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Topics - decafpanda

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Ask a Question / Testing in HTML5 very sluggish and unplayable?
« on: March 05, 2019, 05:10:59 am »
I have a prototype of a small game and I was hoping to make my first HTML5 game.  This prototype runs flawlessly when tested in Flash and PC but is unplayable in HTML5.  It loads up fine and I can play it but the hero just jumps around the screen when I try and move him around.

There really isn't too much to this prototype as far as code goes.  Just some basic movement code.  Is there much better performance when you publish to HTML5?  Is testing in HTML5 always sluggish like this?

Chit-Chat / So, does HTML5 work properly now with 4.0?
« on: February 11, 2019, 11:40:31 am »
I've been waiting to get back into gamedev until HTML5 publishing was fully available.   Is it working 100%?  Or is it kinda sorta working and will come with a lot of headaches?

Windows / Mac / Flash / HTML5 / Humanoid Space Race 2
« on: December 24, 2017, 04:29:59 pm »
Humanoid Space Race 2 is almost done!  I Will be releasing on Newgrounds probably next month sometime, then I'll start getting a mobile version going.

Here is some end game footage (quality is poor.. i don't know why my capture software gets screwy sometimes)

iPhone / iPad / Android / Save To Kill on mobile
« on: December 13, 2017, 07:08:12 pm »
With the help of Ceosol I have gotten my first mobile game published!  It was a fairly popular flash game that translated  well to mobile.   Check it out.



Ask a Question / Sound Issues with mobile
« on: November 09, 2017, 07:47:42 pm »
I am converting a flash game of mine to mobile.  The audio works perfectly in flash but with mobile the music stops playing randomly during the level.  This obviously is a big problem.  A sfx not playing here or there would be fine (and that happens too) but the music cutting out really hurts the game.

I have all my sounds in .OGG and the code is the standard stop sound on channel 0, loop music on channel 0.  I really do not do anything complex with the sound code in this game so it confuses me that it would just stop playing the music.

Things I have tried
-Doing an updating event that dictates the volumes of all my channels (just in case it was setting the channel volume to 0)

-changing from a "music" type to "sfx" type.  This actually seemed to help a bit and the music does not cut out as much when looped as a "sfx"  but it still happens.

-Completely deleting the sound, cleaning the project, and clean up unused files.  Then making a new sound and using that.

-Trying different channels

I am starting to run out of ideas here lol...  It sucks because the game has been published on flash for a while now and having audio issues like this is really unexpected.

Any ideas?

I was searching a bit and only found bits of info, like maybe I am using too many channels?  I use 16 channels in this game.  Most of issues I found with search involved the Android audio delay (that seems to be fixed)

Any help would be appreciated! 

Ask a Question / best way to center a drawling event (text)
« on: October 13, 2017, 07:41:25 am »
I I remember reading somewhere about a drawling extention that had a block for centering drawling events.  I did a search and looked through the extension page but couldn't find it.

Anyone know a way to center text on the screen?  I imagine it would be some kind of math code like screen width รท2 then somehow measure the length of text and divide that to the equation.  Would I use the "get width of text using font" block?

Or can anybody point me in the right direction for that extention?

Up till now my games used such little text I just spaced out the x position manually.

Ask a Question / Very odd problem I am having with button input
« on: September 23, 2017, 06:59:51 pm »
In my current game when you press the up button you throw a grenade.  In this game you can hover in place by holding the space bar.  If you press and release the space bar the character jumps into the air.

Here is the problem.  When I hover (hold space) and move LEFT I am unable to throw a grenade.  I can throw a grenade when I move right and while stationary.

I was pouring over the code and could not find anything wrong with it so I made a quick behavior and attached it to my hero.  An extremely simple code that said "when up is pressed create grenade"  basically just telling the computer to fire the grenade without it going through all my boolean checks.

Still Nothing!  I then even disabled the code for hovering in case the problem was there.  Sure enough, no grenade while holding space, left and pressing the up arrow.  This is really crazy because this disabled any kind of code tied to the space bar

The problem is not with the grenade actor either I swapped it out with a few random actors and none of them could be created while holding down the space bar, left arrow, and pressing up.

Here is where it gets nuts.  The first game I made before this has been published for some time now and had similar controls.  That game you could not hover in, you just pressed the space bar to blast your character up.  I went back to that game on newgrounds and tried holding the space bar and left arrow down while pressing up.  Guess what, NO GRENADE lol.  It doesn't really matter in that game because you do not need to hold the space down

So what is going on?  Is there some reason why I cant create an actor while hold down the space bar and left key at the same time?  This puts a pretty big wrench in my game because holding the space bar is a key game-play element.  I really did not notice it while testing till today because I guess I never had to fire a grenade while hovering backward.  It's so strange.

Anyone have any insight on this.

I can post the code at some point later when I get back to the computer but it is really basic.  I can't create an actor by pressing the up arrow if the space bar and left key are held.  The right key is fine, I can create the grenade flawlessly while holding right.  I am very confused

I might do my first mobile game soon and I was wondering if I could just make my game at 960x640 with everything at 1x.  Then use scale to fit full screen.  In theory this would scale everything down on phones and scale everything up on larger tablets.

The reason I ask is because my last PC game had a resolution close to 960x640 at 1x.  I hooked my pc up to my large screen TV and used scale to fit full screen.  I expected it to look a bit blurry due to it being scaled so much.  To my supise It looked amazing!  It was like I was playing a console game and scaled beautifully.

So thinking of a mobile game, if I just designed things a bit larger (960x640) at 1x, it should scale down fine and scale up fine too.  Without needing to import at 4x and take up huge memory space.

Is there something wrong with approach?  Does anyone else do this or something similar?

Chit-Chat / anyone have any experience uploading to Addicting
« on: August 14, 2017, 12:02:26 pm »
I never really paid much attention to this site.  They just recently contacted me about hosting some of my games.  Does anyone have much experience uploading  with them?  Do they offer Rev share?  Site locks?  I just inquired with them via email but it might be a good idea to get a developer's perspective on uploading there.

Ask a Question / centering using the Load SWF splash behavior.
« on: August 12, 2017, 09:54:37 am »
I will be uploading a game to Armor Games soon and I am having a bit of trouble centering their swf movie they gave me.  I am using the LOAD SWF splash behavior found on the forge.  Everything works fine but my screen resolution in this game is 960x720.

The swf plays in the top left of the screen.  Any way to get this centered?  My last game did not have this problem because the screen was much smaller and it centered pretty well.

Ask a Question / Prevent mouse from moving off game screen?
« on: August 02, 2017, 06:52:51 pm »
On portal sites, if the mouse is clicked off the screen it usually glitches the player actor out a bit.  I really want to keep that mouse in the screen to prevent frustration of the player if they click outside the screen by accident.  Is there a way to do this in Stencyl?

I have seen this "mouse lock" on other games but I can't wrap my head around on how to do it here.

There are a couple of topics on this when I searched but none of them had any answers.

Was going to start working this out tonight myself but I figured one of you studs might already have a nice code for "double click"

Basically I want my hero to shoot while holding the left click down and fire a grenade on double click.

I searched a little (probably not as much as I could, I admit)  but couldn't find anything.

Ask a Question / Help with Kong API
« on: July 05, 2017, 08:11:58 pm »
I can't seem to get my game to connect to the Kong API.  I use the code block to start it upon creation on the first scene, then have it transmit data when I need to.  with the other blocks.  I already did this before with another game and it worked fine.  It was for a scoreboard.  I am unsure on what I am doing wrong at this point.

This is not for a scoreboard.    Any thoughts? 

I have my enemies blink on collision with my hero's bullets.  I turn the brightness up to %100 then after .05 seconds remove all effects from self.  It works perfectly on flash and runs butter smooth.

To my suprise when I published to desktop I fond that I had severe performance issues with my boss characters  (large sprites)

To work on this problem I wrapped the blink in a boolean and had the boolean flip on and off after .1 seconds.  This helps greatly but my larger boss sprites still bog down when they blink quickly.

The most puzzling thing about this problem is that everything runs perfectly smooth in flash.  I thought publishing to desktop would increase performance, not diminish it.

Any suggestions on how to get these large sprites to blink on collision without performance issues?

Ask a Question / Having an error publishing to Desktop
« on: March 10, 2017, 12:32:54 pm »
I have been developing my new game and testing in flash but I want to eventually publish this on Steam if I can, I recently upgraded to the indie version of Stencyl and wanted to give the Windows version a test run.  Sure enough I get errors when trying to publish to Windows.  I have fully installed Visual Studio an updated it with every available upgrade.

There is no audio in my game so it definitely is not an MP3/OGG error.

Also, I am able to publish a blank game to desktop so the problem must be within my current game.  Hopefully it is not a huge issue that will require a bunch of time to fix

If anyone could check my logs I would really appreciate it.  This is the log where things go wrong

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