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Topics - Justin

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News / Stencyl 4.0.2 - December 14, 2019
« on: December 12, 2019, 10:45:55 pm »
Stencyl 4.0.2

This is primarily a bugfix release for the 4.0.1 release earlier this year. Notable improvements are the new 64-bit distributions for Windows users, better compatibility with macOS Catalina, support for the latest Xcode and MS Visual Studio versions, and a higher default memory limit for Stencyl itself.

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Subscribers: This release does not include all of the features in the current subscribers-only builds. If you're currently using a private build and would like to update, please update with the latest private build.

If you find any issues, please report them on the issue tracker.

Other issue tracker links:
[4.0.3] tag: issues planned for the next patch release.
[4.1.0] tag: features and issues planned for our next minor feature release.


- Don't allow resources to be opened while already loading (#1663).

Scene Designer:
- Avoided index out of bounds error causing scenes to not open (#1552).
- Don't try to use custom cursors on unsupported systems (#1498).
- Fix "bring actor to front within layer" functionality.

Design Mode:
- Don't allow dropdown menus beneath blocks to be opened (#547).
- More accurate tinting of Design Mode blocks on macOS/Linux.

Actor Type Editor:
- Don't read in ghost shapes (#1517).
- Always refresh collisions page when animations are added/removed (#1553).
- Fix size of collision bounds of drag-and-drop imported animations.

Behavior Page:
- Behaviors Tab cuts off behaviors with a lot of text (#1591).

External Tools:
- Added missing dependency needed to unzip 7-zip files, including Pencyl (#1531).
- Retry running external commands if they fail due to CreateProcess error (sometimes due to antivirus/cloud sync/etc creating short-lived locks).
- Make VsCode work on macOS if the .app is selected.

- [creation] Prevented higher scale images from being created on import if higher scales are disabled.
- [creation] Fixed a bug with number of rows/columns being swapped when importing tileset image.
- [duplication] Fix: font images not being copied when duplicated (#1542).
- [duplication] Fix: multiple copies of higher scales appearing when duplicating Actor Types (#1554).
- [duplication] Fix: custom blocks in duplicated behaviors still referring to the original (#257).
- [importing] Set atlas ID for imported resources to 0 if atlas does not exist (#1504).
- [importing] Fix loading of tilesets with images that don't match the claimed number of tiles.
- [importing] Fix importing of resource packs with behaviors using each others custom blocks (#1646).
- [exporting] Fix bug causing potentially high size of exported resource packs

Game Settings:
- [scaling] Don't read in enabled scales that have been disabled in project scales (#1548).
- [android] Fixed custom Android keystore paths so they would actually be used.
- [android] Limit allowed Android platforms to ones that have been tested.
- [android] Allow accepting Android licenses from within Stencyl as needed. (#1545).
- [ios] Fix iOS launch storyboard scaling (thread).
- [web preloader] Preloader images can't be cleared (#1538, other little bug).
- [atlases] Fix: Atlas button on scene tab wasn't opening atlas page due to refreshing
- [atlases] Fix: Scene listing in atlas scene manager only shows scenes not in any folder when first opened
- [engine-extensions] Fix: labels extension not appearing by default.

- [codegen] Fixed compilation error with certain number formats that are valid in Java but not Haxe, parse as text instead (#1537).
- [codegen] Don't let faster code generator erroneously succeed if blocks are missing.
- [issues] Hidden pref for showing errors dialog even if there's only warnings. "prefs.compile.showwarn=true"
- [resources] Ensure that we never write out scales that are excluded from project (#1548).
- [windows c++] Fix visual studio detection when vswhere.exe exists but returns bad path
- [ios] Fix Xcode warnings when using deployment targets newer than 9. (thread)
- [ios] Fix various errors when min iOS versions other than 10 are selected.
- [windows] Use the 64-bit release to allow compiling larger projects (thread).
- [windows] Default to 32-bit output for Windows desktop games.
- [windows] Fix typeinfo.h error for recent MS Visual Studio update

- [rendering] Fixed drawing position for simple physics actors with top left origin points (#1506).
- [rendering] Made camera movement smoother by not rounding layer positions (#1525).
- [rendering] Fixed gradient background center being shifted by text/image drawing blocks in previous scene.
- [rendering] Fix tilelayers being cut off when zoomed out in Flash
- [rendering] Fix font width/height blocks for default font when scaled.
- [rendering] Make scaled text respect antialiasing.
- [rendering] Fix crash when reloading screen with scale changes if an actor with no anim is present.
- [rendering] (rare case) Fix drawString on non-flash platforms when tilemap rendering is disabled.
- [rendering] Fix crash when actors are z-ordered in certain ways (#1539).
- [input] Fixed actor mouse detection when x and y scale values are different.
- [input] The "control key is down" block now also works with the command key on Mac (#1489).
- [input] Handle gamepads being added and removed at runtime more gracefully
- [input] Enable multitouch on non-mobile platforms (#1544).
- [sound] Fixed bug with sound channel event not working after pausing and resuming a sound.
- [sound] play/loop sound blocks always start a sound with default volume and pan (#1505).
- [game logic] Added log message clarifying that a transitioning scene cannot be paused (#1520).
- [game logic] Don't retain Instance Customization of actors when recycled (#1558).
- [game logix] Fix native events not being disposed when attached to actors (#1645).
- [preloader] Don't show preloader image in front of preloader bar (#1538, bug #1).
- [coding] Small change to typing of event listeners due to Haxe 4 (#1604).
- [coding] Engine setting for preserving offscreen tolerance (#1601).
- [android] Fix potential crash when gpg signin fails (thread).
- [android] Don't crash when purchases is disconnected mid-operation (#1516).

OS/Tool Compatibility:
- Fixed HTML5 and iOS compilation bug that occurred for some macOS users (thread).
- Stencyl is now bundled with Java 11 on every OS
- Windows 64-bit release now available
- Except for the win32 release, Stencyl opens with an increased default memory cap of 4GB
- Include example java parameter in linux script for hidpi displays
- Xcode 11 support
- Support for using the Desktop/Documents folders on macOS Catalina
- Stencyl dmg releases are notarized for Catalina
- Android API 29 support
- Allow JDKs other than Java 8 for Android compilation.

Third-Party Libraries:
- Update Haxe: 3.4.7 -> 4.0.2
- Update Hxcpp: 4.0.2 -> 4.0.19
- Update OpenFL: 8.7.0 -> 8.9.5
- Update Lime: 7.2.0 -> 7.6.3
- Updated hxp, polygonal-ds, hxtelemetry

Ask a Question / MOVED: Facebook instant games?
« on: November 12, 2018, 12:47:12 am »

iPhone / iPad / Android / MOVED: What is the Best Iphone Model?
« on: February 10, 2018, 01:36:15 am »

Ask a Question / MOVED: Unable to see Dialog Extension
« on: January 14, 2018, 02:47:21 pm »

Ask a Question / MOVED: iPhone X
« on: January 13, 2018, 06:31:44 pm »

Windows / Mac / Flash / HTML5 / MOVED: Test Game Log Files
« on: October 30, 2017, 12:13:59 pm »

Dialog Extension / Dialog Extension Issue Tracker (Bugs + Suggestions)
« on: April 02, 2016, 08:39:52 pm »
It's fine to post bugs and suggestions here on the Dialog Extension forum, but it would be even better to post issues on the GitHub issue tracker, because there's less chance that I'll simply lose track of them then.


Shared Resources / MOVED: Face Target
« on: March 18, 2016, 03:40:35 pm »

Shared Resources / Load actors from another scene
« on: December 16, 2015, 09:27:18 pm »
Load actors from another scene. Intended for loading enemy waves without switching scenes, but I'm sure it has other uses.

Code: [Select]
public static function loadActorsFromScene(sceneName:String):Void
var engine = Engine.engine;
var realScene = engine.scene;

engine.scene = GameModel.get().scenes.get(Script.getIDForScene(sceneName));

engine.scene = realScene;

I'm not yet sure if anything weird happens with actor IDs or if it has other side effects.

To use it, put it in a freeform code behavior. Assuming the class name is "CreateActors", you can call it from anywhere with this line.

Code: [Select]
CreateActors.loadActorsFromScene("My Scene");

Polydes - Open Source Toolset Extensions / Batch Processing
« on: October 30, 2015, 06:12:57 am »

New extension in development. Not planning on putting too much time into it right now, but I'm taking requests. Operations that people feel would be good to have for batch processing of scenes, actors, behaviors, whatever.

Right now the video just shows a behavior being added to all the scenes in a game.

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