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Topics - Majora64

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Ask a Question / When 3D touch?
« on: November 01, 2017, 06:24:22 am »
Srsly tho it adds significant depth to games and I’d really like to know if an extension can be made? If not is there somewhere I could go learn to make one or get any leads?

Just bought an iphone 8 and am trying to get my project to run but have run into an error. I think I did the adhoc and provisioning certificates just fine cause I don't see an error for it but anyway, I have attached the log. I'm on Stencyl 3.4 btw

Things I've done:
-Add device to Adhoc profile
-Export game as xcode project and run it with device plugged in to generate provisioning profile
-Updated Xcode to 9.1
-Downloaded 10.3.1 Simulator in Xcode
-Left new iphone plugged into Xcode to enable "debugging" (it downloaded some stuff when I went into Window->Devices and Simulators

Part of the error reads

jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1509418799711004428   stencyl.sw.util.StreamGobbler   [haxelib]    ExternalBuildToolExecution Build\ Haxe
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1509418799711004427   stencyl.sw.util.StreamGobbler   [haxelib] The following build commands failed:
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1509418799711004426   stencyl.sw.util.StreamGobbler   [haxelib] ** BUILD FAILED **
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1509418799564004425   stencyl.sw.util.StreamGobbler   [haxelib] Command /Applications/ failed with exit code 2
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1509418799561004424   stencyl.sw.util.StreamGobbler   [haxelib] make: *** [build-haxe-armv7] Error 72
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1509418799550004423   stencyl.sw.util.StreamGobbler   [haxelib] xcrun: error: unable to find utility "clang++", not a developer tool or in PATH
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1509418799550004422   stencyl.sw.util.StreamGobbler   [haxelib] Error: xcodebuild: error: SDK "iphoneos10.3" cannot be located.

Ask a Question / Assets show up as black/blank on mobile?
« on: August 07, 2017, 11:12:09 am »
My title animation shows up as a big black square on mobile. Flash it works fine. It has multiple frames (about 35) but when i remove all frames but 1, it shows up fine on mobile. Tried atlas binding but nothing. Any suggestions?

Ask a Question / RNG platforms causing a crash mid jump in my game.
« on: July 17, 2017, 08:11:13 pm »
My game runs essentially on a modified version of the "infinite platform" demo but ever since I uploaded my new platforms, the game has been crashing mid jump. I think I've isolated the cause as my "integer" values not being within the "screen height" parameters but I can't figure it out and I'm hoping this is the problem. I need the platforms to consistently show up in the middle-ish of the screen but if I set the "Yintegerlow" to like -80 and the "Yintegerhigh" to -30, the game crashes mid jump (see gif). I don't understand why these values don't fit the conditions. In the demo, Tuo uses -100 to 100 and the platforms show even in the positive range, but when I put anything positive over 0, the platforms don't show up on the screen (but way below which is why I'm only using negative values). Been at this for a couple of days so I figure it's time to ask for help  :)

Working on my game and wanted to add a goomba behavior. I know that if a goomba collides with a tile from the left or right you can easily switch directions, but what if you wanted him to go back and forth without him having to hit anything from the left or right. How would you have it so that if the Goomba was near the end of the platform, he would switch his speed and visa versa. I have something but it's buggy...any ideas?( Creating invisible tiles is not an option in this case btw)

Journals / Hoppy Pals
« on: June 16, 2017, 07:00:49 pm »
Updated 1 June 2018

Hi there! I've been working on another mobile game and would like to keep a record of it here. This is Hoppy Pals- a casual one touch obstacle based game where the game moves with every hop! There are a variety of obstacles to test your hopping abilities and funky collectibles to keep things fresh and challenging. Hoppy Pals is currently being developed for iOS and Web/Flash

I enjoy one touch controls as they're simple enough to use, but difficult to master.
As your score increases, so does the variety and difficulty of obstacles. Collect coins to unlock goodies and special coins to change environments!








Hoppy Pals was originally being developed for portrait mode, but after some extensive testing did not end up working with the scope of the game

Been fiddling with an infinite platformer project and was wondering how to create objects like coins, spikes, or collectables without them appearing to be overlapping or in a platform. I have the basic platform generation going on just fine am able to create 1 coin or a spike on each platform that spawns, but am puzzled as how to spawn multiple without overlap.

I read here,46790.msg259544.html#msg259544

IndieStation said that you can "Check if the horizontal of your new coin is bigger then the half-width of a pipe actor + the half-width of a coin actor". I tried to create the blocks for it but could not figure out how to drive the logic that creates the actual coin/spike. Do I need a 'repeat until event' or something?

I've attached a basic behavior I have for creating 1 spike or coin, but that's about it all it's good for.

Ask a Question / Game compiles blank screen on ios. [Solved]
« on: June 10, 2017, 05:35:40 pm »
One of my games is compiling on a blank screen on ios. I have a backup of it that compiles just fine but I'm not finding anything in my logs that would cause this blank screen fiasco on the current version of my game. I was dabbling with custom code yesterday for controlling background speed but deleted it and the game still compiles blank (although I'm not even certain this was the cause). I've tried running in xcode and recompiling as I thought it was a "matching process" error but nada. All my certs, p12, etc are properly set.   I've attached my log.

Update: Got it to work. I thought it was an issue with atlas binding, custom block code, or behaviors not compatible with ios but nope...In my first scene I have a created event and a block to create an actor. Turns out I didn't specify what actor to create..specifying the actor to create fixed the blank screen/crash. Crazy how easy it is to overlook something like that!

Ask a Question / How do you create realistic water behavior?
« on: June 08, 2017, 04:35:49 pm »
Lately I've been posting questions on both the help desk and here so I'm sorry if I've been coming off as impatient or spamming, I'm just not sure where the best place to post questions is sometimes. I will just post here from now on...anyway

Tried updating the "realistic water" behavior but came up with several array errors as well as outdated code blocks.
After replacing the listed errors with the requested arrays and updating the blocks, the behavior compiles in flash(browser) but the waves turn into (what appear to look like someone is having a heart attack on a heart monitor or a magnitude 9 earthquake on a seismograph lol). I am trying to have it so when a ball or something hits the water, the wave will be created, not upon clicking. I have tried to replace the x of the mouse click to the x of the player but nothing happens when the player collides with the water..If anyone can help or provide any leads that would be great (especially with the erratic waves). I'd like to get this working so everyone can use it and I will continue to work on this but tbh I consider this to be a little too advanced for me and my math background isn't very strong...

With ChoppyWave enabled= meh

With ChoppyWave disabled= omg (I only clicked once)

Sorry, I posted in the Help Desk but I should have just posted here. Anyway,
Game tests fine in Flash browser but when I compile to iOS it compiles, generates an "error" message, and when I finally go to test it on my iphone, it freezes after my player actor makes an initial movement. I was having an issue with an attribute that was causing it to freeze but I fixed it and it was working fine earlier. I have made minor changes to my game and downloaded a coin actor from forge just as a placeholder; however, I can't pinpoint what's wrong. My code seems solid. I am on the latest build as far as I know (9451).. I've attached my logs:

2017-06-06 16:02:45,431 INFO  [Thread-32] stencyl.sw.util.StreamGobbler: [haxelib] error: process resume at entry point failed: Resume timed out.
2017-06-06 16:02:46,497 ERROR [pool-2-thread-6] Failed: Running iOS. (Return code: 1)
2017-06-06 16:02:46,497 ERROR [pool-2-thread-6] stencyl.sw.util.dg.MessageDialog: Encountered errors while building your game.: Check your logs and post them to the forums.  - Please describe what you have been doing. Be as specific as possible.
2017-06-06 16:12:26,479 INFO  [Thread-39] stencyl.sw.util.StreamGobbler: [haxelib]     export TAPI_VERIFY_MODE=ErrorsOnly
2017-06-06 16:25:51,301 ERROR [pool-2-thread-8] Failed: Running iOS. (Return code: 1)
2017-06-06 16:25:51,301 ERROR [pool-2-thread-8] stencyl.sw.util.dg.MessageDialog: Encountered errors while building your game.: Check your logs and post them to the forums.  - Please describe what you have been doing. Be as specific as possible.
2017-06-06 19:12:48,165 ERROR [AWT-EventQueue-0] Unknown action: menu.gameedit: "Create New"
2017-06-06 20:50:56,654 ERROR [AWT-EventQueue-0] Unknown action: menu.gameedit: "Create New"
2017-06-06 20:54:34,298 INFO  [Thread-348] stencyl.sw.util.StreamGobbler: [haxelib]     export TAPI_VERIFY_MODE=ErrorsOnly
2017-06-06 21:12:08,954 ERROR [pool-2-thread-41] Failed: Running iOS. (Return code: 1)
2017-06-06 21:12:08,955 ERROR [pool-2-thread-41] stencyl.sw.util.dg.MessageDialog: Encountered errors while building your game.: Check your logs and post them to the forums.  - Please describe what you have been doing. Be as specific as possible.
2017-06-06 21:14:30,349 INFO  [Thread-355] stencyl.sw.util.StreamGobbler: [haxelib]     export TAPI_VERIFY_MODE=ErrorsOnly
2017-06-06 21:31:39,414 INFO  [Thread-355] stencyl.sw.util.StreamGobbler: [haxelib] 2017-06-06 21:31:39.414 ios-deploy[56805:8138790] [ !! ] Error 0xe8000008: The file could not be found. AMDeviceSecureTransferPath(0, device, url, options, transfer_callback, 0)
2017-06-06 21:34:16,957 INFO  [Thread-365] stencyl.sw.util.StreamGobbler: [haxelib]     export TAPI_VERIFY_MODE=ErrorsOnly
2017-06-06 21:40:56,840 INFO  [Thread-374] stencyl.sw.util.StreamGobbler: [haxelib]     export TAPI_VERIFY_MODE=ErrorsOnly
2017-06-06 21:44:55,584 ERROR [pool-2-thread-46] Failed: Running iOS. (Return code: 1)
2017-06-06 21:44:55,584 ERROR [pool-2-thread-46] stencyl.sw.util.dg.MessageDialog: Encountered errors while building your game.: Check your logs and post them to the forums.  - Please describe what you have been doing. Be as specific as possible.

What would cause this.
IOS screen size: 320 x 480
Scene size: 960 x 960

When I test in Browser everything is fine. When I test on my IOS device, the moment my player drops down deep, the camera does not follow Y-center of my player, but the camera continues to move along with the players X value. Any ideas?  I've tried (adding these from anywhere to the scene, to behaviors controlling movement, to the actual player) :

-move camera center to [Player]

I've also tried:
When Created
-move camera center to [Player]
-move camera center to [X-center of Player] [Y-center of Player]

I'm on the latest nightly Stencyl build I believe (build 9451)
Iphone version: 9.3.2
Game always compiles but takes forever in ios (5 minutes each)
Game is IOS only but I test in browser/flash cause compile times are quick.

Browser Version (camera follows fine):

Ask a Question / 1 touch control issue with wall jumping. [SOLVED]
« on: May 22, 2017, 06:43:44 pm »
Update: Got most of it to work to the point where I don't need to rant about it here. It was essentially an issue with checking if the player was on ground.

TLDR; How do I achieve super mario run controls(one button/one tap control for everything)?

Been messing around with a little side project and I'm trying to get some controls right- constant movement, jumping, and wall jumping. This wouldn't be as much a problem for me if I could use WASD or ARROW keys, but I'm trying to get everything down to one control/one button (for mobile).

These are the conditions that I am trying to achieve:

If the player hits a wall from the right, set x speed to -15
If the player hits a wall from the left, set x speed to 15
Only If the player is on ground can he can jump
However, If the player hits a wall while in the air, if the player jumps again, allow him to wall jump
However, If the player hits a wall while in the air, if the player does nothing, the player will drop on the ground and go back to moving (left or right)

I can't get it, I've been at it for awhile, and my code is starting to look messy.  I've followed some tutorials(a mix of Abigail, Liberado) and have tried different combinations but I can't get it to work. If I didn't want to have wall jumping I can get it to work but this isn't the case. Please help if you can. I've attached the screenshot

I've tried the one on the forge (which doesn't work), but by adding a Jump attribute, it's semi working but still incorrect. The player can succesfully jump through the platform, but if the jump button is continually being held down, the animation for the platform stays invisible, thus resulting in the player going through all of the tiles. I was thinking of an:

{otherwise if <<[player feet position]>=[ y of self] and <Jumping>}
-Switch animation to [Platform Solid] doesn't work. I figure I must be at least onto something...

I figured if the player was already above the platform that regardless if the jump button was being held down, it would keep the platform animation solid but nope. Any ideas?

Ask a Question / Cast error? Animations causing crashes? [SOLVED]
« on: May 14, 2017, 11:17:29 am »
idk what I did. I was messing around with some of the animations yesterday and when I loaded the scene the player was gone and the camera was set to it's default position. I went to bed and woke up this morning and when I opened Stencyl, and opened my main player actor, I was hit with a "Editable.Sprite.Cannot.Be.Cast" error.

Should I install the latest nightly build? I'm on build 9300
Any thoughts? What causes this? Logs attached

Note: It may be irrelevant, but when my actor is in a different animation (like the shotgun animation) for some reason if his left side collides with the right side of a tile if enemy pahtfinding has begun, it causes the game to almost/essentially crash. I don't know why this is either. Could the png be corrupt or something?

Ask a Question / A* pathfinding throwing a list/type error?
« on: May 01, 2017, 08:11:17 pm »
I was fiddling with the A* pathfinder extension and my game runs but has some issues. My game throws no errors in Browser but throws this in flash which points to a set list error. I was trying to fiddle with it but I can't understand why the X and Y values aren't being set properly. My game also has a significant fps drop/ and sometimes crashes when the enemy has begun his hunt event while a player is colliding with a wall. Here's some screenshots :

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