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Topics - manu5

Pages: 1
1
Ask a Question / Test game without recompiling
« on: June 16, 2014, 05:07:25 am »
Is there a way to prevent Stencyl from recompiling the whole game every time I just want to test the same code again? It's pretty slow.

2
Ask a Question / Null reference error when adding to list
« on: June 10, 2014, 11:12:59 pm »
Long story short, I get a
"Cannot access a property or method of a null object reference.
   at scripts::Design_2_2_TestBehavior/_customEvent_Paused()[Source/scripts/Design_2_2_TestBehavior.hx:73]"

There is a scene (Test) with a PauseButton in it. A TestBehavior is attached to Test scene. Screenshots below.

3
Ask a Question / Change behavior class name
« on: April 10, 2014, 10:06:34 am »
I created a behavior in code mode and named it RacketBehavior. Later I changed my mind and renamed it to WandBehavior and also changed the classname. However when I try to use it my log says:

[LOG] [Flash] com.stencyl.behavior.Behavior#initScript(71): Could not init Behavior: WandBehavior with scripts.RacketBehavior

So I guess I should change the name somewhere else but how and where?

4
Ask a Question / Ads for haxe
« on: April 03, 2014, 01:27:01 am »
Is there any ad network that has a Haxe API so I can put it into my game? Which one do you suggest?

Or should I modify the output and use HTML5/AS3/Android/iOS APIs? How can I use AS3 API when Stencyl exports to bytecode I guess?

Google IMA (or AdSense For Games) has only Flash and HTML5 APIs. What is the best way to us them? For example can I use their AS3 API? Because AS3 and Haxe seems so similar that maybe it could work.

5
Ask a Question / What to use for temporary variables?
« on: April 02, 2014, 06:59:48 am »
So with classic programming I use temporary local variables (inside a function block for example) to store the result of longer expressions (log(sqrt(x) + PI))  so I do not have to type (and calculate) it again. But what to use in Stencyl? Attributes are class variables and actor values are even more ugly. What do you suggest? Must write code?

6
Ask a Question / Exits region event
« on: April 01, 2014, 12:29:57 pm »
There seems to be a bug with exits region event because it gets called multiple times. Maybe some bug with recycled actors. I made a very simple test scenario  (complete game file also attached) and here is the log output:

[LOG] [Flash] Universal#initScreen(162): Stage Width: 640
[LOG] [Flash] Universal#initScreen(163): Stage Height: 480
[LOG] [Flash] Universal#initScreen(164): Screen Width: 640
[LOG] [Flash] Universal#initScreen(165): Screen Height: 480
[LOG] [Flash] Universal#initScreen(166): Screen DPI: 72
[LOG] [Flash] Universal#initScreen(314): Max Scale: 1
[LOG] [Flash] Universal#initScreen(315): Engine Scale: 1x
[LOG] [Flash] Universal#initScreen(556): Scale X: 1
[LOG] [Flash] Universal#initScreen(557): Scale Y: 1
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created

7
Old Bugs (3.x) / Events on recycled actors
« on: April 01, 2014, 11:08:14 am »
Here is what seems to happen:

When an actor is recycled, events like "leaves region" get called on the both the live and the pooled actor despite using "self is alive". Or maybe a newly created actor "steals" the id of the one that just got killed and events get called on both.

I used an actor that went up and down. I achieved this throuhg negating y-speed of self every time the actor left the region. It was a game, so actor could get killed. New actor only spawns when the previous one gets killed so there is only one such up and down moving actor in the game at a time. First actor worked, event got called only once, when left region. Second actor also worked. But the third leaved the screen, because "leaves region" event was called twice so negated y-speed twice.

I attached a simple test scenario and log. Problem only seems to happen with regions.

Log:

[LOG] [Flash] Universal#initScreen(162): Stage Width: 640
[LOG] [Flash] Universal#initScreen(163): Stage Height: 480
[LOG] [Flash] Universal#initScreen(164): Screen Width: 640
[LOG] [Flash] Universal#initScreen(165): Screen Height: 480
[LOG] [Flash] Universal#initScreen(166): Screen DPI: 72
[LOG] [Flash] Universal#initScreen(314): Max Scale: 1
[LOG] [Flash] Universal#initScreen(315): Engine Scale: 1x
[LOG] [Flash] Universal#initScreen(556): Scale X: 1
[LOG] [Flash] Universal#initScreen(557): Scale Y: 1
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 2 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 2 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 2 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 1 created
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(80): 1 exits area
[LOG] [Flash] scripts.ActorEvents_0#init(72): 1 exits screen
[LOG] [Flash] scripts.ActorEvents_0#init(67): 1 killed
[LOG] [Flash] scripts.ActorEvents_0#init(64): 2 created

8
Ask a Question / Game does not start
« on: April 01, 2014, 07:23:37 am »
So till this point everything worked fine. I have tested many minor test projects. But suddenly scenes started not to load. I mean I click "Test Game", it compiles and starts but all I can see is a blank white scene in the flash player. Log is totally empty. Tried to make another scene and mark it as starting scene but same happened.

9
Ask a Question / Recycled Actors
« on: March 23, 2014, 11:12:21 am »
Well recycled actors seem to behave very odd. I am making an archery game in which you can shoot arrows.  Here is what's happening:

1. Firing arrow (let's call it Actor 1, this is the result of Actor as text)
2. Arrow leaves the screen, gets killed and in the get killed event it creates a new arrow (Actor 2)
3. Firing arrow (this time it's Actor 2)
4. Actor 2 leaves the screen, gets killed and creates 2 arrows although this is the same get killed event! And both called Actor 1 according to the log

So what?

10
Ask a Question / Block stays red
« on: March 23, 2014, 10:06:50 am »
After compiling and founding an error the block and the event stays red even after correcting the block and test the game again. It's not a big deal but annoying. What should I do?

11
Ask a Question / Bullet not colliding after killing enemy
« on: March 19, 2014, 11:53:35 am »
It must be a simple problem but I am new with Stencyl. So I shoot Bullets to Enemy Ships (Crash Course 2) and after 3 hit enemy should be destroyed. Also bullets. But my last bullet remains on screen because it was not notified about collision after enemy was killed. How to properly handle this? Inserting a "do after 0 seconds" seems a little bit odd, although it would solve this.

Pages: 1