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Messages - derekfc

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1
Fixed Bugs (3.x) / Re: Unexpected Problem
« on: October 18, 2014, 11:01:12 am »
I received perhaps a similar error -
Stencyl Build 7895, MacMini 2012 i7, 16gb ram, lots of free space, etc. OSX 10.9.5
Xcode 6.0.1, Build Version 6A317

I imported a game that I know works on another computer, and opens fine and plays in Flash Player fine on the Mac Mini.
Other computer MacBookPro 2013 has exact same configuration, and the simulator opens fine.

Notification and Log information below.  Please help with any suggestions!  Thanks!

FROM LOG VIEWER
========================

Level:     ERROR
When:      2014-10-18 13:36:04
From:      root

Unexpected problem on thread AWT-EventQueue-0: null

Throwable: java.lang.NullPointerException
     at stencyl.sw.app.filewatcher.ExternalAppLauncher.cleanSimulatorFolder(ExternalAppLauncher.java:1230)
     at stencyl.sw.app.App.runPadSimulatorHX(App.java:1638)
     at stencyl.sw.app.App.access$1000(App.java:90)
     at stencyl.sw.app.App$7.callWhenDone(App.java:1412)
     at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:88)
     at stencyl.sw.app.tasks.SaveGameTask.done(SaveGameTask.java:66)
     at javax.swing.SwingWorker$5.run(SwingWorker.java:717)
     at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(SwingWorker.java:814)
     at sun.swing.AccumulativeRunnable.run(AccumulativeRunnable.java:95)
     at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(SwingWorker.java:824)
     at javax.swing.Timer.fireActionPerformed(Timer.java:291)
     at javax.swing.Timer$DoPostEvent.run(Timer.java:221)
     at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
     at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:715)
     at java.awt.EventQueue.access$400(EventQueue.java:82)
     at java.awt.EventQueue$2.run(EventQueue.java:676)
     at java.awt.EventQueue$2.run(EventQueue.java:674)
     at java.security.AccessController.doPrivileged(Native Method)
     at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:86)
     at java.awt.EventQueue.dispatchEvent(EventQueue.java:685)
     at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
     at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
     at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
     at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
     at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
     at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)



Level:     INFO
When:      2014-10-18 13:36:04
From:      stencyl.sw.io.write.MasterWriter

Done writing game.


Level:     INFO
When:      2014-10-18 13:36:00
From:      stencyl.sw.io.write.MasterWriter

Saving game in place.

Level:     WARN
When:      2014-10-18 13:35:57
From:      stencyl.sw.editors.game.mobile.MobilePage

Could not parse the version number of one of your iPhoneSimulator SDKs: iPhoneSimulator.sdk


Level:     WARN
When:      2014-10-18 13:35:57
From:      stencyl.sw.editors.game.mobile.MobilePage

Could not parse the version number of one of your iPhoneSimulator SDKs: iPhoneSimulator.sdk

FROM POPUP AFTER FAILED BUILD / SIMULATION ATTEMPT -
SAYS "OOPS, SHOULD NOT HAVE HAPPENED, POST IN FORUM, ETC."
===================================================================

Unexpected problem on thread AWT-EventQueue-0: null
java.lang.NullPointerException
     at stencyl.sw.app.filewatcher.ExternalAppLauncher.cleanSimulatorFolder(ExternalAppLauncher.java:1230)
     at stencyl.sw.app.App.runPadSimulatorHX(App.java:1638)
     at stencyl.sw.app.App.access$1000(App.java:90)
     at stencyl.sw.app.App$7.callWhenDone(App.java:1412)
     at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:88)
     at stencyl.sw.app.tasks.SaveGameTask.done(SaveGameTask.java:66)
     at javax.swing.SwingWorker$5.run(SwingWorker.java:717)
     at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(SwingWorker.java:814)
     at sun.swing.AccumulativeRunnable.run(AccumulativeRunnable.java:95)
     at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(SwingWorker.java:824)
     at javax.swing.Timer.fireActionPerformed(Timer.java:291)
     at javax.swing.Timer$DoPostEvent.run(Timer.java:221)
     at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
     at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:715)
     at java.awt.EventQueue.access$400(EventQueue.java:82)
     at java.awt.EventQueue$2.run(EventQueue.java:676)
     at java.awt.EventQueue$2.run(EventQueue.java:674)
     at java.security.AccessController.doPrivileged(Native Method)
     at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:86)
     at java.awt.EventQueue.dispatchEvent(EventQueue.java:685)
     at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
     at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
     at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
     at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
     at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
     at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

2
Hi rob1221,

Thanks for the info.

Sorry to belabor this, but I want to make sure we do the right thing... as we just spent a bunch of time reproducing all the scenes in 1,980 x 1,280 based on the prior input, and if that is not the right direction, I want to make sure I understand well, as we're trying to coordinate with kids 7-10, and as you might imagine, rework is not their favorite... :-)

In response to your comment: "Your scene should be designed at 1x and its size will depend on your scaling mode and how your want your game to look.  For Scale to Fit (Full Screen), you must use a scene size larger than 480x320 as there will not be enough space.  I think the minimum is 568x360 (don't remember how I came up with that)."....

_How we want the game to look_.... our desire is consistency / playability across iOS devices as much as possible  (and if we can, future extensibility into Android - but let's not worry about that for now... ).   Whatever scaling mode will work best / easiest, we're happy to try it...

It is a pretty simple top down shooter progressing through waves / scenes, each with a fixed area (the Camera is always on one area per scene).
We'd love to set up for 1 scaling approach and have it be generally applicable as much as possible to create / maintain 1 code base...

So, we'd love for one file to be playable / scalable across both iPads and iPhones with minimal variation / impact on play.

RE: _"you must use a scene size larger than 480x320 as there will not be enough space. ... minimum is 568x360"_ - is this because of differences in dimensions of iPads vs. iPhones ?  Will this require re-creating a bunch of new scenes of different dimensions?

By the way, with further testing / tweaking, for a revised game comprised of 1,920 x 1,280 scenes, when we set to Game Settings / Mobile = Scale to Fit (Letterbox) & Maximum Scale iOS changed to 4x  (even thought they were imported at 1x = 128x128), it worked for the iPhone 5 - although given screen size, things were pretty small / but basically playable...

Given we've already done all the work, I'm wondering if we should just have 2 versions - an iPhone 480x320 (but will this work, if separated, straight for iPhone 5 given your scaling minimum described above??) and an iPad (1,920 x 1,280) - for now?    The reason I suggest that is that Stencyl does not seem to allow a change in pixels per scene once created, so we're needing to rework scenes for different dimensions if we want to change the tile sets dimensions, etc....  (not ideal, however, from a maintainability perspective...)

not sure we fully understand where the degrees of freedom are on this, but essentially we recreated a whole set of larger scenes (1,920x1,280) to bring in the 128x128 at 1x per what we'd interpreted per the prior communications....

Sorry if we're misunderstanding things... we've really tried to review / work through everything we can find on proper mobile scaling for Stencyl, but this is has been confusing for us...   

Hopefully this helps clarify our goals / status...  any additional details / suggestions will be most appreciated.  Thanks so much!

3
Hi and thanks for your response!

Based on the reply of rob1221, we reproduced all our scenes in 1,920 x 1,280, with 15tiles * 10 tiles of 128 x 128. 

As all the tiles were sized for 128x128, we imported all of them at 1x (or 4x what they would be when scaled _down_ to 480x320).

Good News: Seems to be working well on a) iPad 4th gen and b) iPad Mini Retina (there is a bit of room left over at the bottom when in the Scale to Fit (Full Screen) mode.  Looks good, very playable.

Bad News:  Now, it does not scale well to an iPhone 5. 

I'm attaching 2 screen shots...
1) of our original problem - you'll see a full screen of tiles / monsters, etc. which only takes up a portion of an iPad mini screen.  This is now "fixed" with 1,920 x 1,280 scenes and primary Game Settings / Settings / Display of 1,920 x 1,280.
2) of our current problem - our boys have a text "note" as part of the intro that should take up most of the full screen - however, this is cut off - only 1/4 of it shows on an iPhone 5 landscape screen, and the rest is blacked out.   Shouldn't this automatically scale if it works on the iPad's?

Any suggestions would be much appreciated.  Thanks so much! 



4
Thanks so much - any suggestions for converting a 32x32 tile set into 128x128?  That will be our next big hurdle... 

Really appreciate your response!  Thanks again.

5
Thanks - we have tried playing with them - multiple different approaches, but to no avail - including Scale to Fit - Full Screen.   It doesn't seem to be our problem, unless I'm missing something we need to do other than the scaling settings... 

If it is supposed to scale automatically from 480x320, I imagine it must be something with the relationship between the tiles / assets at 4x?

Or we need to build at the larger dimensions to scale down?    Thanks again...  Any other suggestions welcome.


6
Hi - We'd really appreciate some advice on mobile app scaling.

We've used a StencylForge Tile set which is 32x32, and we've imported graphics at 4x.
Each of our scenes is set to 15X10 tiles, or 480x320 landscape.

Informed by the notes at  http://www.stencyl.com/help/view/mobile-app-scaling/ :
1) "Design at 1x (Standard) resolution. Regardless of what the game is targeted towards, you'll be designing your game at a standard resolution, most commonly at 480 x 320"
2) "Draw and import your graphics at 4x resolution"

We're trying to design a game that can scale to either iPhone or iPad (and maybe in future to Android mobile devices, but for now we're just trying iOS).

We're able to get a playable build onto an iPad, but regardless of what Mobile screen scaling we apply, it always sizes to about the size of an iPhone.

Do we need to build the game at 4x instead ?? - meaning either:
a) 1,920 x 1,280, with 15tiles * 10 tiles of 128 x 128 ?? Which would mean we'd need either an entirely different Tile set, or to resize them to 128 x 128? or...
b) 1,920 x 1,280 with 60 tiles * 40 tiles of 32 x32, and basically, like a "retina" display, make 4 of our 32X32 tiles for what we would have designed as 1 tile in 480x320?

Or try something else?? Building it at 4x seems inconsistent with the recommendation to design for 480x320...

Please help clarify... Thanks so much.  I've got a 3rd, 4th, and 5th grader who've built a game as a summer project, and they can't wait to get it scaled and show their friends... Thanks again.

7
I am having the same issue - I have Studio licensed Stencyl (latest licensed private build), and am using it on a MacBook Pro Mid-2010 15" running on the latest Mavericks.  I have the correct JDK 6 installed.  I'm trying to test on Android on a Google Nexus 7 tablet (KitKat).

I have been able to get a number of versions of a game to load on the Nexus 7, but only 1 has opened (briefly).  The rest have resulted in notification on Nexus of "Unfortunately My Game stopped working.".

I'm a bit of a noob at this (a dad trying to help his sons develop a simple game and test on tablet...), so don't know whether the comment above about 64 bit OS applies to me (as my computer is 64 bit Mac). 

I did set the mobile target to KitKat, as suggested.

Any suggestions would be greatly appreciated.  Thanks.

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