Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bobbyck

Pages: 1 2 3 ... 8
Ask a Question / Re: Upgraded Now No Simulator Options
« on: February 03, 2018, 01:04:08 pm »

I understand your frustration. From my experience, Stencyl 3.4 doesn't work with xcode 9.2 and I had to downgrade xcode to get simulators to work.

I managed to downgrade mine following the instructions here:

Basically, I uninstalled XCODE, and then to clean up all the remaining XCODE files,  I copy/pasted this line in the terminal program:

rm -rf /Applications/ /Library/Preferences/ ~/Library/Preferences/ ~/Library/Caches/ ~/Library/Application Support/Xcode ~/Library/Developer ~/Library/Developer/Xcode ~/Library/Developer/CoreSimulator

After that, I downloaded an older version of XCODE (8.3.2) from the Apple Developer website:

8.3.2 Supports up to IOS 10.3.

I am unsure what the maximum version of xcode can be supported by stencyl 3.4.

I hope this helps.

Ask a Question / What version of Android/IOS should I compile to?
« on: February 03, 2018, 12:56:54 pm »

I'm ready to do a final compile for a mobile project in Android/IOS and would really appreciate if anybody can give me some insight into what the minimum/target versions of Android and IOS I should aim for.

Currently I'm on Stencyl 3.4 b9300.  My Mac pc is high sierra and xcode is v8.3.2 which supports upto IOS10.3. I've tried upgrading 2 months ago to the Stencyl 3.5beta, for both win10 and macos,  but that didn't end well. So, I have reverted back to 3.4.

In Stencyl 3.4 for android, I have minimum 19,  target version 22. Would this be suitable? 

For IOS, my project is minimum version 9.0 and target 10.3. Xcode 8.3.2 supports up to IOS 10.3. Would this be suitable? One of the simulators does pop up a message that this version of IOS is outdated. I also guess that it wont work on Iphone 8 / 8 Plus / X or some of the newer Ipads. And I have no idea anyways if a build from Stencyl 3.4 would work on those devices anyways.?

Does anybody know the highest version of Xcode that Stencyl 3.4 supports? Should I try to install XCODE9.0 to get IOS11? Should I install Stencyl 3.5Beta? (and have any of you successfully published with the 3.5beta?)

Any insight would be much appreciated.

Thank you.

iPhone / iPad / Android / Re: The Smallest Story - available on Android
« on: January 30, 2018, 07:51:38 am »
Even though this was a bit on the short side, I did enjoy this quite a bit.

Ask a Question / Re: Admob Interstitial Ads
« on: December 28, 2017, 03:23:51 pm »
Thanks for the pointers.


can i ask what version of stencyl are you using?

Ask a Question / Admob Interstitial Ads
« on: December 26, 2017, 08:43:20 am »

I'm trying to setup interstitial ads and for the life of me, I can't figure out what I'm doing wrong.

1) In settings -> monetization I have "admob ads" enabled and "test ads" enabled.
2) Under Interstitial key I have entered the admob key "CA-APP-PUB-X/X".
3) In the loading scene of my project I have the block "Initialize admob ads with APP ID CA-APP-PUB-X~X"
4) In the gameplay scene, when it is created, I have the block "load admob fullscreen ad"
5) I have an event to go off after 30 seconds "show admob fullscreen ad" but nothing shows.

Am I doing something wrong?

Thank you for any help!

Ask a Question / Android APP ID - APK Error
« on: December 16, 2017, 08:01:48 am »

I'm trying to upload a package to the play store, but when I upload the APK I get an error:

"Upload failed
You need to use a different package name because "com.example" is restricted."

Under "settings -> mobile -> app id" i have a proper APP ID entered.

I  have also opened the androidmanifest.xml file to check what is in there, and it is "com.example.myapp". I have edited the XML file and added in the proper app id. After re-compiling, the problem with the APK file persists and the XML file reverts back to "com.example.myapp".

(the Androidmanifest.xml file i found in AppData\Roaming\Stencyl\stencylworks\games-generated\giftmas\Export\android\bin\app\src\main)

I have also tried cleaning the project.

Any ideas?


Ask a Question / Mobile Joystick Sample
« on: December 11, 2017, 08:31:41 am »

Anybody have any sample for a mobile joystick using the stencyl built in one?


Ask a Question / Re: Moving platform does not push player with it
« on: November 22, 2017, 12:11:22 pm »
There used to be a behaviour on Stencyl Forge called Ride Platform, maybe it is still available.

I used this in the past and it worked fine. I just checked and its still there.

Journals / Re: When I was a Kid - Journal
« on: November 22, 2017, 12:09:32 pm »
Looks interesting.

For the platforms, theres an inbuilt behavior "follow path" that you can use to set what path you want a platform to follow.

There is also on on StencylForge (the icon in the Stencyl toolbar) a "Ride Platforms" behavior.

I used these both in the past and they worked fine.

Ask a Question / Re: [SOLVED] set x on screen
« on: November 22, 2017, 10:48:35 am »
I couldn't get it to work that way, so I used the anchor to screen. It's still not working perfectly (offset by about 15 pixels on some scales), but close enough.

Thanks for the help, completely forgot about anchor :)

Ask a Question / Re: set x on screen
« on: November 22, 2017, 09:41:58 am »
Hi Colburt,

I've tried that. It's placing it to 320 in the scene and not 320 on the screen. I'm guessing something is just not working right here.

Is there any other way to achieve the alignment to right?

Ask a Question / Re: set x on screen
« on: November 22, 2017, 08:20:44 am »

The code.

The large white outline just to the right of camera center. (The black box is just a placeholder showing where camera center is).

I have other actors set to use the exact same code but use "set  y onscreen" instead of "set  x onscreen" and they work fine.

Ask a Question / [SOLVED] set x on screen
« on: November 21, 2017, 01:36:04 pm »

I'm trying to set an actor to the right hand side of the screen.

I'm using :

set (X on screen) to (screen width) - (width of actor) for (actor)

However, its not setting it to the right hand side of screen, but rather to the camera center.

screen width is indeed returning the correct screen width (320px). I used  "draw (screen width)" to confirm that the output was correct.

Am i doing something wrong here? Is there another way to do this?


Ask a Question / Re: Long compile times
« on: November 19, 2017, 12:54:21 am »
Terrain+tiles are broken in the latest nightly build.

Square terrain do not maintain their x,y position in a scene, they all move to the top left of the screen/scene.
Polygonal terrain maintains their x,y position, but they do not maintain their shape. i.e some sides of the shape are missing.
Circular terrain seems fine.

A row of about 10 square tiles in a row, they all merge into a  single block on compile, with the exception that the first tile is a merged as a triangle instead of a square.

In the latest stable build (9300) the above is not an issue and terrain/tiles work properly.

Ask a Question / Re: Long compile times
« on: November 18, 2017, 11:51:27 am »

On the latest stable build IOS simulators do not show up. I'm guessing this is some kind of compatability issue with the latest xcode.

On the latest nightly build, IOS simulators work fine, however each compile/re-compile takes 15 to 20 minutes (even when there are no changes in the project, ie an empty project file with a blank scene).

Compile to MAC work as normal (under a minute after the 1st compile)

Pages: 1 2 3 ... 8