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Messages - MikePL80

Pages: 1 2 3
1
Ok I found a work around..

In the behavior I set the action I wanted to complete as a custom event and then instead of enabling and disabling the behavior for the actor I added the block 'trigger event "...." in behavior "...." for actor'.

I still don't have an idea why I needed to do this to make it behave in Android when it is working fine in Flash but whatever, It's working now so I can plod on  :)

2
Hi

I have a scene that when actors get in an exact location then as well as many other things a behavior is enabled. The actors are set to When Created 'Disable behavior "  " for self' and when the actors are in place to enable the behavior.

This works perfect in Flash but on Android the behavior is ran as soon as the actor is created even though it's set to disable when actor is created??? Is there another thing I'm missing you have to do to satisfy Android to prevent the behavior from just running itself?

This has me pulling my hair out..  :-[

Many Thanks

Mike

3
Ask a Question / Should I remove image instance after fading out?
« on: February 22, 2016, 03:47:16 am »
Hi

I have a scene using many images attached to  the scene from file at different points of the game. I was just wondering if the image is constantly using a little memory while it is in the scene even if it is faded out?

I only ask because I'm not sure if I need to set a delay for the same time as my 'fade out instance' to 'remove image instant of image' after I have faded it out to free up resources or not?

I know with actors it's best to kill them off when they are not being used and have been faded out but I'm not sure if this applies for images also.

Thanks..

Mike

4
Nevermind, Ignore me..

The 'current scale' block does exactly what I was looking for, I just tested it wrong the first time lol

Thanks

5
Hi,

I've been playing around a little with the image API and as far as I can tell it's not much good if you want to use image from file and your game is running on a phone/tablet with multiple scales, Please correct me if I'm wrong on this.

As a way around the scaling problem I was wondering if there is a block to 'get' the current scale ie 1x 2x etc and then return that imformation so you can load you own scaled images from file?

I noticed the 'current scale' block but not sure if that this is for that purpose..

Thanks for any help

Mike

6
Ask a Question / Re: Kill actor but leave actor image in scene..
« on: February 14, 2016, 03:27:54 pm »
I found the (attach to screen block)

Thanks for your help Ceosol

7
Ask a Question / Re: Kill actor but leave actor image in scene..
« on: February 14, 2016, 03:21:27 pm »
Ok I offset the drawn image to test it and it is being draw so that works but the problem I have is when I kill the actor the drawn image is also being killed..

Is there a way to attach it to the scene rather than self?

Thanks

8
Ask a Question / Re: Kill actor but leave actor image in scene..
« on: February 14, 2016, 03:05:55 pm »
Well this is the blocks I used but when I test it the actor is killed but no image is draw  :-\

Have I done it wrong somewhere?

Thanks

9
Ask a Question / Re: Kill actor but leave actor image in scene..
« on: February 14, 2016, 02:53:30 pm »
Thanks Ceosol

This appears to be what I'm looking for but would it be possible for someone to show me it as a screen shot from Stencyl maybe?
I've struggled with the image API before and gave up in the end..

Thanks

Mike

10
Ask a Question / Kill actor but leave actor image in scene..
« on: February 14, 2016, 02:06:43 pm »
Hi,

I was just tinkering and wondered if it is possible to kill off an actor but to somehow leave or draw its image to the scene when I'm done with it?

I basically want to free up memory by killing the actor but I would still like it to be visible and become part of the background.

Thanks

Mike

11
Ask a Question / Re: Best way to change scenes on an Android device?
« on: February 12, 2016, 06:51:32 am »
Right I think my issue is down to me not scaling my background images.. Even though my background image is being important as 125kb in the atlas it's 2.3mb!

I think I need to start from scratch and work my scaling out..

12
Ask a Question / Re: Best way to change scenes on an Android device?
« on: February 12, 2016, 04:20:53 am »
P.S. I have also tried (switch to "scene" and fade out and fade in) and I get the same inconsistent transitions on Android..

Thank you..

13
Ask a Question / Best way to change scenes on an Android device?
« on: February 12, 2016, 04:15:36 am »
Hi,  I am having a small problem changing scenes I could use some help with please..

I'm using (switch to "scene" and crossfade for "0.1" secs) when clicked on an actor to change to another scene and in Flash player the change is consistent and takes the 0.1 secs as is set.
The problem I'm having is when I test it on an Android device the scene change time differs from the 0.1 secs I set to sometimes as long as 3-4 seconds.

All my Atlases are set up correctly and each scene only have between 3mb and 3.2mb each.

The testing device is a Sansung Galaxy S6 so is not lacking in processor power to do the simple task.

Is there a better method to switch scenes when using Android?

Until I sort out this issue I feel like I can't go any further with the game because to the user it apears as if the game has crashed when it hasn't.

Thank you in advance for any help..

14
Ask a Question / Unexpected Error when deleting Actors..
« on: October 05, 2015, 06:26:57 am »
Hi,

For the second time when I have removed an actor from my game I have had an unexpected error.
I cannot clear this error unless I ctrl-alt-del to close stencyl and then when I reopened the error is still there and I am forced to start the game from scratch again.

I have included a log and here is the error, Thanks:

Unexpected problem on thread AWT-EventQueue-0: null
java.lang.NullPointerException
   at stencyl.sw.editors.scene.SceneRenderer.getImageForType(SceneRenderer.java:759)
   at stencyl.sw.editors.scene.pencil.PencilRenderer.drawActorCursor(PencilRenderer.java:200)
   at stencyl.sw.editors.scene.pencil.PencilRenderer.drawCursor(PencilRenderer.java:109)
   at stencyl.sw.editors.scene.Designer.paintCursor(Designer.java:1582)
   at stencyl.sw.editors.scene.SceneRenderer.drawScene(SceneRenderer.java:314)
   at stencyl.sw.editors.scene.Designer.paintComponent(Designer.java:1500)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JViewport.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JLayeredPane.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paintToOffscreen(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
   at javax.swing.RepaintManager.paint(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at java.awt.GraphicsCallback$PaintCallback.run(Unknown Source)
   at sun.awt.SunGraphicsCallback.runOneComponent(Unknown Source)
   at sun.awt.SunGraphicsCallback.runComponents(Unknown Source)
   at java.awt.Container.paint(Unknown Source)
   at java.awt.Window.paint(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.access$700(Unknown Source)
   at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.Dialog$1.run(Unknown Source)
   at java.awt.Dialog$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.awt.Dialog.show(Unknown Source)
   at java.awt.Component.show(Unknown Source)
   at java.awt.Component.setVisible(Unknown Source)
   at java.awt.Window.setVisible(Unknown Source)
   at java.awt.Dialog.setVisible(Unknown Source)
   at stencyl.sw.util.dg.UncaughtExceptionDialog.<init>(UncaughtExceptionDialog.java:68)
   at stencyl.sw.UncaughtExceptionHandler.showGenericErrorMessage(UncaughtExceptionHandler.java:169)
   at stencyl.sw.UncaughtExceptionHandler.showErrorMessage(UncaughtExceptionHandler.java:128)
   at stencyl.sw.UncaughtExceptionHandler.uncaughtException(UncaughtExceptionHandler.java:47)
   at stencyl.sw.UncaughtExceptionHandler.handle(UncaughtExceptionHandler.java:34)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at java.awt.EventDispatchThread.handleException(Unknown Source)
   at java.awt.EventDispatchThread.processException(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

15
Ask a Question / Andriod wear games?
« on: September 26, 2015, 07:07:15 am »
Hi,

Are there any plans to make it possible to create games for Android wear devices? For example a round scene?

Thanks

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