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Messages - Justin

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Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: Yesterday at 02:56:24 am »
The floppy disk is still widely associated with saving documents, so despite younger people being less likely to know what it is, they should still know what it represents. :)

Unless you meant players so young that they haven't used many applications that involve saving documents, that is.

Ask a Question / Re: Blurry Font
« on: August 10, 2018, 12:34:20 pm »
What build are you using?

Can you post the beginning of your game's log so we can see what the scale settings are?

Is this a normal font or a bitmap font? If a bitmap font, what scale are you importing it at, and what scales are enabled for your project?

Chit-Chat / Re: Console support
« on: August 09, 2018, 08:44:28 pm »
We shared Lars' tweets on Twitter at the time. The deal is, if any of our users can get approved as a Switch developer, we can then work with them to do anything needed to get that game running on the Switch.

If it doesn't currently exist, running the script here should be fine (or from within Stencyl).

Ask a Question / Re: Newgrounds.swf Corrupted
« on: July 31, 2018, 08:38:21 pm »
Flash export on mac and linux is broken for build 9300. If you try exporting to flash with the latest private release it should work fine.

Dialog Extension / Re: How to Install for Stencyl 3.4
« on: July 18, 2018, 11:09:57 pm »

Ask a Question / Re: I cannot run a simulator
« on: July 18, 2018, 11:23:27 am »
I searched the error and found this.

Try opening Xcode, and if it pops up a dialog asking you to install additional components, do so.

Ask a Question / Re: New Build failures
« on: July 04, 2018, 11:48:33 am »
Try opening Xcode and see if it needs to download some stuff. Then go to your game's mobile settings and open the versions page, and try building again.

Ask a Question / Re: FPS Drops because of the music
« on: June 17, 2018, 03:23:36 pm »
You need to drag the .app out and back in to the folder for it to work.

Keep the target set to 11.4, but try setting the minimum version to 10 or below and see if that works.

Since you updated Xcode, 10.2 may no longer be available to you based on your current configuration. If this is the case, just go to "Settings > Mobile > Versions" in Stencyl, and it will update to an available version automatically. Then try testing the game again.

Ask a Question / Re: Neko VM Install Error (Mac OS)
« on: June 14, 2018, 07:38:58 am »
You need to be logged in to an admin account and use that account's password.

Ask a Question / Re: Why does this code work?
« on: June 06, 2018, 06:47:38 pm »
The events in an Actor Type or Scene are a "default" behavior, so to speak, that's only attached to that one Actor Type or Scene.

If you have one behavior attached to your scene, then the scene actually has two behaviors: the one you attached, and the one which is a collection of all of the scenes events.

When all behaviors are initialized, they plug their events in to Stencyl's system, using "addXListener" for whatever type of event it is. Then the scene has a list of events of specific types. So if you had two behaviors, each with a "when drawing" event, then at this point you would have an event list for "drawing" with two events in it. Stencyl doesn't really care where those events came from at this point.

When it's time to draw the game, all of the events which have been registered will be executed one after the other. It's at that point that Stencyl tells each of the events what the value of "g" is.

In your case, the code you created isn't actually being treated by Stencyl as a behavior. For example, if you tried to use the "get attribute", "set attribute", "send message", or "disable behavior" blocks, none of those would work with the code you wrote. All that's happening is that you're sending an extra event to the event listing I mentioned above, by using the "addWhenDrawingListener" function. Normally events only come from behaviors, but as you can see, you can also pass your own events to Stencyl from outside of a behavior.

Ask a Question / Re: Xcode 9 and iOS Target Version '11.0'
« on: May 24, 2018, 07:35:24 pm »
I tested the sound that was messed up for retroed, and I found that there's only an issue with the first maybe .02 or so seconds. The problem here is too deep for us to try fixing ourselves. For a workaround, you can shift the sound to play a little bit later. Provide some silence at the beginning of your sound effect to warm up the sound player.

See the attached image. You can't really see it, but I added a tiny bit of silence at 0.000, and then the part of the sound that you really hear doesn't actually start until nearly .025 seconds later.

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