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Messages - Justin

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Ask a Question / Re: Unoptimized APK from Stencyl
« on: December 05, 2019, 04:17:19 pm »
Hey Guzzz! Sorry about this.

The first error you ran into (undefined reference to 'hx::gMultiThreadMode') is likely caused by old code being cached and not being updated when you build your game in the new version. You should be able to fix this just by cleaning your game.

The errors you ran into with the text blocks, I'm a little surprised about. Some text blocks were updated recently to fix issues with line/letter spacing and how text draws when scaled. Stencyl has a mechanism for automatically regenerating code when a change like this is made. For some reason, it doesn't seem to have happened for you, so it makes you open the behavior to trigger the code update. This is why the errors went away after opening the behavior.

HeyZap is a third-party extension so I don't know right away what might have happened with that. If you want to message me on discord, we can try to figure that out live, or you can continue the conversation here.

Ask a Question / Re: Xcode Project Won't Build
« on: December 05, 2019, 03:40:06 pm »
If you run the game in debug mode it should give you more info, showing you the behavior that's coming from. (I'd suggest testing in Flash or HTML5 since they're automatically debug mode and will compile faster.)

Ask a Question / Re: Xcode Project Won't Build
« on: December 05, 2019, 04:34:43 am »
If you download Stencyl fairly recently, you may have gotten a version that has an issue installing Neko. can you compile for any other platform at all? If so, that's no the issue. But if that is the issue, download b10470 or later (the current subscriber's build) and try again.

Did you open Xcode through Stencyl, using Tools > External IDE > Launch Xcode? If not, please open Xcode in this way because it allows it to use the same build environment that Stencyl does. Then, to build in Xcode, select the default target (it should be the name of your app), not "Build Haxe". However, don't delete "Build Haxe" either. That's a workaround that you don't need if you open Xcode through Stencyl.

Ask a Question / Re: Cannot compile on HTML5
« on: December 04, 2019, 04:18:05 am »
Sorry about this, looks like there was a problem with the Neko 2.3.0 update. I've released a new build that should fix it for you. It should tell you you need to update Neko when you try to compile, and after updating, it should work. If not, there's still something wrong.

Ask a Question / Re: Cannot compile on HTML5
« on: December 02, 2019, 04:54:49 am »
Did you download the private build of Stencyl?

Ah, that's right, you're using an older version of the extension. My bad. Glad you worked it out.

You need to specify special offsets to the dialog bounds when a face is shown.

Ask a Question / Re: Cannot compile on HTML5
« on: November 27, 2019, 04:25:35 pm »
Looks like HTML5 output is simply broken on macOS Mojave and later with the current public build of Stencyl. The current subscribers-only builds have already fixed the bug. A new public build will be released in the coming days.

Ask a Question / Re: Unoptimized APK from Stencyl
« on: November 25, 2019, 05:49:31 pm »
The aforementioned update has been done, so when you publish for Android with the latest build, it'll export as an aab instead of an apk.

Ask a Question / Re: Errors during Android testing
« on: November 18, 2019, 04:52:37 pm »
It looks like it's due to gradle trying to download over http. They probably recently shuttered their http access, so now it needs to be downloaded over https.

Go to "[Stencyl]/plaf/haxe/lib/lime/lime/templates/android/template/gradle/wrapper/" and change http to https in "distributionUrl".

Delete C:\Users\corba\.gradle\wrapper\dists\gradle-4.7-bin. You may also need to run (Tools > Game > Clean Project), but I'm not sure. Then try building your game again.

Ask a Question / Re: Target android platform is no longer supported error
« on: November 16, 2019, 06:07:45 pm »
From the versions page, click "Manage Installed Versions" and then "Download Android Tools" to get new android platforms. API 28 is your best bet right now, since anything lower won't be accepted by Google Play anyway.

The latest private build (accessible to ultram as a subscriber) makes the UI here a little bit friendlier, but we could probably still do a bit of work with it.

Ask a Question / Re: DataUtilities Issue
« on: November 15, 2019, 04:45:55 pm »
Looks like the extension needs to be updated for the version of Stencyl you're using.

I've submitted an update to the extension author, so it shouldn't be too long before that's available. In the meantime, you can manually make the change yourself if you want, or download the whole modified extension.

(To anybody looking at this page in the future: the latter link will become invalid in the future. Please see the external data extension topic for the latest version.)

Ask a Question / Re: default.pak causing problems
« on: November 13, 2019, 07:52:17 pm »
Oh, sorry, I saw your other thread and I made the fix, but I've been a little busy and forgot to upload it and let you know.

I've pushed it just now. You can try b10450.

Ask a Question / Re: Error: Unexpected Problem / Log attached
« on: November 13, 2019, 06:01:36 pm »
You don't need to delete anything. You can have as many versions of Stencyl on your computer as you want. Once you're comfortable with the newer version, you can get rid of the last one.

The private builds are currently distributed as zip files on Windows, so you can just unextract the new version anywhere you want. Even when using the installer, there's really no need to install it to Program Files. You can just install Stencyl anywhere, and have multiple copies of it if you want.

It is a good idea to make a backup of any projects you're currently working on when you update Stencyl. The data formats may be changed in any update, and if you find some bug in the newer copy of Stencyl and want to roll back, it's helpful to still have a copy of your game from before you updated.

Ask a Question / Re: default.pak causing problems
« on: October 25, 2019, 09:17:30 pm »
The .pak file is preferable over individual assets because it results in fewer web requests, allowing the assets to be loaded faster. The savings are especially apparent for people with slower connections. If you can work with the client to figure out what the problem is with loading the .pak file, that would be preferred.

Undoing the .pak output on your side will require a bit more work than putting a line in the openfl settings, and is only something that's possible for subscribers.

Copy the file at [stencyl install]/sw.jar/res/templates/project.xml to [stencyl workspace]/templates/project.xml.
(sw.jar can be opened as a zip file, and the templates folder will need to be created in your workspace.)
Then, in the copied file, near the bottom, find the line <library name="default" type="pak" if="publishing" /> and delete it.

We may offer options for determining how assets are packed (or not packed) in the future, but for now you'll need to make do with this workaround.

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