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 - chandy21

Pages: 1
1
Ask a Question / Re: iPhone Game scaling on iPad
« on: December 18, 2017, 03:46:21 am »
Hi Justin, I tried the latest 3.5 and have the same issue.
My game actually crashes on starting a level now whereas it didn't with the last 3.5 I tried but that is another issue altogether.
If I get past the crash, how can I change the scaling mode based on it being an iPad in 3.5?

Thanks in advance, Andy.

2
Ask a Question / Re: iPhone Game scaling on iPad
« on: December 06, 2017, 03:14:59 am »
Thanks for the replies Justin and Colbert.
Justin, I have tried a 3.5 from a month or so ago. It didn't behave much better. I will grab an update and try again.
Colbert, I have about 50 levels and about 15 level select and other screens that would be quite a chore.

Thanks,
Andy.

3
Ask a Question / iPhone Game scaling on iPad
« on: December 05, 2017, 01:46:18 pm »
Hi folks,

I have a game I am trying to update in the Apple Store which has been designed at 320x480 with 4x graphics.
That used to work fine with "Scale to Fit (Letterbox)" on iPhone and iPad.

Now with newer iPhone screen sizes (4.7"/5.5") the only way this looks good on phones is "Scale to Fit (Full screen)", which works fine on iPhone but on iPad, all my graphics are stuck to the left with a large bar going down the right side of the screen, so not centered.

I have tried to add a Code Block where:
    If running on iPad
        scripts.MyAssets.scaleMode=Universal.SCALE_TO_FIT_LETTERBOX;

but that didn't work.

Anyone else faced this problem? And hopefully found a fix?

Thanks in advance,
Andrew.

4
Hi Stencylers,

I am upgrading 2 of my games to 64-bit for iOS11 and at the same time adding AdMob Ads.
On the simulator, with Enable Test Ads checked, I have one game displaying the Test Ads fine, and the other gets errors.
I can't see the difference between the 2.

On both games I have:
    - added my App Id to the Initialize block in my Loading screen
    - added my App Unit Id to the Settings->Mobile->Monetization page
    - Loaded an Interstitial
    - Show the Interstitial when I finish a level.

The error I am getting for the one that doesn't work is:
    <Google> Cannot find an ad network adapter with the name(s): com.google.DummyAdapter. Remember to link all required ad network adapters and SDKs, and set -ObjC in the 'Other Linker Flags' setting of your build target.
    interstitialDidFailToReceiveAdWithError: Request Error: No ad to show from all configured ad networks.

I'm pretty sure they are both set up the same way in AdMob also.

I'm a bit lost as to why at the moment. Any help or suggestions would be greatly appreciated.

Thanks in advance,
Andrew.

5
Ask a Question / Re: iOS11 and Stencyl
« on: October 25, 2017, 01:38:31 am »
Ah! Thank you. I'm hoping the latest XCode with iOS11 doesn't have this problem! I'm on 8.3.3

6
Ask a Question / Re: iOS11 and Stencyl
« on: October 21, 2017, 04:49:44 pm »
I'm having this same issue. Are there any settings/configuration we need to change. In Xcode even?

Thanks in advance.

7
iPhone / iPad / Android / Re: We Come In Pieces - RELEASED!
« on: August 08, 2013, 04:45:41 am »
Hi folks!

We have just released an update for We Come In Pieces. This brings it to version 1.2.

The changes are
  • big reduction on the background screens as they had a dirty texture on them. They were about 1MB each, but are now down to about 80kb. I hope this helps with memory and performance.
  • We have added vibration on devices that support it (iPhone) for when you take damage
  • Tell you when you beat your best score on a level

And the last thing we added was a Ratings Prompt which turned out easier than we first thought. I will post something in the 3.0 Forums for anyone who is interested.

Regards,
Andy.

8
iPhone / iPad / Android / Re: We Come In Pieces - RELEASED!
« on: June 12, 2013, 02:42:22 pm »
Hi LePoulpe, thanks very much for that. I have definitely seen the stutter issue and its even more prominent on an iPod Touch 4, but I had not found this thread. I have posted to a couple of others but this is the most relevant one I have seen. Thanks for pointing me to it.
Do you suggest I make the harder difficulty more difficult? I make the force from the fans a bit stronger, gravity stronger and also make the time to get "3 stars" a bit harder. Maybe I should increase the difference a bit??

Thanks for taking a look,
Andy.

9
iPhone / iPad / Android / Re: We Come In Pieces - RELEASED!
« on: June 12, 2013, 02:37:13 pm »
Hi vikingpotato, I have submitted to TouchArcade, PocketGamer, 148Apps, and TouchGen and hoping to get a review, but I understand the chances are slim. They must get hundreds per day or week. Is this what you meant? Do you have any other suggestions??

10
iPhone / iPad / Android / Re: We Come In Pieces
« on: June 06, 2013, 03:54:10 am »
Hi guys, this is now released on the AppStore: https://itunes.apple.com/us/app/we-come-in-pieces/id651388650?ls=1&mt=8

We would be very grateful if you have a moment to install it, play it and give us some feedback!! (Also a review on the AppStore would be ace!)

We got rejected once because we have In-App Purchases, but didn't provide a "Restore Purchases" button. We added that, and then all passed with Stencyl 3. Mind you, we added full-screen graphics for iPhone5 and use a combination of "Perfect Fit" with the hack to Universal.hx which allows it Full Screen.

Cheers,
Ando.

11
iPhone / iPad / Android / Re: We Come In Pieces - RELEASED!
« on: June 06, 2013, 03:29:20 am »
Hi guys, this is now released on the AppStore: https://itunes.apple.com/us/app/we-come-in-pieces/id651388650?ls=1&mt=8

We would be very grateful if you have a moment to install it, play it and give us some feedback!! (Also a review on the AppStore would be ace!)

We got rejected once because we have In-App Purchases, but didn't provide a "Restore Purchases" button. We added that, and then all passed with Stencyl 3. Mind you, we added full-screen graphics for iPhone5 and use a combination of "Perfect Fit" with the hack to Universal.hx which allows it Full Screen.

Cheers,
Ando.

12
iPhone / iPad / Android / Re: We Come In Pieces
« on: May 23, 2013, 03:55:14 am »
Thanks guys. That's the part I am most nervous about!!!
Whatever happens from here, I have had a fantastic time building this and playing with Stencyl. My main hope is it is successful enough to allow me to make another! :)

13
iPhone / iPad / Android / We Come In Pieces - RELEASED!
« on: May 23, 2013, 02:40:15 am »
Hi fellow Stencylers,

UPDATE: Now on the AppStore: https://itunes.apple.com/us/app/we-come-in-pieces/id651388650?ls=1&mt=8

We have finished our first game and uploaded to Apple, Waiting for Review.

The story is Sparky, an alien, has crash-landed on Earth and you need to help him find the pieces of his spaceship to return home. As he is electrified, you blow him around with two fans at the bottom of the screen using your thumbs.

Watch the Trailer Video here: http://www.youtube.com/watch?v=c9o5PiZ8QEo

There are 50 levels spread across 5 worlds. The colours of the items you need to collect are all green in world one, but increase with one colour per world, and you need to change the colour of Sparky to match the item or he will take damage. By World 5, there are 5 colours you need to be changing Sparky to.

The graphics have a 60's-Retro feel and it has a custom soundtrack by http://www.czarina.com.au

We are planning to release for free with Ads (iAds) on the bottom of a couple of Menu screens, and 30 levels, and provide an in-app purchase for $0.99 to remove the Ads and unlock all 50 levels.

We started this in v2.2 but migrated to v3.0 early on so the migration was painless. Since then, v3.0 has had some issues, understandably as its still in Beta, but it has steadily progressed to where it is now working really really well for us. One of our biggest problems was that multi-touch buttons would sometimes get stuck, and the game used to crash consistently on an iPod Touch 4. These appear to no longer be bothering us and we are now publishing.

In my opinion, Stencyl 3.0 is, and will be, a stellar product.

Thanks for looking,
Cheers,
Ando
Pixcellent.

14
iPhone / iPad / Android / We Come In Pieces - RELEASED!
« on: May 17, 2013, 09:53:04 pm »
Hi fellow Stencylers,

We have finished our first game in Stencyl and it is live on the AppStore.

https://itunes.apple.com/us/app/we-come-in-pieces/id651388650?ls=1&mt=8

Please grab it, give it a play and let us know what you think!!!

The story is Sparky, an alien, has crash-landed on Earth and you need to help him find the pieces of his spaceship to return home. As he is electrified, you blow him around with two fans at the bottom of the screen using your thumbs.

Watch the Trailer Video here: http://www.youtube.com/watch?v=c9o5PiZ8QEo

There are 50 levels spread across 5 worlds. The colours of the items you need to collect are all green in world one, but increase with one colour per world, and you need to change the colour of Sparky to match the item or he will take damage. By World 5, there are 5 colours you need to be changing Sparky to.

The graphics have a 60's-Retro feel and it has a custom soundtrack by http://www.czarina.com.au

We have released for free with Ads (iAds) at the bottom of the Level Select and Win/Lose screen, and 30 levels, and provide an in-app purchase for $0.99 to remove the Ads and unlock all 50 levels. I would be very interested to hear thoughts on this model.

We started this in v2.2 but migrated to v3.0 early on so the migration was painless. Since then, v3.0 has had some issues, understandably as its still in Beta, but it has steadily progressed to where it is now working really really well for us. One of our biggest problems was that multi-touch buttons would sometimes get stuck, and the game used to crash consistently on an iPod Touch 4. These appear to no longer be bothering us and the toolkit it awesome. In my opinion, Stencyl 3.0 is, and will be, a stellar product.

Thanks for looking,
Cheers,
Ando
Pixcellent.

Pages: 1