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Messages - harshhsrah

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1
iPhone / iPad / Android / Re: First game made with Stencyl released!
« on: November 28, 2018, 01:09:53 am »
Thanks for the feedback and the appreciation.
For this game I haven't focused much on the game design but have tried to understand how to use Stencyl specifically for the kind of games that I make. So this was kind of getting a hang of Stencyl with no particular monetisation expectation (from the mobile market). It is actually designed as a PC game with 150+ levels (10+ hours of gameplay) for an audience who is used to these kind of games .

I have planned  a point and click adventure as a 2nd game with Stencyl after which I will probably will get on with Stencyl as my exclusive game dev engine. I am also thinking of doing a beta run of that game on this forum.


2
iPhone / iPad / Android / First game made with Stencyl released!
« on: November 27, 2018, 09:26:37 pm »
Hi all

Happy to announce that I have released my first game made with Stencyl.
It is available on Google Play for now. It will be released on Apple App Store as well.
On PC/Mac a slightly different version will be released as a premium game over the next couple of months.
As a small independant game development studio, I have released more than 50 games for mobile devices but over the past few years since the mobile market got super tough for indies, I started focusing on the PC game market and have released around 15 games for PC/MAC...I make casual games for a older female demographic.

'GO Team Investigates' is sort of a trial for me for using Stencyl. It was more about learning Stencyl and understanding what could be done with Stencyl and what were its constraints. So it surely will have some bugs and other issues.
The game is a mashup of solitaire card game, mahjong tile match game and some logic puzzles. As I said before it is directed towards the older female casual game player and may appear somewhat out of place among  the usual Stencyl games presented here.

GAME DOWNLOAD LINK:
https://play.google.com/store/apps/details?id=com.playtinum.SCG12

Have Fun!

3
Extensions / Re: Chartboost Mobile Ads (Updated Apr 27)
« on: November 23, 2018, 06:05:54 am »
Thanks for the update Rob1221.
I have an active account with Chartboost for some of my games which were done using a different engine, so was trying to get this working.
Anyway, as I see most of the Stencyl extensions for ads aren't being updated regularly so any suggestions on what I should be looking for? Any idea what the community in general is using? Stencyl has Admob built in but the video ad support isn't there (at present videos are the only ones that are monetizing to some extent).
I saw an extension for Unity Ads but haven't been able to get it to work smoothly yet.

4
Extensions / Re: [Unity Ads] Need help testing new extension on IOS
« on: November 23, 2018, 05:32:29 am »
I tried using this extension for Android and am not seeing any ads (I have the test mode enabled).
Am I doing any mistake anywhere?

*** Edit ***
Tried the same code on iOS ...it shows the video ad properly but the rewarded video shows a blank no/play  popup and crashes if play is pressed.
Android still isn't showing any ads

5
Extensions / Re: Chartboost Mobile Ads (Updated Apr 27)
« on: November 23, 2018, 01:41:22 am »
Is this extension not being updated now?
I tried using this with Stencyl 3.4 which works fine but throws up errors while compiling in 3.5

stencylworks/engine-extensions/chartboost/MyChartboost.hx:12: characters 7-23 : Type not found : openfl.utils.JNI
Class<MyChartboost> has no field cacheInterstitial
Class<MyChartboost> has no field cacheRewardedVideo
Class<MyChartboost> has no field showInterstitial



6
Chit-Chat / Re: Where I've been, and What I've done.
« on: November 17, 2018, 09:38:32 pm »
Welcome back!
I am relatively new here. I run a small game development studio and have released more than 50 games on mobile and around 15 games for PC/MAC...we make casual games for a older female demographic.
It is good to read about such experiences.
We were evaluating shifting to GMS2 around a year back...before that we were using our own framework built with Adobe AIR. Our core team is more design & art oriented so we wanted a simple engine. At that point we felt GMS was far better than Stencyl but couple of months into evaluation we ultimately zeroed in on Stencyl. I think many of the points that you have listed hold true and it does help to assess your own specific needs and see which engine fits and what are the things that you can compromise. For us the downside was difficulty in using the software in a team setting (e.g. exporting scenes across team members) and we needed a slightly better scene editor for non tile set games.
Anyway we worked around that and have our first Stencyl game ready for release...there were some issues but most of them could be sorted out with the basic stencylpedia manual and some free extensions ...so we haven't yet got into the custom tool building which actually is what we expected from the engine.

So have a good time with Stencyl and best for the future

7
Ask a Question / Re: compiled game is 64 bit ...Can it be built as 32bit?
« on: November 17, 2018, 01:35:09 am »
Will check b9300 but I need to use 3.5 for my game as there are some limitations with the 3.4 public build and can't go back now.
So is there any way that I can compile a 32 bit exe while running Stencyl 3.5 on a Windows 64 machine?

8
Ask a Question / compiled game is 64 bit ...Can it be built as 32bit?
« on: November 16, 2018, 10:28:13 pm »
We need the compiled Windows exe to be 32 bit which is the requirement of my distributor. Currently the game exe is showing as 64bit and is built using a Windows 64 bit machine. Can we compile and build a 32 bit .exe for the game on a 64 bit machine.
I read elsewhere in the forums that stencyl builds a 32 bit game by default, but it doesn't seem to be the case.

9
The tweening library in Stencyl has changed in the latest build ....any pointers on how to implement the bezier curves there?

10
fourth time lucky!
Have been uninstalling and re installing Visual Studio with C++ and it worked after 4 attempts
No particular reason why it worked ...I was doing nothing different during each install...just hours spent in trying to find a solution and unnecessary downloads of around 30GB
I think we should have a small size download of all this stuff just what is relevant to Stencyl

11
Tried reinstalling Visual Studio, Adding the C++ tools etc. Now the error has changed to
'stencyl could not automatically setup MSVC' and Missing HXCPP_VARS

Looks like this is a visual studio thing ...but a plain simple installation with C++ should be enough as mentioned in various forum posts...I have managed to compile and run Stencyl on multiple machines (both PC & MAC) but this setup on a new machine is giving me problems.


12
Am getting this error after did a new install of Stencyl(b10059) on a Windows laptop.

Error: 64bit is not automatically supported for this version of VC. Set HXCPP_MSVC_CUSTOM and manually configure the executable, library and include paths

Not exactly sure what I am supposed to do. Can some one explain what steps I need to take here

13
Alt+Tab or Cmd+Tab on PC/MAC switches windows but music in the game continues to play which shouldn't happen
Any suggestions how to pause this ?...
I have fiddled with the focus event but with no success...I am using (3.4 b9300)
If I am running the game in windowed mode and use the minimize/maximize controls in the window corner, the window does lose/gain focus properly and using that event I can control the pausing of music,  but alt+tab is still a problem and is not affecting the focus at all (both in case of window or full screen) which is odd

14
I found this to be somewhat strange
The iOS build of my game gets installed on the device but is stuck at the 'Replace Me' screen and closes automatically after some time.
The same game builds work smoothly on android devices, Mac , PC and iOS Simulator. The iOS testing device I am using is an iPad running on 9.3.5.
Anyone else experienced this and is there any solution?

15
I had tried earlier setting the actor with normal physics and rotation allowed, but didn't work. The weird things is that I am able to get this working properly on flash,mac and now you say its working on linux as well.  Can someone try it on windows and let me know if it is a problem specific to me or the build that I am using. I am trying it with 9300 (3.4)

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