew?

Beth: I had a amazing, one-of-a-kind experience working with Kreayshawn’s team. They made it clear, from the beginning that they wanted me, for me, for my ideas, and who I am, and the kinda things I make, and they didn’t want to screw around with that. They pretty much left me alone: so long as I was telling them what I was up to, and giving them deliverables they were cool. In the end, we all ended up with a product that we can be proud of! I wish more clients and producers could have the trust to be so hands off!

But then again, when I have a project I am a workaholic, I bust my ass until it’s done, and even then, in my mind, it’s often “good enough” not perfect. Perfect, for me just doesn’t happen. When you’ve got some one putting so much trust in you, you have to deliver.

Stencyl: What’s next for you?

Beth: I’m not a hundred percent sure what’s next, but I am probably doing more for Kreayshawn in the immediate future. I also have plans for games of my own. I’m finding coming up with fully fleshed ideas are not a problem for me – it’s finding the time to make them that is!

So, I’m kinda starting to come to the conclusion that starting a small studio might not be a bad idea. I’d love to continue to both make art piece games for the music industry, and work on my own projects too, and I think the one might be a great way to give myself the opportunity to do the other.

Posted in Business, Game of the Week, Games, Interviews, Stencyl

Theft or inspiration? You decide.

In the world of games, it’s a fact of life that many games will draw inspiration from other games.

But how far can “inspiration” go? Mabigames, the maker of Hops, posed this question last night, after noticing that his game was copied, reskinned and sold on the iOS App Store 30,000 times over.

Mabigames claims that the other party copy pasted the levels and everything. Even the decorative houses and trees are at the same places.”

Is this stealing or inspiration? Discuss your thoughts here.

The “stolen” game

The original game made in Stencyl

Update 1: Whoa, lots of comments and questions! I’m asking the author to make his case clearer by coming up with side by side screenshots. The duplication is clear to someone who’s played the original game through but less clear in the two videos.  Will get these up once he provides them.

Update 2: A user contributed a screenshot and said “This particular section of Hops was my nemesis for many deaths back when I first played it – so it really stood out to me when watching the video. The way the spike actor moves is the same. The number of tiles in each platform is the same. The amount of empty space between each platform is the same. I’m sure the way you have to time the hop is the same.

Final Update (Apr 17) : Apple concurred. They removed the game, presumably over the argument that the level data itself was stolen/appropriated.

Posted in Business, Games, News, Stencyl

The New Stencylpedia (and a postmortem!)

Visit the new Stencylpedia

Stencypedia

We’re still in the process of creating articles (the struck out ones) and filling in the gaps, but what we’ve got so far should give you a good indication of the direction and approach we’re taking.

One thing worth noting is that there will be two different “views” of Stencylpedia, this optimized, nicer interface and the existing, web-friendly interface that fits into our site.

Spotted something wrong or needs clarification? Let us know on the forums.


Stencylpedia Postmortem

Stencypedia was quite easily the most time-consuming part of the Stencyl 2.0 release cycle. I personally had a lot of difficulty gathering up help for it, so it ended up being largely in my hands, with just a few others lending a hand with a couple sections. I’m not saying this to take credit for all the work, but to explain why the whole thing took so long between when I announced it (last month) and now.

In writing articles and looking at which of the existing ones to salvage (very few), I realize just how poor some of the older documentation was, and it wasn’t due to poor writing quality.

We outsourced most of the non-critical documentation to beta testers last year. Although they churned out content, this ended up not working out for several reasons.

  • No Structure. Aside from the Getting Started article, there was no progression or structure. You had to figure out things for yourself.
  • Coverage of the wrong topics. There was disproportionate coverage of “unimportant” things like the website, peripheral tools, and totally obvious things like how to save and publish.
  • Within articles that tried to cover relevant topics, there was too much “how to” and not enough “why” – “why” coverage is timeless. “How to” can fall out of date.
  • A lot of the articles missed the “big picture” – they didn’t cover what mattered most to users, and this was reflected in the comments.
  • Key concepts and features were completely missed. We didn’t have any coverage of topics like Regions or how the Camera worked.
  • Powerpoint-itis – A lot of articles were presented like bad Powerpoint presentations – they showed a picture and then literally walked through it, like a bad presenter who reads directly off his slides.

I’m not saying this to bash the work that was done, but to illustrate a point: creating quality documentation is challenging. Not only that, but it requires a certain amount of control and direction to pull off, and ultimately I had to provide that.

Stencylpedia isn’t the end all be all of our documentation. It’s perhaps 10% of what I have in mind. We’re actually working on something long-term that will blow this away, but it will show up at a future time. :)

For now, enjoy the new Stencylpedia. Let us know what you think!

Posted in Education, News, Stencyl