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Messages - rob1221

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32
Ask a Question / Re: Failed: Running Android. (Return code: 1)
« on: March 06, 2019, 05:54:27 am »
NDK 19 might not be supported.  15 is the highest that can be downloaded from within Stencyl (in File > Preferences > Tools > Download Android Tools).

33
Ask a Question / Re: Don't want to edit image at 4x resolution - how?
« on: March 02, 2019, 11:09:27 am »
Disabling the higher scales is what you're looking for then.  The game will still scale to fit the window size or the screen if using full screen mode.

34
Ask a Question / Re: Don't want to edit image at 4x resolution - how?
« on: March 02, 2019, 10:00:03 am »
By default all project scales are enabled, and the editor will use the highest scale enabled.  If you only want to work with one scale you can disable the higher ones in Settings > Advanced.

35
Could you attach your logs?

36
Could you post a sample project showing that fade problem?

37
Ask a Question / Re: compile to windows "compiling" nothing happens after.
« on: February 28, 2019, 08:17:50 am »
Code: [Select]
Warning: Could not find Visual Studio 2017 VsDevCmdDid you install the C++ tools for the 2017 version?

38
Ask a Question / Re: compile to windows "compiling" nothing happens after.
« on: February 28, 2019, 06:55:39 am »
Could you generate and attach logs?

39
Ask a Question / Re: Blend mode not working on Windows Platform?
« on: February 28, 2019, 05:09:42 am »
Layer blend modes are Flash-only.

40
I read it a few times but still don't quite understand what's going on.  Could you attach a project showing the problem?

41
Ask a Question / Re: Help with the save files.
« on: February 22, 2019, 12:59:12 pm »
No, because the save file is outside of the exported game folder.

42
Chit-Chat / Re: How does live testing work?
« on: February 22, 2019, 07:56:10 am »
Did you enable Run > Auto-update Running Games?

43
Ask a Question / Re: Android SDK wont download
« on: February 22, 2019, 05:08:36 am »
That bug is fixed in Stencyl 4.0.1 which is now available to download.

44
Ask a Question / Re: Java running out of memory...
« on: February 19, 2019, 10:13:46 am »
Transparent space still takes up memory.  Having a screen-sized multi-frame animation is not really a good idea whether it's done with backgrounds, actors, images, etc.  That is especially true on mobile where the 4x version of the animation uses 16x the already large memory.

45
Ask a Question / Re: Java running out of memory...
« on: February 19, 2019, 09:04:31 am »
An image still takes up memory based on its size even if over 90% of it is a single color.  I'm not sure how it's handled on the Java side, but a 640x480 image is 307,200 pixels.  If a pixel takes up 4 bytes and you have 8 frames, then the final number is far too large for Java to easily handle even if you did raise the memory a bit.

Just set the scene color to black and use actors for the stars.

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