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Messages - rrzl

Pages: 1 2 3 ... 12
1
Only small games are develop for the Nintendo Web Framework.
Most developer doesn't use unity. Some do, but not majority of them.
All the Triple-A studios, and most big Indies use C++ as far as I know.

Most have their own custom engine, that they use for most (if not all) of their games,
especially studios who make a lot of sequels. They do not create them from zero every time. That is ridiculous.

Unity is a game engine not a programming language. C++ is a programming Language.
(Nintendo Dev Kit comes with their own custom compiler, just so you know.)

Creating game in C++ doesn't take years. It depends on the scale of your game,
and your knowledge on that language. Also depends if you use an engine that uses C++ or make your own.
Commercial Engine like : Unreal Engine, Paradox Engine, Cry Engine....etc, uses C++
You don't really have to code from zero.

You can actually use other programming language too.
But C++ just have way faster performance and pretty standard on Consoles.

Just a side note : Stencyl uses Haxe. It can spits-out (translate) to a C++ application too.

2
But it doesn't mean HTML5 is limited, in fact Nintendo even runs all there games HTML5.

Erm, no. Where did you get that idea?
If you mean the Nintendo Web Framework, yes. WiiU accepts HTML5 games.
But, most developers that develop for it uses C++

3
Ask a Question / Re: app scaling
« on: December 10, 2015, 12:03:43 am »
Oh yes, right, theres that alternative too. Even better.
Completely forgot about that.

4
Ask a Question / Re: 90% Warning Fix Doesn't Work
« on: December 09, 2015, 11:32:36 pm »
You sure that .bat file is in the "root" folder? In the same place with Stencyl.exe?
Alternatively, you can also delete the content inside ..\Stencyl\runtimes\jre-win ,
and copy the content of the Java 64bit you installed, and put it in that Stencyl's "jre-win" folder.
Then change the first line of the .bat file from java^ to : runtimes\jre-win\bin\java^

5
Unless they already change the policy now. As far as I know, you don't actually need it, if you are not planning to use any of the Steam's feature, like the Stats, Achievement, Steam Cloud, Auto Update...etc.

If you need any of those feature, you need to implement that Api.

6
Ask a Question / Re: app scaling
« on: December 09, 2015, 02:15:15 am »
@behdad
You can import from whatever scale you want.
Later when you're done, you can always just uncheck the scale you don't need.

@rob1221
Alternatively, you can just set a higher minimum Api Level (Android version) to support.
Much faster than manually excluding all the devices one by one.

7
Ask a Question / Re: 90% Warning Fix Doesn't Work
« on: December 09, 2015, 02:00:54 am »
What Java version are you using?
You need the 64bit version of Java installed to use more RAM.
Either you don't have Java installed on your machine, or you have the 32bit version.
That 2gb .bat file you download uses the Java installed on your machine.

Download the Java - Windows Offline (64-bit) : https://java.com/en/download/manual.jsp

If you use the Stencyl application directly without using the .bat file,
it will use the Java that comes with Stencyl instead, thats in : ..\Stencyl\runtimes\jre-win
That Java is a 32bit version.

8
Ask a Question / Re: need help with animations
« on: December 08, 2015, 05:57:12 am »
If you are not new in game development, the only thing you need is just a quick look at this :
http://www.stencyl.com/help/view/mobile-joystick/

For everything else, just skim through this :
http://www.stencyl.com/blocks/

9
Ask a Question / Re: app scaling
« on: December 08, 2015, 05:44:54 am »
@TheIndieStation :
If you are using a larger base size,
you don't have to actually use (select) all the scale you know. Its not a must, and not mandatory.
You can always just use up to 2x scale max, and uncheck those 3x and 4x. I'm pretty sure that'll give you a smaller size.

@behdad :
What you set for the base size doesn't matter at all. 480*320 is just a suggestion. 
That suggestion was made quite some time ago.
What matters most, is : What resolution you want to support?
If you still want to support all the users that still using the old devices, go ahead, start with 480*320 base size.
Otherwise just start with 800*480.

It also depends on what type of game are you creating? Whats your business model?
Is it a Premium game? Freemium with ads? Free2play with in app purchases?
If its free with ads,
I suggest go with 480*320 to cover all bases. There are still a lot of people still buying the low end models.
If its Premium game / F2P with iAP,
I suggest go with with higher resolution as the base. Most people who owns or still using a low end model with those small resolution, might not even be interested in spending any money anyway. Of course there will still be a minority in those group that will actually spend some money, but still, its too small of a crowd.

Just my 2 cents.

As a side note :
2560*1440 has become pretty much the standard resolution on new devices that are released this year.
Sony has just released their Xperia Z5 Premium Smart Phone few months ago, that has a 4K screen (3840*2160).
I'm pretty sure the others wont just sit back and relax about it. Next year, it might just be the race for 4K screens.

10
What captaincomic said is, to execute android.bat from command prompt.
And see what output you get. That file is located here :
..\stencylworks\android-sdk\android-sdk-windows\tools\android.bat

Thats what CD command means. Change Drive.

Alternatively,
go to that folder, and :
hold Shift+Right Click (inside the folder area),
Select "Open command window here",
then type : android.bat
If all goes right, it will open up SDK Manager

11
Chit-Chat / Re: Appchina
« on: December 03, 2015, 07:06:28 pm »
Do let us know how it goes, and how you will get paid.
I got a feeling you have to implement their own api of some sort for the iAP,
and also have to use certain Ads network thats only recognize in China?

Unless, your only goal is to upload a 100% free game there.

12
Chit-Chat / Re: Appchina
« on: December 03, 2015, 06:52:42 pm »
That place is full of stolen mobile games.
I just browse around, and saw a game "Flip Champs" by suitcasenuke (one of our fellow Stencyler).
He released it couple of days ago on App Store and Google Play.
The current download for that game (in Appchina) is currently at 29 million. In just 2 days.

13
Ask a Question / Re: iAd is Crashing
« on: November 17, 2015, 03:51:24 am »
Ask a Question is mostly full of post asking about how to do things in Stencyl.
There's a very high amount of new post, daily.
Your post can get buried pretty easily, sometimes less than a day.
Not a good place to post about bugs/crashes.

Try posting in Bugs or Customer Only > Help Desk .
You'll get a faster reply.

14
Ask a Question / Re: Color Fringing
« on: November 16, 2015, 10:33:28 pm »
You need shader for that. I'm assuming you are targeting flash?
Shaders are not supported on Flash or iOS, and only partially on Android.

15
Chit-Chat / Re: Ludum Dare 34- Are You In ?
« on: November 07, 2015, 10:05:11 pm »
For LD, I'm thinking about trying to make a comic book game. I think having the game happen in a comic book would be an interesting and applicable to many different themes.

Like Comix Zone?

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