Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - MikePL80

Pages: 1
1
Hi

I have a scene that when actors get in an exact location then as well as many other things a behavior is enabled. The actors are set to When Created 'Disable behavior "  " for self' and when the actors are in place to enable the behavior.

This works perfect in Flash but on Android the behavior is ran as soon as the actor is created even though it's set to disable when actor is created??? Is there another thing I'm missing you have to do to satisfy Android to prevent the behavior from just running itself?

This has me pulling my hair out..  :-[

Many Thanks

Mike

2
Ask a Question / Should I remove image instance after fading out?
« on: February 22, 2016, 03:47:16 am »
Hi

I have a scene using many images attached to  the scene from file at different points of the game. I was just wondering if the image is constantly using a little memory while it is in the scene even if it is faded out?

I only ask because I'm not sure if I need to set a delay for the same time as my 'fade out instance' to 'remove image instant of image' after I have faded it out to free up resources or not?

I know with actors it's best to kill them off when they are not being used and have been faded out but I'm not sure if this applies for images also.

Thanks..

Mike

3
Hi,

I've been playing around a little with the image API and as far as I can tell it's not much good if you want to use image from file and your game is running on a phone/tablet with multiple scales, Please correct me if I'm wrong on this.

As a way around the scaling problem I was wondering if there is a block to 'get' the current scale ie 1x 2x etc and then return that imformation so you can load you own scaled images from file?

I noticed the 'current scale' block but not sure if that this is for that purpose..

Thanks for any help

Mike

4
Ask a Question / Kill actor but leave actor image in scene..
« on: February 14, 2016, 02:06:43 pm »
Hi,

I was just tinkering and wondered if it is possible to kill off an actor but to somehow leave or draw its image to the scene when I'm done with it?

I basically want to free up memory by killing the actor but I would still like it to be visible and become part of the background.

Thanks

Mike

5
Ask a Question / Best way to change scenes on an Android device?
« on: February 12, 2016, 04:15:36 am »
Hi,  I am having a small problem changing scenes I could use some help with please..

I'm using (switch to "scene" and crossfade for "0.1" secs) when clicked on an actor to change to another scene and in Flash player the change is consistent and takes the 0.1 secs as is set.
The problem I'm having is when I test it on an Android device the scene change time differs from the 0.1 secs I set to sometimes as long as 3-4 seconds.

All my Atlases are set up correctly and each scene only have between 3mb and 3.2mb each.

The testing device is a Sansung Galaxy S6 so is not lacking in processor power to do the simple task.

Is there a better method to switch scenes when using Android?

Until I sort out this issue I feel like I can't go any further with the game because to the user it apears as if the game has crashed when it hasn't.

Thank you in advance for any help..

6
Ask a Question / Unexpected Error when deleting Actors..
« on: October 05, 2015, 06:26:57 am »
Hi,

For the second time when I have removed an actor from my game I have had an unexpected error.
I cannot clear this error unless I ctrl-alt-del to close stencyl and then when I reopened the error is still there and I am forced to start the game from scratch again.

I have included a log and here is the error, Thanks:

Unexpected problem on thread AWT-EventQueue-0: null
java.lang.NullPointerException
   at stencyl.sw.editors.scene.SceneRenderer.getImageForType(SceneRenderer.java:759)
   at stencyl.sw.editors.scene.pencil.PencilRenderer.drawActorCursor(PencilRenderer.java:200)
   at stencyl.sw.editors.scene.pencil.PencilRenderer.drawCursor(PencilRenderer.java:109)
   at stencyl.sw.editors.scene.Designer.paintCursor(Designer.java:1582)
   at stencyl.sw.editors.scene.SceneRenderer.drawScene(SceneRenderer.java:314)
   at stencyl.sw.editors.scene.Designer.paintComponent(Designer.java:1500)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JViewport.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JLayeredPane.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paintToOffscreen(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
   at javax.swing.RepaintManager.paint(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at java.awt.GraphicsCallback$PaintCallback.run(Unknown Source)
   at sun.awt.SunGraphicsCallback.runOneComponent(Unknown Source)
   at sun.awt.SunGraphicsCallback.runComponents(Unknown Source)
   at java.awt.Container.paint(Unknown Source)
   at java.awt.Window.paint(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.access$700(Unknown Source)
   at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.Dialog$1.run(Unknown Source)
   at java.awt.Dialog$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.awt.Dialog.show(Unknown Source)
   at java.awt.Component.show(Unknown Source)
   at java.awt.Component.setVisible(Unknown Source)
   at java.awt.Window.setVisible(Unknown Source)
   at java.awt.Dialog.setVisible(Unknown Source)
   at stencyl.sw.util.dg.UncaughtExceptionDialog.<init>(UncaughtExceptionDialog.java:68)
   at stencyl.sw.UncaughtExceptionHandler.showGenericErrorMessage(UncaughtExceptionHandler.java:169)
   at stencyl.sw.UncaughtExceptionHandler.showErrorMessage(UncaughtExceptionHandler.java:128)
   at stencyl.sw.UncaughtExceptionHandler.uncaughtException(UncaughtExceptionHandler.java:47)
   at stencyl.sw.UncaughtExceptionHandler.handle(UncaughtExceptionHandler.java:34)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at java.awt.EventDispatchThread.handleException(Unknown Source)
   at java.awt.EventDispatchThread.processException(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

7
Ask a Question / Andriod wear games?
« on: September 26, 2015, 07:07:15 am »
Hi,

Are there any plans to make it possible to create games for Android wear devices? For example a round scene?

Thanks

8
Ask a Question / Tunneling even with CCD enabled
« on: September 18, 2015, 01:48:24 pm »
Hello..

I've made a small game for my kids to play on where leaves fall and you collect them in a bucket.

The bucket is controlled by a multi touch drag event with no restriction on speed so obviously the quicker you move your thumb the more leaves you can collect.

The problem I'm having is if you move the bucket quickly to a side while a leaf is inside it can go through the wall on the bucket (through its collision area) before the leaf has been killed off by the updating method making the game useless if played quickly.

Enabling continuous collisions had no affect and I think maybe the bucket is able to move quicker than the updating method amd it cant keep up.

Is there anyway round this as it would be a shame to give the bucket movement a maximum speed.

Thanks in advance

Mike

9
Resolved Questions / Set List attribute with lower decimals? (Solved)
« on: September 05, 2015, 07:46:31 am »
Hi

Is it possible to limit the amount of decimals attached to a list entry?
Or at least limit how many you decimals you with draw text.

Thanks

** I figured it out, Thanks **
Mike

10
Ask a Question / W/SurfaceFlinger Fail to open
« on: September 03, 2015, 03:49:48 pm »
Hello..

I have a debug line printing about 10 times a second in my log viewer that reads:

[neko] W/SurfaceFlinger(  280): Fail to Open /sys/devices/platform/gpusysfs/fps

I'm not sure what it means but it makes it impossible to read the log viewer as its being spammed with this line.

Can anybody help me with this please?

Thanks
Mike

11
Resolved Questions / Multi Touch (Solved)
« on: September 02, 2015, 01:56:39 pm »
Hi

I have a problem that I need some advice with before I resort to banging my head against my desk please   ???

I am making a 2D platform game with actors anchored to the screen to use for my on-screen controls.
I followed a really good tutorial on Youtube made by TheIndieStation and everything works perfect for the purpose that the tutorial was designed to achieve but I need advice on how to tweak it a little because I have tried a few things myself but nothing is working for me.

The situation is I have multi touch actors anchored on-screen for left/right/jump and fire. I want to be able to slide my thumb from a button without it leaving contact with the screen and for the behavior to set the boolean to false so I can stop my player actor from running and then be able to slide onto the left button without my thumb leaving the screen again and it in turn picking up the multi touch and settings its boolean to true to make my player run left.

Currently when I slide my finger from the left or right button my player continues running until your thumb has been removed from the screen and the player will continue to run no matter where your thumb is as long as its still in contact with the screen  :-\

I have attached the behavior for my multi touch.

Thank you in advance for advice you can throw my way

Mike

Pages: 1