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Topics - JensWinterstein

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Sry for the double mentioning but the topic (,18524.0.html) wasn't moved to the Bugs sub-forum... so maybe it was overseen.

I recognized that the accelerometer values for both, x- and y-axis are reversed between iOS and Android targets (even without having auto-rotate enabled).

i.e. after setting an actor's x-speed to a positive multiplicated x-accelerometer value, the actor moves to the right on Android but to the left on iOS when tilting the device to the right.

Not a crucial thing though. Testgame attached.

iPhone / iPad / Android / 100 Chambers (re-done in 3.0)
« on: March 14, 2013, 05:16:03 am »
Progress through lots of chambers filled with puzzles, brainteasers and minigames in this “Escape the Room” adventure!

Android - Google Play Store:

Android - Google Play Store - Free with Ads:

Android - Amazon App Store:

iOS - Free with iAds:

iOS - Paid:

iPhone / iPad / Android / Cubus Velox
« on: March 02, 2013, 09:41:27 am »
This minimalistic game was forged for trying out all of Stencyl's available major distribution targets (Android, iOS, Flash, Mac, Chrome Web Store, Windows 8, HTML5 and Linux).


Cubus Velox is a one-button, high-speed, extreme difficult platformer. Guide the Cubus through 30 levels filled with seemingly impassable passages and defy gravity while you're gliding through vast fields of spikes and traps.
Music by Eiswuxe.


Android version - Google Play Store:

Android version - Amazon App Store:

iOS version:

Flash version - Newgrounds:

Flash version - Stencyl Arcade:

Progress through lots of chambers filled with puzzles, brainteasers and minigames in this “Escape the Room” adventure!

- Many different level themes with high definition graphics (best played on a tablet)
- Makes heavy use of device features like the Accelerometer and Multi-Touch
- A soundtrack that causes goose bumps – composed by “Hurrican” creator Eiswuxe

- Interact with objects / drag them around – shake / tilt your device and use your brain in the attempt to open the door in each chamber
- Certain objects can be carried in your inventory and used throughout multiple levels

Android - Google Play Store:

Android - Google Play Store - Free with Ads:

Android - Amazon App Store:

iOS - Free with iAds:

iOS - Paid:

(Click to enlarge)


I'm subscribed to a mailing list mainly consisting of (classic)game collectors and some old industry veterans. One guy named "Mike Melanson" posted one of his projects a few days ago, of which I believe will make a lot of you guys very happy:

Here is a little project I have been working on for awhile now. I think
I have enough accomplished that I can show it off and solicit feedback:

Game Music Appreciation

It's simple: Listen to old chiptunes directly in your web browser.
Traditionally, it has been necessary to install separate programs to
play various types of chiptunes. But I'm trying to create a web-based
player that can handle a broad variety and also make it simple for more
web users to experience them.

Right now, the site only catalogs NES, SNES, Game Boy, Nintendo DS,
Genesis, Saturn, and Dreamcast songs. But many more systems and song
catalogs are planned.

I think this is tremendous! The player runs up and down in my browser since I'm aware of it :))
Thanks so much, Mike!

Some recommendations:

What are your favourites?


being the usual forum lurker, I'm honored to start this thread about an upcoming title:

N3rd Boy is a vertical speedrun platformer and a parody/homage to Meat Boy. It's all about getting through increasingly harder maps, the fastest way possible - mixed up with a nerdy story. Originally designed for mobile devices, the flash version comes in 320x480px. Music composed by Dennis Keitel.

(Click to enlarge screenshots)

Basically, the game features 42 levels with 5 different tilethemes, 9 achievements and a crazy boss fight. It's a Meat Boy-esque title with a twist and some extensions (similarities to the said game are hard to miss). You can form your own opinion at the stencyl arcade:

Some achievements are packed into easter eggs (like this one):

Watch the credits for cheatcodes and hints :)
Thanks to all people and cats who made this possible. Kudos to Team Meat.

Entry for StencylJam2012:

Chrome Web Store version:
MochiBot counter:

Old Bugs (1.x/2.x) / Some errors during testing b50 [b51]
« on: October 08, 2011, 04:16:41 am »
After upgrading to [b50] and testing my game "Loony Box" a game in the simulator, I got the following errors after entering a level (ingame):

10/8/11 1:05:37.341 PM SpringBoard: Application 'insert App Name here' exited abnormally with signal 11: Segmentation fault: 11

10/8/11 1:05:37.342 PM SpringBoard: Error deserializing wallpaper image: Error Domain=CPBitmapErrorDomain Code=0 "The operation couldn’t be completed. (CPBitmapErrorDomain error 0 - No data provided to CPBitmapCreateImagesFromData)" UserInfo=0x7068da0 {NSDescription=No data provided to CPBitmapCreateImagesFromData}

I re-saved the game after upgrading to [b50] and didn't change any other things . It still works with [b49]. The crashlog is attached to this post.

The error mostly happens after scene transitioning/switching.
Anyone experienced the same/something similar?

Old Questions (from 1.x/2.x) / repeat x times doesn't repeat [solved]
« on: October 05, 2011, 03:43:57 am »
It seems that the "create SpawnType (=ActorType) at x/y" block is only executed once:


Or am I missing something?

Completed / Specify iAds appearance [b56]
« on: September 28, 2011, 08:00:58 pm »
It would be nice to be able to specify the scenes and the placement where iAds are active. (i.e. ads in menu only at the bottom)

Old Bugs (1.x/2.x) / Display/Stage loses focus after touching iAds [b56]
« on: September 28, 2011, 07:52:11 am »
After tapping an test iAd and returning to the app, I wasn't able to control anything anymore.

Old Bugs (1.x/2.x) / set volume to x% - doesn't work [b48]
« on: September 27, 2011, 09:03:31 am »
Somehow the set volume block stopped working (for me).
Could someone confirm this please?

Edit: Fade In/Out works fine.

I tried to expand the touchable region of an actor and found the following after enabling debug drawing (landescape mode, 480x320):

It seems everything is rotated by 90° and I think this is closely related to:,3562.0.html
(and maybe already fixed in b42?  8) )

Multitouch points also seem to function only within the wrong aspect ratio.

Old Bugs (1.x/2.x) / Blurry GFX in Atlas [b42]
« on: September 20, 2011, 10:21:36 am »
I discovered a few blurry graphics in the main atlas. The atlas isn't oversized and the sourcefiles look fine in gimp/photoshop.

Here's a comparison:

Ideas? :)

iPhone / iPad / Android / Loony Box iOS
« on: September 19, 2011, 12:18:17 pm »
Basically, it's a port from the flashgame I released earlier this month:

During the porting process, I had to remake every map with about 3/4 of the initial tiles available (due to screensize)... so a few maps are completely different from the flash version.

Some impressions:

Cheers :)

Old Bugs (1.x/2.x) / Self is on Screen - only for 320x480 [b42]
« on: September 13, 2011, 09:37:56 am »
It seems that "Self is on screen" only considers the fixed bounds at 320x480.

- Set game to landscape mode and/or resolution to custom 480x320
- Pick an actor and set "if (!([mActor isOnScreen])) { [mActor die]; }"

- The actor always dies after x > 320 instead of x > 480

However, it can be worked around by checking the x/y pos manually instead of using "Self is on screen".

Hope this helps :)

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