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Messages - GuyCockcroft

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Fixed Bugs (3.x) / Error when activating 3x assets.
« on: June 28, 2015, 03:11:36 pm »
Hi. I've been away from Stencyl for a long time, and I've recently tried resurrecting an old project. I found that there was a new scaling factor of 3x (presumably for iPhone 6?). On activating this mode, I get an error when compiling (I'm on build 8399). I think it's related to a bitmap font I'm using. It doesn't appear to create the 3x version of this when it's finalising the assets. Logs attached.

Thanks in advance for any help.

Ask a Question / Re: Font issue on android
« on: June 12, 2014, 03:48:10 am »
Yeah, that's a known issue unfortunately. Try removing any effects from your font, or using a bitmap font instead.

Extension Ideas / Re: [Request] Native FMOD Extension
« on: April 16, 2014, 11:09:48 am »
Seconded! FMOD support would be fantastic.

Ask a Question / Re: Physics in a car driving simulation
« on: April 15, 2014, 11:57:44 am »
I've been trying this recently. You can sort-of fake it up. I ended up using two actors stuck together with a joint, one dragging the other around. Problem is, you can't use friction from a top-down perspective because it only works on the collisions between different shapes (think side-on view rather than top-down). You can alter the weights of actors, but not much else would influence the handling for a top-down perspective. I'd love to know if anybody else has had any success with this though.

Resolved Questions / Re: Swiped on Actor?
« on: April 11, 2014, 02:01:25 am »
I think you can use the "if mouse is dragged on" function in the input block.

Oh sure. But it does give me another tool to use! You could use it to create a piece of adaptive music, for instance. (Melody on the right channel, rhythmic things on the left - both steered to both speakers with varying amounts).

Actually, while thinking about this, I've come up with a slightly insane way of doing an engine sound that might actually suit my game better. We'll see...

thanks for your input!

Yes, I found the soundtransform thing - thanks. Unfortunately, it doesn't include any pitching, but you can send different amounts of the signal to the left and right speakers - which I might be able to use creatively. I'm not exactly sure how to go about this though. Do I have to import the and then play my sound via a code block? I'm no programmer, but if I get the syntax right, I might be able to figure it out.

Thanks for any help you can offer.

Ask a Question / Re: AdMob
« on: April 10, 2014, 07:27:09 am »
Yep. There's an extension for it. Really easy setup.,26435.0.html

Ask a Question / Setting a pitch/frequency offset for a sound channel?
« on: April 10, 2014, 07:04:20 am »
Hi. I suspect this isn't possible at the moment, but is there some code snippet I could use to set the pitch of a given sound channel (something I could run in a "when updating" block)? I want to mimic a kind of car engine effect, but couldn't really do this with a static sound without some awkward faking. Specifically, I want to map the pitch of a sound to a variable so that when the variable reaches maximum, the sound plays at normal pitch (and is pitched down the slower the vehicle is).

Thanks in advance.

Suggestion Archives / Re: Video Playback
« on: April 04, 2014, 01:30:59 pm »
Interesting, thanks.

Ask a Question / Re: Special text chars (ç, ã) in stencyl.
« on: March 28, 2014, 07:17:32 am »
You can display these characters directly from text blocks (as long as they exist in your chosen font), but as far as I know, you can't store them in text attributes.

Ask a Question / Re: Android game need quit button
« on: March 25, 2014, 08:00:49 am »

Ask a Question / Re: Android game need quit button
« on: March 24, 2014, 04:03:46 pm »
I'm not sure if this is the official way, but I managed to do this by adding a code block that fires off this line of code when you hit the "quit" button:


This doesn't actually shut down the app, but it does kick you out to Android.

Ask a Question / Re: How to move the camera slowly?
« on: March 23, 2014, 01:55:05 pm »
Not sure if you can do this directly, but you could spawn an invisible actor, move it to the thing you want to show, and get the camera to follow that.

Ask a Question / Re: Sound effects repositories?
« on: March 20, 2014, 02:44:27 am »
There are plenty of sound libraries out there, but not that many bundles of sounds specifically made for games.

For this, you could try Unity Asset Store. I've got a pack of 8-bit type sound fx on there:
(that's the free version of this pack:

It's just a bundle of wav files, so you can import them into anything really. If you don't want to go via Unity, you can get it at the Gamedev website here:

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