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Messages - rob1221

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Shared Resources / Extra Save Blocks (HTML5 Save Fix)
« on: October 26, 2019, 07:57:20 am »
The default save and load blocks work fine almost all the time, but there is a problem for HTML5 games for websites that don't keep the same file name for uploaded builds (like Newgrounds).  To work around this problem I created the attached scene behavior with two global custom blocks.  They work like the normal save/load blocks except they have an extra path parameter.  This allows the default path (the file name) to be replaced by something more consistent.

If you want to use these blocks for already published games, make sure you use the normal loading block as a backup if there is no saved data for the new path (which there won't be at first).

Note: you must be logged in to see attachments.

Alternative solution for subscribers using b10430 or higher
Refer to this topic:,59276.0.html

Update 1: Fixed compilation error for public build b10300.
Update 2: Fixed another public build compilation error.  Non-HTML5 platforms will now use the default save/load blocks.

Extensions / Kongregate API (Scores for HTML5)
« on: October 26, 2019, 07:45:03 am »
This extension supports submitting scores to Kongregate for HTML5 games.  There are only two blocks and work just like the core Kongregate blocks if you've used those before.  Start the API once at the start of your game and submit a score whenever you need to.  Of course you'll need to set up a statistic on Kongregate's site first.

This extension is a modified version of

Download Extension
(must be signed in to the forums to download)

Update 1: Changed some code to fix compilation issue in the public Stencyl build.

UIWebView, something used by most ad networks in the past, is deprecated.  This is a sign that Apple will eventually block any apps using it, but for now it's allowed with just a warning.  You'll get an email with that warning when you submit your IPA.

In your install folder, open plaf/haxe/extensions/ads/include.xml and delete this line:
<dependency name="CoreBluetooth.framework" />

The web views error I mentioned is just a warning and does not prevent publishing.

Shared Resources / Automatic Gamepad Mappings for Desktop
« on: October 12, 2019, 01:16:17 pm »
Gamepad support has been in Stencyl for a long time, but one important feature missing that almost all modern games use is automatic gamepad detection.  At first I looked into OpenFL's gamepad API, but it was lacking in device support.  Then I found this preset list that could be used to apply gamepad mappings to a lot of different gamepads.  Check out the attached sample game to see how it works and check if your own gamepads are automatically detected.  Matching is done based on the gamepad ID first, then the gamepad name, then a partial name (such as "PS4").  If a match is found then pressing the gamepad buttons should trigger the expected results on the screen.

To use this in your own game, export the Gamepad Mappings behavior and import it into your project.  You'll also need to copy the contents of the extras folder which is part of the game's folder inside of your workspace.

Update 1: Updated mappings and removed an outdated section of the sample game.

Windows / Mac / Flash / HTML5 / Escape Zolstar
« on: October 09, 2019, 06:12:52 am »

Escape Zolstar is a metroidvania where you explore, collect powerups, fight enemies, and defeat bosses. You can play with either a keyboard or a controller and can also change controller mappings. The game is broken up into many smaller connected rooms, and progress can be seen on the map. There are multiple powerups to collect, such as water shot, double jump, and extra health. There are six bosses to fight and a variety of other enemies and obstacles. There are also three different sections with their own appearance, music, enemies, and bosses. Do you have what it takes to escape Zolstar?

Apple wants a sentence added to the plist that explains why you're using Bluetooth, but the better solution may be to stop Bluetooth from being used in the first place.  A question someone asked me in Discord today led to a bunch of research which shows that <dependency name="CoreBluetooth.framework" /> needs to be removed from the ads extension.  If you fix that you'll likely run into another error about web views, and the solution to that is for Stencyl to update its AdMob code.  This is assuming you're using AdMob.

Ask a Question / Re: Pencyl error
« on: October 04, 2019, 07:44:05 pm »
That's a local path in your Stencyl workspace.  The file should already be downloaded, but Stencyl can't automatically unzip it due to missing a third-party library.

Ask a Question / Re: Pencyl error
« on: October 04, 2019, 03:52:17 pm »
If you still want to use Pencyl you can go to stencylworks/tools/ and manually unzip the file (format is 7-zip).

Windows / Mac / Flash / HTML5 / Re: Isotiles 2
« on: July 12, 2019, 11:17:55 am »
Isotiles 2 is now available on Steam and is also a part of my multi game bundle as well as a new bundle that includes just the Isotiles games.

30 Day Update
Isotiles 2 has $191 in sales so far, which is slightly better than the first 30 days of Puzzle Tactics but much worse than the first 30 days of the original Isotiles.

Journals / MOVED: Isotiles 2
« on: July 12, 2019, 11:13:48 am »

Windows / Mac / Flash / HTML5 / Re: Isotiles 2
« on: June 30, 2019, 07:08:11 am »
This graph shows my store page visits from "direct navigation" skyrocketing from under 100 to over 5000 in a week, but Google analytics isn't showing any bump at all, and my wishlists certainly aren't climbing like that.  Maybe it's just a reporting bug?

Update: The number dropped back down to under 100 so I guess it was just a bug.

Windows / Mac / Flash / HTML5 / Re: Isotiles 2
« on: May 25, 2019, 06:48:26 am »
Here's a test scene showing the undo feature.  It was a bit tricky to implement with all the different tile types, especially the ones that move the player automatically.

Windows / Mac / Flash / HTML5 / Isotiles 2
« on: May 22, 2019, 08:34:29 am »
Isotiles 2 is an isometric puzzle game and the sequel to Isotiles. Like the first game, the main goal of each level is to remove all the blue tiles and then get to the exit tile. The game features all new levels and some new tile types as well for more interesting puzzles. In addition, there is an explorable level map where you enter each level from, and there will also be locks that open up when a certain number of levels are completed. Like the first game, you won't have to complete every level to get to the later ones.

I've been thinking for a while about making a sequel to one of my Steam games, and with Isotiles being the highest rated and the best selling of my games in recent months, it seemed like a good choice.  The previous game Isotiles has made $3,789 in sales since its release, but with all the changes Valve has made since then to their store and algorithms, I have no idea what to expect.  The store page will be up for a bit over 7 weeks which gives it more time to gather wishlists which from what I've read are very important for the launch of games on Steam.  My previous game sold poorly (only $461 to date) and I'm hoping this won't be a repeat of that.

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