![stencyl ios stencyl ios](http://3.bp.blogspot.com/-YPwqEfsxReU/Ux9OO_nZ2oI/AAAAAAAADXM/9GD0KqMZW_A/s1600/stencyl.png)
![stencyl ios stencyl ios](https://static.macupdate.com/screenshots/274510/m/stencyl-screenshot.png)
![stencyl ios stencyl ios](http://3.bp.blogspot.com/-4jZqnHcD_Ok/UDodMWzdyOI/AAAAAAAABn8/qzf7epTC-Js/s1600/create+own+ios+game+stencyl+tutorial+ztuts.com.png)
That is an absolute bargain by any standards.
#Stencyl ios pro#
I think that this is a 'killer' feature for Stencyl for no charge whatsoever, you can develop and release games for Flash and, if you want to remove the Stencyl 'splash screen', it's a mere $79/year for Stencyl Pro (or $50 one-off if you get it very quickly I think Jon put out a 'last call' yesterday). Also, I've been using Blitz Research languages for nearly a decade, so I know they are in it for the long haul. Monkey already has apps on XBox Live, and titles like Zombie Trailer Park and New Star Soccer to its credit.
#Stencyl ios mac#
Monkey, for instance, publishes to Windows and Mac native binaries, Flash, IOS, HTML5, Android, and XNA for a one-time $120 purchase fee with lifetime updates. I like the scene designer and being able to drag-and-drop blocks, but if I'm looking at hundreds and hundreds of dollars per year just to export to more than Flash and IOS, the scene designer starts to lose some of its luster. Quote from: Nomosoft on April 16, 2012, 11:55:01 am I like Stencyl, but at $199/year for just Flash and IOS, I am concerned what it's going to cost once I start adding platforms. I know you have a lot of fans who will disagree with me, but I doubt I'm the only person thinking this. I have one completed game with Stencyl, and another in the works, and I'd like to keep working with this tool, but it's starting to sound expensive next to the other options. I like Stencyl, but at $199/year for just Flash and IOS, I am concerned what it's going to cost once I start adding platforms. This way, it will be clear that the game is not meant for publishing, but the developer will still be able to test all the features and functionality. Non-Licensed Publishing: Force the Preloader and the logo to be at the beginning, and a "STENCYL - NOT LICENSED FOR PUBLISHING" watermark and/or scrolling marquee throughout the game. Without the license, they would only have Non-Licensed Publishing available. Licensed Publishing would essentially be publishing the game as one normally would with all their licenses and features. So I'm requesting an alternative Licensed Publishing / Non-Licensed Publishing.
#Stencyl ios license#
This way, I will be able to alleviate the financial pressure of purchasing the license without being able to earn it back in a reasonable period of time.įrom the comments of other users, I can see that I'm not the only Stencyl game developer working on a considerably slim budget. My goal is to have a library of unreleased games that I'll be able to release and publish the moment I purchase the subscription, rather than purchasing the subscription and then starting to develop games while the value of that subscription is ticking away. This is great, except I can't throw down the subscription fee unless I know I have games that can be released on the different formats properly, and there's no way that I can know if they will work properly if I can't build and test them (and in some cases, even make sure all the API features of a site I'm publishing on are working 100% correctly). Alternative Licensed Publishing / Non-Licensed Publishing Proposal