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Messages - Justin

Pages: 1 2 3 ... 175
Dialog Extension / Re: How to Install for Stencyl 3.4
« on: October 15, 2018, 08:50:07 pm »
Did you follow the steps in the second post in this thread? Don't try to download the extension through the repository.

Ask a Question / Re: Windows 8GB batch file no longer works
« on: October 05, 2018, 06:19:38 pm »
Stencyl doesn't support Java 9 or higher yet.

Using deprecated blocks should be fine, until it isn't. As long as they work for you, don't worry about it, but eventually deprecated blocks may stop working.

Most blocks that get deprecated should have direct alternatives in the main set of blocks, so remapping deprecated blocks to new ones should be done automatically, but perhaps we've missed a few cases. If you want to list what deprecated blocks are still showing up for you, we can take a look and see if we can automatically switch them in a later version.

iOS stuff has always just worked for me. How did it break for you? Were you able to test on iOS before now? Any recent changes?

Ask a Question / Re: cc1plus.exe: out of memory
« on: September 28, 2018, 10:44:54 am »
Perhaps try updating the Android NDK you're using. Are you using Stencyl 3.5? Whether you have a subscription or not won't change anything about the program, except for which targets you can publish to. However, it also gives you access to the beta versions of Stencyl, which may help you out.

Are you trying to open a game in 3.4 that was previously opened in 3.5? This isn't intended to be supported, but I haven't placed the warning/confirmation about updating to a new format when opening an older game in 3.5 yet.

Ask a Question / Re: Newest Xcode version seems to have broken Stencyl?
« on: September 21, 2018, 04:57:52 am »
Does b9991 help?

Ask a Question / Re: On Stencyl 9987 the game wont launch
« on: September 18, 2018, 03:08:58 pm »
Sorry about the mishap. The build didn't update correctly. Could you try the same build again now?

Ask a Question / Re: On Stencyl 9987 the game wont launch
« on: September 18, 2018, 01:23:28 am »
Could you guys try b9989?

Ask a Question / Re: Adding Written Dialogue Before Game Start
« on: September 18, 2018, 01:10:48 am »
No need to get hostile. The previous post may not have had any ill will behind it.

It looks like my server has been down for a while. I've gone ahead and put it back online again. You should be able to grab the 3.4 versions of the dialog extension, if you want, by following these links.,54582.0.html

Ask a Question / Re: UI on Stencyl 9987 on MacOs is laggy!
« on: September 14, 2018, 10:57:26 pm »
Ah, sorry, looks like I already got that information from you. I'll look into this when I've fixed a few issues with the engine.

Ask a Question / Re: UI on Stencyl 9987 on MacOs is laggy!
« on: September 14, 2018, 10:43:43 pm »
What versions of Java and macOS?

Ask a Question / Re: On Stencyl 9987 the game wont launch
« on: September 14, 2018, 10:17:57 pm »
Do you have the FPS monitor enabled? After your report, I tried testing with that and it crashed (working on fixing it now). Otherwise it seems to run fine for me.

Ask a Question / Re: Unable to test game with Flash Player or Browser
« on: September 06, 2018, 08:14:55 am »
I noticed this in the first log you posted.

Code: [Select]
2018-09-06 12:23:48,165 DEBUG [pool-1-thread-7] stencyl.sw.util.Util: Running command: [C:\Program Files (x86)\Stencyl\plaf\haxe\haxelib.exe, run, openfl, -verbose, build, -debug, project.xml, flash]
2018-09-06 12:23:48,337 DEBUG [pool-1-thread-7] stencyl.sw.util.Util: Process 'haxelib.exe' exited with code: -1

It doesn't specify what went wrong, simply that haxelib exited unsuccessfully.

A first thing you can try is to see if running it yourself in a command prompt (on the student account) works. It should print out version info and a list of possible commands.

Code: [Select]
"C:\Program Files (x86)\Stencyl\plaf\haxe\haxelib.exe"
As yoplalala said, I can be reached on chat (see my forum signature) if you want to try to get this figured out more quickly. I'm often awake roughly from 7am to 12am Japan time.

The first one is explained here. It can be turned on to allow you to switch between 1x, 2x, 3x, etc asset scales depending on how large the game window is.

I guess a general guide to picking one or the other would be like this:
- If you only include 1x assets in your game, or if your game window cannot be resized (no fullscreen, no use of the resize blocks), this setting shouldn't matter. However, according to some reports, graphics can be a bit blurry at lower scales with this off. "On" may be better so you use the most appropriate asset scale for the screen size.
- If you use the Image API, and you want to be able to design everything at 1x and not have to worry about it, this should normally be kept off.
- Finally, if you need your Image API images to be drawn precisely according to the current scale, turn this on and handle the logic on your end to redraw the images when needed (fullscreen event, for example).

I think it's normally best to just use 1x scale for desktop targets, and optionally allow multiple scales only on mobile, where you don't know what device the user has. If you're only ever showing the max possible asset scale, this setting won't even matter.


The second option reduces how much memory your game uses by freeing up graphics that have already been uploaded to the GPU. Without this, graphics are generally present 1) as .png files on disk, 2) as data in system memory, and 3) as data in video memory. Enabling this removes the image from (2) once the data has been moved to (3).

- Not tested a whole lot, and not tested at all with the latest version.
- You can't access the image data, meaning
- - draw actor image doesn't work
- - get image for actor doesn't work
- - anything else that relies of accessing an actors image data won't work, such as certain transitions

If you want to enable this in general, while still being able to access the image data for certain actors, you can, by changing a setting in the actor type's properties tab.

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