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Messages - squeeb

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Journals / Re: Paper Pirates vs Vikings
« on: Yesterday at 02:39:40 pm »
The HUD is hard for me to read. It blends into the background since both are colorful. Maybe some kind of border or background box would help?
thats how i felt too.. the damage blends in also.... hmm. i think the layout is a little wonky too.. im going to take the telescope out.. and you can select the other player a different way.. or another level maybe

Journals / Re: Paper Pirates vs Vikings
« on: Yesterday at 12:29:22 pm »
Is like some advice on my HUD. 
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What can I do to improve my HUD?  Im sure theres a better way to set it up.
The bag of treasure is your life bar.. collect treasure and it fills up.. get hit and it goes down.
Tap the chest after you collect keys to unlock an upgrade.. I have these pop up in portrait and landscape differently.. how does that look?  I can't decide to have them on the left or right in portrait mode..
The telescope will let you switch between the pirate charachter and a pirate monkey.. the pirate has a gun.. and the monkey has a sword.  The monkey will be faster but not punch as hard as the pirate.  I'll have that in an update shortly after I release the first level.
Score is in the top left corner woth the life bar at the moment
Amo is under that.. I'll have that be a sword power bar when the monkey.. and switch to the amo when pirate
I wanted to have an enemy defeated counter somewhere
I had troubles getting a life bar attached to the enemies.. the red guys.. so i made the hp text.. and the damage text as well...

Ask a Question / Re: How to make my game more fun to play
« on: August 19, 2017, 10:29:46 am »
Or upload to stencyl arcade

Ask a Question / Admob Reward Video
« on: August 19, 2017, 08:50:39 am »
How do we implement the admob reward video?  is there a difference between clicking on a button and showing a video.. then adding to the desired attribute.. or setting up their reward video thing they have when selecting what type of ad unit you want to make

Ask a Question / Re: How do you implement a Countdown clock?
« on: August 18, 2017, 11:22:11 pm »
By the way, I have made a few Stencyl games and the event I described works as I intended, and it sounds like you wanted the same thing to happen.
Try that.  And then restart the decice... the time data is lost
My mechanic works.  Ceosol wrote the code.  I had to figure out how it works.  Once you read through it.  It's easy to use.  Im puttimg it into my games now.   I need some time to make it a little more user friendly in a behaviour maybe

Ask a Question / Re: Game starts at 60 FPS then declines
« on: August 18, 2017, 04:09:31 pm »
I would take control away from the actor and make them minimal. Control for tons of little guys like this should in the scene. Using push and box2D physics ramps up the cost of an actor a ton.
I love the fluid look of using physics on the treasure.   I'll try and rewrite it and see if I can get similar results without physics.

Ask a Question / Re: Game starts at 60 FPS then declines
« on: August 18, 2017, 09:46:49 am »
As with every debug situation, start by disabling behaviors and events.
wow. i think i got it.. i threw a check in to make sure the animation wasnt already at hit, if you got hit again... if it wasnt already hit then change to hit animation.. i think i was changing it to hit animation with every hit  in an updating thread..
but hey! with the optimizations..  i got my enemy count up from 10 to 30 :p

Ask a Question / Re: Game starts at 60 FPS then declines
« on: August 18, 2017, 08:46:25 am »
What are the physics settings of those treasures?
the ones from the treasure chest?  i havent had issues with those... one of the first things i made.  maybe theres something wrong in there.  i had them at can rotate and normal physics, i changed them to cant rotate and simple physics, and the drip out of the chest.. changed it back to normal and kept the cannot rotate... i took always active out of the enemies and it seemed to get better..  changed some things that had continuous collisions set that i didnt realize.. now it runs way better, i think the lag is from when the player gets knocked down and i loop a sound... i was looping the sound everytime you were hit without any hp.  i changed it to play instead... that didnt help.. hmmm seems to be something from when the player gets knocked down.. ill dig in there

Ask a Question / Re: Game starts at 60 FPS then declines
« on: August 17, 2017, 09:41:19 pm »
Playing the game and runs fine...

Hits about 120 seconds in.. and lag galore!

All I added since I noticed this lag issue was the damage that shows above the actors head...and the birds... I took the birds out and there was still lag.. I'll try taking out the damage ators and see if that fixes it
EDIT... that didnt work either.. hmmm

EDIT...i get to 190 seconds with hp text turned off for enemies..
 i remember that i am spawning the enemies 2 times as fast... as when i went 85 mins playing.. but still

Ask a Question / Re: Game starts at 60 FPS then declines
« on: August 17, 2017, 09:12:41 pm »
I wonder if there's more to the story here. Is there a "straw that breaks the camel's back" in terms of number of drawing events? I've used lots of them on mobile ports of my own and never had issues... so how many is too many?

If it were me, I'd want to dig deeper. Maybe there's an atlas issue or a garbage collection issue that can be resolved. Have you used hxScout or something similar to see what functions are lagging?
i havent used hxscout... link?  or a guide how to integrate it? ill try it in the morning.  could be garbage collection.. i am spawning enemy actors and lots of pickups..

I had this issue with my game Centerpoint witch used only 13 draw events at once. 1 for each of the 12 dots on screen, and one for UI. Once I changed the dots from draw events to actuall sprites, the issue was solved.

Edit: once I figured out that it where the draw events (which was pointed out by another stencyl expert/master back then), I reworked my code so the UI draw event did a loop through each dot actor on screen, and drew a circle on screen using the dot's values, the problem also never occured again.

is it how many things are drawn at a time.. or how many events you have with drawing?  i have hp text drawn above every actor that is spawned... i have an actor that spawns when anything is attacked and has text drawn to it also. ill do some trial and error game play  testing tonight to see what may be causing it

Chit-Chat / Re: 1,000th Post
« on: August 17, 2017, 05:39:30 pm »
Then let me be the first to wish you a happy 1,001 posts.
Awesome! Haha thank you!  << And there it is :p

Chit-Chat / 1,000th Post
« on: August 17, 2017, 05:20:57 pm »
Not sure why.. but at about 700 posts i tought it would be cool if or when I'd hit number 1,000... and here it is haha.

Ask a Question / Re: Game starts at 60 FPS then declines
« on: August 17, 2017, 05:19:08 pm »
That is probably it... I made a hit point actor that spawns when the player or enemy is hit.. it's an invisible actor, that dies after .5 seconds it draws the damage.  What's thw Best way to show the damage?

Ask a Question / Game starts at 60 FPS then declines
« on: August 17, 2017, 03:44:40 pm »
I have played my game for 85 min straight and there was no lag and fps were consistent 50 to 60... i added a few things and whatnot over this week.. now if i play the game for 200 seconds or so... it starts lagging until it hits 1 over the next 30 seconds or so...  any ideas as to what may be happening or ways to debug more that log viewer and debug viewer to catch whats happening?  any insight would be helpful... wort case ill have to revert to an old save... or read code blocks line for line seeing if anything looks weird
testing on android

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