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Topics - Guzzz

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Ask a Question / Why all scaled actors look stair-stepped on iPhone?
« on: August 02, 2019, 09:47:12 pm »
The display settings in the game in Stencyl is 640x1136px. All the actors I uploaded with 2x scale look awful on iPhone 7 which is 1334 x 750px. All the 1x scale actors look great. By awful I mean without antialiasing. It looks like big image has been scaled down without antialiasing and all the lines are stair-stepped.
I don't understand why!

Ask a Question / Unexpected final when testing on a device
« on: August 01, 2019, 06:33:30 am »
It seems that Help Desk for customers doesn't work and Stencyl's developers abandoned the forum, so I ask all the people who could see this and might know something about Haxe etc. 
I can't test from Stencyl and it gives me this error:
[haxelib] /Applications/Stencyl-full/plaf/haxe-std/std/neko/_std/String.hx:22: characters 10-15 : Unexpected final
I also tried to run the game in XCode and XCode said something about Haxe again.
make: *** [build-haxe-arm64] Error 1
Command ExternalBuildToolExecution failed with a nonzero exit code
It seems there is a problem in Haxe, right?

Ask a Question / What Android to test?
« on: July 31, 2019, 12:13:50 am »
I'm working on porting my game from iOs to Android without any big changes. The game works fine, but I still need to test it on Android device. So, I'm planning to buy (used) phone for testing the game. Which should I choose?
I want to test the game on 1080 x 1920px screen and according to google the most popular Android platform is 6th, 7th and 8th. Keeping this in mind I think I can get one of these:

Motorola Moto X Play
Huawei Nexus 6P
Samsung Galaxy S6 or S5
Google Pixel 2

Which is your favorite?

Ask a Question / How scaling affects x/y coordinates?
« on: July 29, 2019, 10:56:17 am »
Hi there!

I use 360x640 Screen Size in Stencyl's settings and eventually I want to see the game on 1920 x 1080 screen. So, I'm uploading all the graphics in 3x scale and I keep Scale 3x box checked in Stencyl's settings. 
If I move an actor by using block "slide actor to x: x of Actor + 100 and y: y of Actor + 200 over 1 sec." and while testing via Flash everything would look fine. With the screen 360x640 my actor would move for almost 1/3 of the screen to the right and down.  My question, is what is going to happen if I test it on bigger screen? Like 1920 x 1080? Is it going to move on 1/3 of the screen or less? Because 100px from 1920 x 1080 is way less than 1/3 of the screen.

Another example.
If I use "width of Actor + 100px" on 1x scale I get 300px because on 1x scale width of actor is 200px. What I'm gonna get on 3x scale? 700px ("width of Actor" on 3x scale is 600px + 100)?  or 900 ("width of Actor"  on 3x scale is 600px + 100 x 3 because everything should be multiplied by 3)?

Ask a Question / Why ipa is heavier than apk?
« on: September 19, 2018, 08:19:35 am »
When I exported my game for Android I've noticed that apk was just 150Mb when for Apple devices my ipa is 250Mb. Where did 100Mb go?

Ask a Question / [SOLVED] On Stencyl 9987 the game wont launch
« on: September 14, 2018, 11:51:40 am »
It compiles and gives no errors, runs on Mac as Flash test, but on a device (iPhone7) it wont launch. Just black a screen. The same thing was when there was a bug with WiFi, but now it wont launch regardless of WiFi. It doesn't make any logs...

Ask a Question / UI on Stencyl 9987 on MacOs is laggy!
« on: September 13, 2018, 08:31:43 am »
I'm just curious is it just me or someone also experiencing incredibly laggy UI in Stencyl on MacOs? Since some of the latest version (don't remember which I had before) it became very difficult to enter any numbers in some  areas. At the same time Activity Monitor shows that Stencyl is not responding, but eventually it runs fine but it might take like forever!
Here I recorded a video where I spent 6 minutes to delete 4 numbers.

Please let me know if someone is experiencing the same!

Ask a Question / [SOLVED] Android build failed
« on: September 11, 2018, 01:41:42 am »
I can't make a build for Android.
It seems it doesn't like NDK version, but I used API 15-4.0 (Ice Cream Sandwich)
[haxelib] sh: arm-linux-androideabi-g++: command not found
so what should I do?

Paid Work / Engineer needed for mobile casual game
« on: September 04, 2018, 06:13:55 am »
My name is Pavel Guzenko and I'm an author of the comic Hit and crash ( and the game Hit ( Gameplay video
The core of this game is casual mechanic based on simple physics. As a musichead (the characters of the comic strip) you are going to crash as many objects as possible. The catch here is you need to figure out which object is breakable and which is not, while at the same time trying to collect some rare ones! You can buy boosters and armours to help you with the tasks in the game. Levels are full of obstacles like clouds of smoke, winds and broken sewage. Its casual and fun! You can also read every week new comic strip by Hit and crash inside of the game for free, and you can get an early access to the upcoming comics before anyone else for in-game currency.

The art-style of the game is based on the comic strip Hit and crash and has some vintage vibes. Something that you might remember from gum wrappers and the time when colorful markers were very new and popular thing.

Over the past few months I’ve been receiving good responses from publishers and I’ve decided to start to look for team members.
At this moment I am looking for a Senior Engineer for my project Hit and crash who will be comfortable to work in Stencyl. As soon as the project funded and everything goes well the Production starts the earliest this November. The game has passed through Vertical slice and Alpha. It has all the major features and gameplay. As it planned for now it needs 4 months of Production, 1 month Beta, 3 months for Launch and post-launch.
According to the best estimated budget I could possibly make I need an Engineer for 174h per month (full-time occupied) for 8 months on salary US$30 for an hour. In the budget it’s estimated 870h for Production and Beta. At the same time according to Task Management Plan (I use ClickUp) there are 855h of programming tasks, which of course could grow easily when someone more experienced than me look at these tasks.
My more realistic budget when I can afford only a part-time Engineer consist of 100h per month, where he works 3 nights per week with 3 hours each and 16 hours on weekend for US$30/hour. The pipeline is much shorter and plan doesn't include fancy thing and it's 3 months of Production and 1 month for Beta, Launch etc.
Since the budget isn’t proved yet the estimated time could grow or shrink. So, it’s important for me and for an Engineer to be on board as soon as possible.

What are the pitfalls?
I am not a programmer and I wrote the code by myself. In defence I would say this is my second project in Stencyl and this time it’s not just spare-time project, but I dedicate all my time to it. The first Stencyl game was HeadlessD ( I’ve done all my best and I used comments while coding to help other people in the future to understand what goes where and how it works. So, the code isn’t perfect to say the least. I also tried to put some extra time in the budget and planning if understanding of my code takes too much time and causes some problems.

I live in Vienna, Austria and I don’t really expect to find an engineer nearby, so all the communication is expected to be online. In case with 8h a day 5 days a week it’s a bit of challenge. There is an object of expenditure in the budget for the office, but I’m pretty sure I will scrap this in benefit to other expenses.

There are two big problems in the game.
1. The physics might need some adjustments (
2. There is a problem with handling Spine animation (,57175.0.html)
Any pluses?
I don’t expect from an Engineer to work "for the bright future" or “for fun”. This is work for hire and will be paid as planned.  No budget = no work. There is a lawyer and an accountant to help to keep project running.

There are 400h of programming work included in budget apart from those I mentioned above. These 400h are planned as additional help (for writing Spine extension for instance). So, not everything is on the shoulders of one Engineer.

The game is almost done. All the major features are present and working. The main goal is optimisation and adding content.

About myself.
I am in Game industry since 2007. I’ve worked as Concept Artist, 2d Artist and Art Director. Game industry isn’t big in Austria but I had a chance to work on KISS rock city, Angry Birds Holiday, Asterix & Friends and before that were many other games in Germany and Russia. I love my job and I love the games I am working on. Here is my website and my LinkedIn page

If you like what you’ve read and seen please don’t hesitate to contact me and let me know which e-mail I should send a TestFlight Beta invite to and I will get it to you ASAP.

Ask a Question / How to solve collision issue?
« on: August 30, 2018, 03:04:46 pm »
Hi to all!

From time to time I have a crash (or better say freeze) in my game and I think I know why. My character has some shape collisions and they are different depending on the animation. For instance when the player presses block, the animation is switching into another one with different collision forms.  Since I have objects that should bounce from him sometime they stuck inside of the character right at the moment when it's animation was changing. I guess this causes the freeze. Please look at the picture I attached. I need to figure out how to solve this.

Ask a Question / [SOLVED] Smart way to upload on Apple TestFlight
« on: August 21, 2018, 03:47:34 am »
I want to upload my build on TestFlight, but I don't want to go through test by Apple, which might take a few days. I know that if you already have a build on TestFlight you can increment just a build version and upload on TestFlight without making Apple to test it. Like this guy mentioned here
My problem that I don't see in Stencyl where I can change a build version. I can see I have Version which should match version I mention when I upload on TestFlight, and there is also Version Code (iOs) which... I actually don't really know what it means... So, the question: how to change build version so I can upload as the same version on TestFlight without going through Apple's test?
Sounds vague, I know. But Apple doesn't make it easy to understand. On Apple iTunes Connect all these versions called "build" and it could be build 0.9.7 and beneath it build 32 and somewhere else its mentioned as build 0.9.7 (32).

Ask a Question / A few issues with Spine
« on: August 15, 2018, 03:46:08 am »
First, I want to remind about an issue I mentioned a long time ago, but it has been left unresolved and unnoticed.
Apparently block "code:null" doesn't work anymore to remove an attachment. Do we have any solution for this?
Second, I recently stumbled across the problem when the same spine file looks differently when I test the game via Flash and on a device. On Flash it's positioned approximately 50px higher than on a device. Is there any reason for this?  I mean why is it happening? Where should I look?

p.s. Do we have anyone who can work on Spine extension? I mean its good, but it definitely could be improved! I can't believe that I am the only one who uses this extension and no one cares about it...

Ask a Question / I cannot run a simulator
« on: July 18, 2018, 07:09:49 am »
I can successfully test in Flash and on my iPhone 5s (iOs 11.4) but I cannot run a simulator. Stencyl says
[ios-sim]    xcode-select --print-path
[ios-sim]    xcodebuild --versionCheck that you have Xcode 8.x selected:
[ios-sim] Check that you have Xcode 8.x installed:
[ios-sim] simctl was not found.
I dont have xCode 8 I'm using XCode 9.4.1
In Stencyl settings I use Minimum Version 10 and Target Version 11.4
What should I do to test as simulator?

iPhone / iPad / Android / Hit - game based on a comic strip
« on: July 08, 2018, 02:49:35 am »
Hi there!

I want to boast about my second spear-time project with the code name Hit. It's a game based on my comic strip Hit and crash.  The core of game mechanic based on simple physics. As a musichead (the characters of the comic strip) you are going to crash as many objects as possible. The catch here is you need to figure out which object is breakable and which is not, while at the same time trying to collect some rare ones! You can buy boosters and armours to help you with the tasks in the game. Levels are full of obstacles like clouds of smoke, winds and broken sewage. Its casual and fun!

The art-style of the game is based on my comic strip Hit and crash and has some vintage vibes. Something that you might remember from gum wrappers and the time when colorful markers were very new and popular thing.

The game is still in WIP stage and with very modest budget I consider this game as almost done and it will be out early 2019. With the help of a publisher and good budget the game might get more levels, boosters and even get some fancy musics! In this case it might be ready a bit later than early 2019. Who knows, right? ;) This game with a very strong and brave publisher and very good budget might be out not just for iOs and Android, but for Switch and Wii as well.

If you guys are interested in this game please subscribe to my newsletter and if you want to help in any fields of the development, please don't hesitate to write me

The website of the game

Please watch the GAMEPLAY VIDEO

and a few screenshots ;)

Ask a Question / [SOLVED] Sometimes game won't launch
« on: June 28, 2018, 07:08:56 am »
The issue I've described in other topic already. 
The point is, if I take a phone and try to launch the game, there is a big chance that the game wouldn't launch. It will show splash screen and after a second switch to black screen. But there is a chance that it would launch as it should. Sometimes when it doesn't want to launch I force-quit the game (while it is in a black screen stage) and after 5-10 tries it finally launches. 
Any ideas how to fix that?

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