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Messages - ceosol

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Ask a Question / Re: iOS11 and Stencyl
« on: Yesterday at 08:22:23 pm »
I just released an app update 2 days ago and did not run into any problems.

The GUI never changed, there are still little glitches that was there 2 or 3 years ago!

I do not understand what you are talking about. Download any development engine and there are glitches and unsupported devices. At a local developer meetup three days ago, an avid Unity supporter/user said that he made the mistake of downloading a new version of Unity and now his game doesn't load. Apparently you cannot downgrade Unity versions after upgrading (according to him) so he has to wait for the Unity developers to fix all of the bugs. My first game in UE4 was completely finished. I put in the iOS certificates and provision profiles and clicked published. The engine crashed and corrupted the file to the point that it does not even open for me to copy any of the code into a new file.

I suggest you do the hard coding for a game yourself. It is more work building up your own game's engine from nothing, but at least you can customize the interface to your liking. For me, I do not want to deal with syntax in hard coding and will continue using Stencyl for the ease of exporting games.

I believe as a non-subscriber you do not have access to the private builds, correct? Version 3.4 was build ~9300. They are on build 9500+ on the private builds. There have been a lot of changes and support for more recently apple/ios development.

I do not believe that it supports iphone X, yet, since the device hasn't even been released. They need to see what Apple has changed before they can adjust the engine.

Ask a Question / Re: How detect if two actors are "near" each other?
« on: October 18, 2017, 07:37:29 pm »
or find the hypotenuse of the triangle

sqrt((x1-x2)^2 + (y1-y2)^2)

That is a tricky situation. With in-app purchases that are consumable, you can bypass restoring with strategic "use" placements. For these examples, let's call the regular currency "coins" and the in-app purchase currency "gems".

1. Easiest way is to have gems solely used for purchasing one-time-use items. That way you never have to worry about restoring it. Once gems are used in this way, by consuming, it does not need to be restored (which is the objective of having it be consumable).

2. If you allow for permanent boosts to be purchased with gems AND coins, I think that also bypasses the need to restore since the player could just purchase it with coins.

3. Finally, have whatever permanent boost be a part of a dual purchase with gems. Such as, you get a +5% permanent increase to attack strength and 100 gems. That way, you check for the non-consumable purchase of +5% attack strength and can restore it without necessarily having to restore the gems.

A way I bypassed this was by having the in-app purchase be for a "token" that was then redeemed (i.e. "used") for getting the gems. Since the token was consumed, it could not be restored.

Ask a Question / Re: How to remove an image from the screen?
« on: October 16, 2017, 12:00:32 pm »
Easiest to make an actor with no collisions and minimal physics. Then, just hide or show the actor.

Ask a Question / Re: Stencyl apk over 100MB needs expansion apk?
« on: October 16, 2017, 10:09:19 am »
Try: Debug > Game > Cleanup Unused Files

Yes, this.

If you have already saved the game with 1x, 2x, 4x, etc. all checked, those files will still be there. The only way to remove them is to uncheck those scaling options and then cleanup unused files.

Chit-Chat / Re: What makes a game a Great game?
« on: October 16, 2017, 10:07:53 am »
What makes a game great is highly subjective. Personally, I hate games that make people "rage quit", but they are incredibly popular on mobile.

Ask a Question / Re: Stencyl apk over 100MB needs expansion apk?
« on: October 12, 2017, 09:25:20 am »
1. I believe if you unchecked 4x right now and did "cleanup unused files", it would get rid of the high resolution graphics. So you might have to reimport the higher res graphics at 1x and uncheck the 1.5x, 2x, 4x, etc. At that point, cleanup unused files should shrink your apk to 10-15 MB.

2. Low end devices will usually be blocked anyway because of targeted and minimum versions (settings>mobile>version). The worst that will happen on the low end ones is a black or pink box will appear where the graphic should have been. Seeing your sprites, I don't think that you have any graphics that would do that.

Another possibility that you can try is chopping up your background image (that might be the biggest file size). If you turn that into screen-sized minimal actors and line them up, you should be able to significant reduce the resource drain on lower devices.

3. settings>mobile>display>scale mode ... You don't need to tween anything. I think your auto-rotate code also changes the scale mode. So you might already be scaling down/up to fit various devices.

Ask a Question / Re: Stencyl apk over 100MB needs expansion apk?
« on: October 11, 2017, 01:11:32 pm »
If you want to use Ceosol's suggestion then you'll need to block the smaller and lower performance devices because their lower memory won't be able to handle the larger images (scaling down in game doesn't reduce memory).  If you want to support those lower end devices then it's better to cut out the higher scales, although the game will look more blurry on larger devices.

This is true. However, I have made games in 2048x1536 resolution at 1x and never received complaints about missing images.

Ask a Question / Re: Stencyl apk over 100MB needs expansion apk?
« on: October 10, 2017, 08:21:37 pm »
I always go with 1 large size at 1x and uncheck all of the others. Scaling down gives quality results without needing the hefty file sizes.

Ask a Question / Re: Getting a rectangle to shrink periodically
« on: October 09, 2017, 11:31:04 am »
Drawing happens 60 times every second (I think). Meaning after 1 second, the width will trigger the shrinking 60 times in the next second.

Have your bar width shrinking in a separate event. There is a "do every" event that you can put your boolean and set ability blocks into.

Journals / Re: Castle Woodwarf
« on: October 09, 2017, 11:02:09 am »
What is the strategy behind your teams marketing? Do you just submit and hope it hits? Or did you guys reach out to several agencies/publishers? How did the armor sponsorship take effect? Do you just say "I have a game, give me monies"? lol I'm just trying to get an insight into this aspect of development. Any tips or knowledge would be greatly be appreciated. I would personally DM you guys, but just hearing any aspect of your teams stories could benefit alot of aspiring devs here including myself :)

Domo would have a better answer for most of that.

- We did not have a publisher
- We did not contact any advertising agencies
- Most of our own advertising has been through twitter #gamedev #indiedev #gameart #pixelart
- Domo did cross-promotion within the app. There is a button in the flash versions to open up the mobile website.

Journals / Re: Castle Woodwarf
« on: October 08, 2017, 04:33:35 pm »
I would suggest using the FGL Enhance extension. I have a quick guide in that forum topic. You can easily set up Chartboost, Admob and 30 other ad agencies all from one source.

Chit-Chat / Re: Appstore Take over, China edition
« on: September 29, 2017, 10:06:49 am »
That's awesome! It is a shame about the US-China export laws having been changed. Now we need to have written approval from the state department or something absurd to have in-app purchase distributed to China.

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