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Topics - MrWagoner

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I released my first game on Google Play, and I now start to get the first Crashes & ANR stack traces in the google play developer console. As far as I know, I need to use the ndk-stack tool to convert the crash dump information that is found there into readable stack traces.

However, I have trouble finding the correct debug symbol files for the android build. I have tried to use the files found under


But this gives me the error: Unable to open symbol file xxx. Error (9): Bad file descriptor

Googling this error brings a lot of results that mention that this error results from choosing the wrong debug symbol files from bin\libs\armeabi, and that one should choose the files from obj/local/armeabi/. But I'm unable to find this directory in the games.generated folder. Has anybody successfully used the ndk-stack tool and / or knows how to translate the crash dumps from the google play developer console?

I assume that the debug symbol files are not being created during the build process, and that one would need to activate that somewhere in the build configuration, but I have no idea where to look....

Ask a Question / AdMob Mediation?
« on: November 07, 2014, 08:28:03 am »
I currently use the regular "show / hide ad" blocks to display Admob ads on Android. I'm currently getting an Request RPM of  € 0 .03 which is fairly low. I assume the value is so low since I placed the banners in a very non-obstructive way so apparently nobody clicks on these.
In your experience, would it help to consider Admob Mediation in the hope that this would display more appealing ads which the users are more likely to click on? Or is it unlikely that I will get better click rates this way?

I know that Mediation is not supported yet in Stencyl (or the Admob extension), but maybe it would be possible to look into this and to get it working, but I would like to know whether you guys think it'll be wort the trouble or not.

iPhone / iPad / Android / Planets Gone Rogue! released
« on: November 03, 2014, 06:42:24 am »
(I hope you all don't consider this a double post since I have already opened a thread in the game journals section of the forum, but I wanted to post here as well to make my game more visible for the people who are looking for finished games to play.)

 I have recently released my humble planet fighting game "Planets Gone Rogue!" for Android and Flash. Here is a first screenshot to get you interested:

You can find even more propaganda and all possible ways to play the game on the official page:

Thanks for checking it out! If you have ANY questions or comments, please reply here or in the game journal thread, I would be happy to answer your feedback regarding the game.

Ask a Question / Scaling in cinematic mode on kongregate?
« on: October 29, 2014, 09:11:59 am »
Hello Everybody,

has anyone uploaded a game to kongregate and got the cinematic mode working correctly? I currently experience the issue that my game does not scale up when I enter cinematic mode, it simply stays the same size inside the cinematic popup (see screenshot). I already tried various  base scales and scaling modes but nothing seems to work, when I check the "start in fullscreen"-checkbox in stencyl the game won't run at all on kongregate.

Could anybody who has it working please tell me their display settings  in the "web"-settings tab in stencyl? I know it must be possible somehow, since there are stencyl games on kongregate that scale correctly in cinematic mode, for example:,27206.msg156975.html#msg156975


Journals / Planets Gone Rogue! - an action / strategy hybrid
« on: October 24, 2014, 09:14:51 am »
Update: The game is now live. If you are interested in playing it, you can play it on these platforms:

Android Version:

GameJolt Flash Version:

Kongregate Flash Version:

Newgrounds Flash Version:

The versions are near identical, GameJolt has the best audio / video quality, but the other platforms have scoreboards and Newgrounds has 25+ medals for you to hunt down. ;)

If I find the time I want to look into the GameJolt API to add Trophies and Scoreboards there as well. I would also be interested in releasing on iOS, but I have no Mac and no I-device available so I must see whether this game attracts enough players to justify the effort in cost and dev-time.

Original Post:

Planets Gone Rogue! is an action / strategy hybrid in which heavily armored planets fight to the death in a 2D side view. Players must take control over their home planet's defenses to find the unknown source of an interplanetary attack. A round-based exploration mode allows to collect resources and improvements, which will increase the odds of survival in the next battle encounters with enemy planets.

I plan to release the game on November 1st, until then, here is a trailer and some screenshots so you get an idea what the game is about:


(click images for larger version)

If there is general interest, I will keep up this thread as a dev journal to post news about this game when / after it is released.

Since you are all fellow Stencyl developers, please don't hesitate to ask if you want to know how certain things have been done in Stencyl, I'm more than happy to share my knowledge that I have gained when creating this game.

Resolved Questions / [RESOLVED] Z-index troubles :(
« on: October 13, 2014, 02:02:04 pm »
Originating from this thread I decided to make use of Z-Ordering for my actors instead of multiple layers (for performance reasons). My plan was to define a  "ActorOrder" behavior that will assign a Z-index according to the actor group in the "created"-event. I then wanted to attach this behavior to every actor so when I want to change the ordering of the actors I have one single spot in my project to do so.

However, it turns out that this seems not to be possible: First, I discovered that you cannot assign a Z-index beyond the maximum number of actors on the layer. All my actors are created at runtime, so If I want to assign the first actor the Z-Index of 20, he will get the z-index 0 instead, which makes ordering the actors upon creation pointless.

My next approach was to reorder the actors in the update event of the scene, hoping that this would force them in the correct order once they are created. But it turns out that this does not work as well: It seems that setting the z-index is not always working as intended or there is something that overwrites it.

I made an example game to investigate this issue: The game creates new colored blocks which should permanently be z-ordered by their color in the update event of the scene, but it seems that the order is just plain random. (See screenshots) When writing the current z-index out to the log, you can see that the actors have z-indexes they should never get according to their color.

Am I missing something here? What can I do to use the z-index to order my actors so I can get rid of my surplus layers in the scene?

Ask a Question / Performance: Layers vs. Z-Order?
« on: October 12, 2014, 08:46:36 am »
Does anybody have experience regarding performance of Layers in comparison to using Z-Order within a layer? Currently I have my game organized using layers, there is one layer for the player actors, one for the projectile actors, one for the explosions, and so on. I noticed that performance seems to improve, especially on mobile, when I remove unused layers. Does anybody know whether it is better performance-wise to

1. Organize your actors by using multiple layers (my current solution)

2.have one Actor-Layer in which you order the actors by using the z-order within that single layer?

I'm willing to experiment switching from 1. to 2., but it would be great if someone could give me a hint whether it is worth the effort or not.

Resolved Questions / [Resolved] Sounds not playing after some time?
« on: September 27, 2014, 02:53:48 pm »
Hello everybody,

not sure if I'm missing something or if it is a bug, but about after half an hour of playtime, the game stops playing sound effects. It first starts with single sound effects that aren't played anymore, but soon all sound effects are gone and you can only hear music playing.
The game switches scenes about every 2-4 minutes, and when this happens there is already a behavior in place that "resets" all channels by stopping the sound and setting the channel to the appropriate volume. (I use channel 0 as music channel, all others are for SoundFX). I have just experienced this on flash but I noticed this on Android as well, but this was before I had the music / soundFX behavior in place.

Unless someone has a solution for this, I will try to reproduce this in an example game and report it as bug.

When using the "current screen as image" block, the screenshot taken is always in the original resolution of the game.  If the game is played at a higher scale, only a part of the screen (in size of the original resolution) is included in the Screenshot.

Expected behavior: The  "current screen as image"  always captures the complete screen, taking the current scale in account.

I created a example game to reproduce this problem.  The game creates 40 Actors (see beforeScreenshot.png) and captures a Screenshot after one second. It then attaches the screenshot to the current layer and then kills all the original actors. After the actors are killed, one can see that the created screenshot only covers a smaller fraction of the screen when the example game is played at a higher scale. (see afterScreenshot.png)

I snooped around in the Stencyl source files and made the following change in


I changed line 2162 from:

var img:BitmapData = new BitmapData(getScreenWidth(), getScreenHeight());


var img:BitmapData = new BitmapData( * Engine.SCALE) , * Engine.SCALE));

This resolved the problem for me, however I have no experience in changing the Stencyl source files, so I'm not sure whether this is an appropriate / correct fix or not.

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