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Messages - dareek

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I can confirm from experience that this would be the way to do it on mobile. From Stencyl's help info it looks like that it is the right way to do it on desktop as well. The question is how many people would play it on desktops with 480x270 resolution? From the forum posts it looks like people usually set higher resolutions as x1, like for example 768x480.

One more thing, about 1920x1080 resolution. Reading some time ago about Ghost Song I remembered, that developer finally decided not to go with FullHD and to stay with HD (720p) resolution, because of some stability issues with particles. You can read about it,30809.60.html 
I recommend to read the whole topic. It is very inspirational and informative.
By the way, he said that he imports all graphics as x1 and scales up for full screen, but then my question is what about people with lower resolutions screen?  We need an opinion of more experienced users here on this.

Ask a Question / Re: To-do list for go-live iOS
« on: June 13, 2014, 06:07:33 am »
Some people who are serious about creating games and your plan looks serious,  would suggest to ask yourself a few questions and analyze the answers before even "Make game" stage:

  • What is the goal of your game from the user's perspective? What problem does it solve, cause even games solve someones problems, for example problem of boredom during long bus rides?
  • What is so special about your game, that people would want to play it?
  • Who is going to play your game?
  • What does your competition do and how do you plan to compete with them?
  • Do you have all the skills to created the game? Will you need help? (programming, graphics (art), music, designing GUI logic or gameplay, creating interesting scenarios, designing interesting levels etc.?)
  • If you plan to make some money with it, how would you want to monetize your game? What about the price?
  • How much time are you willing to spend creating it? Would it be a good idea to make an estimated deadline now?
And before publishing the game you should definitely have:
  • your own web page and personalized web address for your game, maybe a blog as well. FB, Google +, Twitter and other social media presence is fine and helps with search engine placement, but game's own web page lets you personalize information environment of your game and gives your game an unique identity;
  • most impressive screenshots, because screenshots are the first most important way people learn about your game;
  • attention catching description, because it is the second most important way people learn about your game;
  • professional icon, because many people underestimate the importance of the first impression;
  • video of your game, like you already mentioned.
It may be an overkill in some cases, but I think it is always good to remember that proper preparation before creating a game does not cost much and can very positively influence the overall outcome of your hard work. Just my $0.02.

Ask a Question / Re: Weird tile issue in large scene
« on: June 12, 2014, 06:32:03 pm »
What do you mean by 'image is gone'? Is it transparent or maybe black?
On mobile for example if gfx element is too big it is rendered black.
The solution is to split the element to smaller pieces, but I am not sure your problem is related.

As far as I got the resolution thing, it looks like most of the time it's best to prepare all graphic elements in the highest resolution you need, but to develop the game in the 1x resolution.

This helped me to understand how it works.:
and this one about full screen on desktop:

Ask a Question / Re: How inefficient is the "always" block?
« on: June 12, 2014, 05:41:34 pm »
Thanks, but did it lag for you?

Yes, it lags (flash almost always lags on my computer), but it is still a nice and playable game. I think I even got to the very end.
Maybe this tutorial will helps?
Virtually Lagless Actors - check if that really works. :)

Ask a Question / Re: Stencyl wont read my game?
« on: June 10, 2014, 01:15:41 pm »
Redo all? It would be pity.
Does your new/reinstalled user have a right to write, read and delete files in the game's folder and sub-folders after coping it to new OS?
I did not use Windows for a while, but it might looks like a permissions problem.
or that might come in handy.

Ask a Question / Re: Help please, I don't know what to do
« on: June 10, 2014, 12:45:37 pm »
I think your JDK is 1.8 and should be 1.6.
Look there:

Ask a Question / Re: Error when testing game on Android device
« on: June 10, 2014, 12:38:42 pm »
Look there first.

Your JDK is 1.8 probably and not 1.6?
I found this in the logs:
Code: [Select]
[LOG] JAVA_HOME is set? true
[LOG] JAVA_HOME = C:\Program Files\Java\jdk1.8.0
[LOG] JAVA_HOME Exists? true
[LOG] JAVA_HOME points to a valid JDK? true
[LOG] JAVA_HOME is now: C:\Program Files\Java\jdk1.8.0

Ask a Question / Re: Log viewer error
« on: June 05, 2014, 05:02:49 pm »
Similar 'crashing' at start happens to me quite often when testing on android device.
I don't remember it to happen when testing Flash version.
I think I recall reading somewhere, that it is normal and should not happen when the game is published.
On the other hand I think I see it much less or not at all when I clean, simplify and correctly construct the code.

That fade out for -3 secs looks like you wanted your game to go back in time . 0 secs was not fast enough? ;)

Ask a Question / Re: I can't test my game on my android device
« on: June 05, 2014, 04:24:15 pm »
Usually when Log Viewer shows up and the device is configured correctly, connected with proper USB connector cable etc., Log Viewer show near the end info like this for example:
[LOG] Success
[LOG] Running command: RUN
[LOG] Running command: TRACE

[LOG] Stage Width: 480
[LOG] Stage Height: 320
[LOG] Screen Width: 1024
[LOG] Screen Height: 552
or similar I guess, and the game happily starts on connected android device.

If the game was installed, but for some reason did not start (happens quite often). try to find it in your phone/tablet menu and run it again. If it was installed and was trying to run, your phone's minimizing apps screen will show icon/black screenshot of your application. If it does, kill it and try to run the game from android menu.

If it did not install... well, show us what the Log Viewer shows exactly, at least at the end.

What is your android device? Which version of Android it runs?
Does your Android device show that it is connected to the computer or/and that USB debugging mode is on? Etc., etc..
If you need help, you have to provide more information, please.

Ask a Question / Re: Check for empty space?
« on: June 04, 2014, 05:31:03 pm »
Maybe it is possible to create a region in the scene where the free space should be and setting a "free space" attribute to TRUE if player is within the region?

Maybe - because I am noob here - the answer is to create an invisible actor with simple physic, that should be all over unoccupied space, then edit it's collision by checking "Is a Sensor" and letting it's group to collide with a player? That way detecting a collision of the player with that invisible actors would allow you to set the attribute 'free space' to TRUE. No collision with the invisible actor would mean the space is not free.

Ask a Question / Re: Lagged Game
« on: June 04, 2014, 10:27:54 am »
Too many actors with physics set to normal can lag the game. Make sure you kill created actors that go off screen for example and use simple physics or minimal physics where possible. Try to analise games memory consumptions and FPS by checking 'Enable FPS Monitor' in Run menu of Stencyl.

Ask a Question / Re: how to reduce memory of you mobile game?
« on: June 04, 2014, 07:39:21 am »
Just to add my $0.02 for the Linux users, if you want to optimize your PNG graphics - mentioned above Pngyu is OSX and Windows only software - there is some good Linux software as well:
trimage -
optipng -
pngquant - and debian package
Pngnq -
and few others.

The size changed from 51,2 Mb to 7,72 Mb after disabling the high resolution PNG is about normal. If you think that 4x graphics with the screen size 480 x 320 px gives 1920 x 1280 PNG files that may not be optimized, and you also keep 2x and 1.5x versions of the same PNG for use on smallers resolution screens , it can get really huge.

Ask a Question / Re: if/otherwise condition problem I have.
« on: June 04, 2014, 07:11:19 am »
This code (which I checked out in Stencyl this time) should check for clicks less than four seconds apart.
You could put some limitations to stop the timer from counting down below zero infinitely if you want, but it doesn't really affect the functionality.

//increment a timer variable to keep track of time since mouse button was pressed
created(do every 0.1 seconds (increment timer by -0.1))

//Check for a click and reset the timer.
always {
if(mouse was pressed on actor)
                       if(timer > 0) { set attribute to true; }
                       otherwise {set attribute to false;}
                       set timer to 4.0;

Thanks iNK for your time.
I will try to implement it into my program and check how it works.

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