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Messages - designpeg

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Ask a Question / How do you accept android licences?
« on: April 18, 2019, 07:50:53 am »
I'm getting a  'Warning: License for package Android SDK Platform 28 not accepted.'in my log when I try to compile for Android. I've tried everything to agree licences - running licences in terminal, clicking Y for al packages, but this still persists.

Also, at least in v3.4, tweeting an actor moved an actors pixel position on a device with a higher resolution between pixels, so that say on a 4x display the actor didn’t jump by 4 pixels, but you couldn’t position an actor at say X100.5, Y100.5. I found this lead to a jitter issue too when matching  a tweeting actor with a phi’s is following camera.

Hi, I initially had this issue with an actor that a player dragged whilst the camera moves with them.  I finally tracked it down to  the way the scene is drawn. Basically you need to ensure that any get ‘get position’ of actors, camera etc is done and acted on before any drawing is done, also I think I’m correct in saying that physics positions are updated every 100th sec, and on screen positions for non physics movements are updated AFTER they have been drawn, (around every 60th sec). In my app it ways these differences that led to jitter.

Hi, I thought the error must be why my game won't compile for android, there's another error just before the gradle warning : Error: A library uses the same package as this project, do you know what could be causing this?

jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/error.gif   false   ERROR   1554889347574003933   Failed: Running Android. (Return code: 1)
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889347574003932   stencyl.sw.util.StreamGobbler   [haxelib] 166 actionable tasks: 50 executed, 116 up-to-date
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/error.gif   false   ERROR   1554889347574003931   stencyl.sw.util.StreamGobbler   [haxelib] BUILD FAILED in 2s
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/error.gif   false   ERROR   1554889346046003930   stencyl.sw.util.dg.MessageDialog   Encountered errors while building your game.: Check your logs and post them to the forums.  - Please describe what you have been doing. Be as specific as possible.
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346046003929   stencyl.sw.util.StreamGobbler   [haxelib] See
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346046003928   stencyl.sw.util.StreamGobbler   [haxelib] Deprecated Gradle features were used in this build, making it incompatible with Gradle 5.0.
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346046003927   stencyl.sw.util.StreamGobbler   [haxelib] * Get more help at
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346046003926   stencyl.sw.util.StreamGobbler   [haxelib] Run with --stacktrace option to get the stack trace. Run with --debug option to get more log output. Run with --scan to get full insights.
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346046003925   stencyl.sw.util.StreamGobbler   [haxelib] * Try:
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346046003924   stencyl.sw.util.StreamGobbler   [haxelib] > Error: A library uses the same package as this project:
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346045003923   stencyl.sw.util.StreamGobbler   [haxelib] Execution failed for task ':app:processDebugResources'.
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/info.gif   false   INFO   1554889346045003922   stencyl.sw.util.StreamGobbler   [haxelib] * What went wrong:
jar:file:/Applications/Stencyl/sw.jar!/res/logview4j/images/error.gif   false   ERROR   1554889346045003921   stencyl.sw.util.StreamGobbler   [haxelib] FAILURE: Build failed with an exception.

Deprecated Gradle features were used in this build, making it incompatible with Gradle 5.0.

I'm getting this error when compiling for android, any clues?

Ask a Question / Re: Serious Question about the state of Stencyl
« on: April 09, 2019, 01:53:57 am »
Stencyl's latest version is great - loads of new features, and Stencyl's support and community is also great too. Any issues I have can be traced to Openfl, but that's beyond the control of Stencyl's team, but there too OpenFL seems to be a well-supported project with constant improvements being made too.

Ask a Question / Re: Help - iOS crash related to getFontHeight()
« on: April 09, 2019, 01:48:16 am »
Great thanks, I couldn't work out how to do the above - but finally found I needed to turn on the game controller feature in prefs. Now I can see more info relating to the crash. thanks - love the new game controller feature, found the bug - I'd left in a drawing block that I'd used during debugging with empty field, don't know why it doesn't crash the version I already have in the app store!

Ask a Question / Help - iOS crash related to getFontHeight()
« on: April 08, 2019, 05:55:07 am »
I'm trying to debug a crash, and struggling to get to the bottom of it.  When I debug in xcode, it shows the error as below.

I've tried turning off behaviours that use fonts - no difference.

This  app worked when compiled with stencyl 3.4

Crashes at :

with the error:
Thread 1: EXC_BAD_ACCESS (code=1, address=0x30)

any pointer on where to look would be appreciated!

Hi Justin, thanks for the in-depth explanation, you confirmed my gut instinct that it was down to OpenFL. I really love stencyl, but I'm just finding it really frustrating that performance has taken such a large step back for drawing, especially since the next project I'm working on was going to be almost all vector drawing with very little use of sprites, (ironically I'd decide to go this route for speed!).  Does Cairo do anything different with the image API that would make that slower too? or is it just my imagination?

Does Cairo handle SVG graphics? I've done a bit of work with rendering svg in v.3.4 which works great, but should I assume the performance of this would hit the same issues you cover above?

hi, yeah i’ve no complains about flash that works great. i’m publishing primarily on ios,  image api definitely seems slower, i’m drawing a simple vignette that closes and opens on a scene, it consists of on 4px strokes circle and a fillled ring, both change size over about 2 seconds, frame rate drops to about 10fps on a 2 yr old ipad, and not exactly smooth on an iphonexs

yup, it does, but those drawing elements are vital to my game.  i can’t understand how vector drawing could get so bad.   it seems like filling a couple of large circles results in 20fps on any apple phone over a year or two old. if it’s openfls fault, what were the openfl team thinking of to put out such a retrograde update,  if it’s stencyl a fault, i’m back to the same complaint , v4 is unusable for me.  the image api feels significantly slower too.

I'm feeling pretty despondent about it, I've been a paid up user for about 5 years, and thought I knew how to get the most out of stencyl and keep everything smooth,  now things that looked great in the previous version look like crap, choppy and jerky. Seriously thinking about jumping to some other development app.

Finding it really frustrating updating my apps - things that were beautifully smooth in the previous version are un playabley choppy with low fps now I've updated to the latest stencyl. If I didn't need to export for iphone x screen size, I'd go back in an instant. Can anyone tell me what benefits the lastest version of openfl brings to stencyl - it is statring to seem like a real regresion?

You could use get pixel colour - it will return 0 if your click lands on a transparent part of the actor. If your actors overlap, you'd need to make a list of affected actors, then select the one with the higher drawing order to make sure you got the one on top.

it looks like in version 4 you don't need to multiply the image origin position by the display scale. I've removed the  x scale from the set image origin blocks and everything is looking great.

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