What's New in Stencyl 3.1?

Image API, Bitmap Fonts, Simple Actors and more...



Image API

Image API
The Image API lets create, modify and manipulate image data in your game. This opens up the door to entirely new kinds of games that were previously impossible or difficult to achieve.
Image API

Bitmap Fonts
Import bitmap fonts from images created in other applications such as Photoshop or AngelCode. This enables fonts with visual effects and character sets that our current system does not support.
Image API

Simple Actors
Actors that incur no penalty for existing. Great for non-physics games, particles, environmental props and non-interactive eye candy.


Lifted Limits on Animations
Previously, long animations would show up as white squares showing up inside mobile games due to an image-size limit. We've altered the way we store animations, so this limit is up to 4x higher.
Fixes to Sound Playback
Sound playback no longer leaks memory on desktop and mobile targets. Delayed playback on some Android devices has been fixed.
And Much More...
View this page to see all of the fixes and enhancements rolled out as part of Stencyl 3.1.




What's New in Stencyl 3.0?

For those who are migrating from Stencyl 1.0-2.2



Publish to Android / Google Play

Android
Stencyl now supports the world's most popular mobile platform. Test your games on Android devices and publish them to Google Play using the same tools you're already familiar with.
Publish to the Mac App Store

Mac App Store
While prior versions of Stencyl supported Mac exporting, Stencyl now exports native Mac apps ready for publication to the Mac App Store.
Publish Desktop Games

Native Desktop Games
Prior versions of Stencyl exported desktop games based on Adobe AIR. Stencyl now supports native, hardware-accelerated Windows, Mac and Linux games that provide superior performance and a better overall experience.


Improved Mobile Workflow

Improved Mobile Workflow
Every aspect of the mobile testing and publishing workflow has been improved. You can publish iOS games straight off your Mac and test games without fussing around with MAC addresses.
Unified Engine based on Haxe

Unified Engine
Prior versions of Stencyl were based on separate runtimes for Flash and iOS. We've now merged these into a single runtime written in one language (Haxe), which will lead to fewer bugs and faster updates in the long run.
Improved Performance

Improved Performance
Stencyl's runtime runs faster, uses less memory and is less prone to crashing than prior versions. We spent a lot of time tuning the engine for 3.0 and will continue to improve it in the future.




The Details

The full list of changes in Stencyl 3.0
Platforms
  • Publish to iOS, Android, Flash, Standalone Desktop (Windows, Mac, Linux).
  • Publish all games directly from your computer.
  • Unification - 1 engine, 1 programming language (Haxe)
  • Open Framework for building new native and pure Haxe extensions.


Other
  • Improved Font Support
  • Improved Translation (Language Pack) Support
  • Draw UTF-8 (international) characters in-game
  • Gap Free MP3 Playback for Flash
  • Support for OGG playback on all platforms except Flash
  • Multi-Mapped Controls
Mobile
  • Improved handling of arbitrary screen sizes.
  • Improved Ad Support (iAds, AdMob, Events)
  • Improved Social Gaming API Support (Game Center, Events)
  • Improved In-App Purchase Support (Consumables, Restore Purchases, Events)
  • Improved Native UI Support (Keyboard, Swipe, better Joystick, Alerts, Vibrate)
  • Uniform handling of mouse and touch events

Workflow
  • Test on iOS without going through Xcode
  • Universal Log Viewer
  • No more MAC address requirement to test
  • You don't have to use atlases if you hate 'em
Engine
  • Improved Performance. Reduced memory usage and churn.
  • Simple Physics Mode - opt out of physics for better performance if you don't need it.
  • Reduction of "works only on Flash" features. Core features work everywhere.
  • Full Blending Mode support for Flash
  • Full Screen Mode for Flash, Desktop




Migration Guide

Moving your game up from 2.x to 3.x? Read this before you begin.

Learn More