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Messages - nicktendowii

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I haven't used the beta version for more than a few minutes, so I'm not familiar with what it is and isn't capable of. Beta Stencyl + Xcode has been a topic of conversation in the Discord chat for a few days. Can you not use the public Stencyl? Is the beta needed for the new Xcode?
yes the beta is needed for the new ios unfortunately. There wasn't a way of including the app preview image on the public version.,54725.30.html I've kind of got the game working again but randomly the whole screen has a black square over the most of it. I'll just have to keep doing trial and error till i figure out what's causing it I think.. :/

Despite all the effort Apple put into documenting this function, they left off what the error code means. But I think it means you ran out of memory. I dug around various forums scouted by Google for a bit and that was the only consensus I could pick up on.

If you're trying to allocate 3GB of memory then that's a lot. Maybe take a look at your atlases and see what memory you need for all your assets.
That's why I was confused, never had any memory issues before but since I've updated Xcode and Stencyl i've been having a lot of issues with iOS. I've ran the game on the mac with the FPS and memory counter on and the game is struggling to get 7fps! It was running at a smooth 60fps before. Has something changed in the new beta version of stencyl which would effect the memory?

No idea what this error is. some googling sugggests it's an issue with memory? I have got the game to run ok on the iOS device again but now a few levels show for just a second before changing to a mostly black screen and the message shows repeatedly in the log.
malloc: *** mach_vm_map(size=3439034368) failed (error code=3)

Any ideas?

Here's the log. it got to 100% and asked me to open the app on the device but then there's something after it?

I spent a while the other day trying to get the game ready to send to apple which meant installing new version of stencyl so the app image could be sent as the right size. Now though whenever I test the game it just shows up as a grey box in the top left then crashes and goes back to the homescreen. See the attached photo. Has anyone seen this before or have any idea why this might be happening? I hope it doesn't show up like this for apple as it worked ok before I sent it off.

Ask a Question / Re: Trouble building game for Android.
« on: September 26, 2017, 03:07:17 pm »
Still not having any luck. I've tried installing all the SKD packages and installing them manually from the directory but nothing. There's some error messages in the log I have attached as an image...

Ask a Question / Trouble building game for Android.
« on: September 25, 2017, 03:00:11 pm »
I've followed all the steps in the guide and checked all the forum posts but not having any luck building the game on android.
I have attached the log. There is no error message any more but it just stops compiling. I've reinstalled everything I need and made sure the phone (Samsung S3 mini, android 4.1.2) is in developer mode and connected. I'm running Mac OS Sierra if that helps...

Thanks in advance for the help as always :)

For touch screens, use the Multi-Touch feature:
Thanks, It probably is that, but i dont see the blocks in the guide. I've tried the search too but cant see it.

Edit. sorry I didn't realise it was in the create a new behaviour section... one question still though. how do you set the ID of an object when it is touched?

Another attempt by using a boolean and changing the movement in a scene behaviour. didn't work either though..

I've got a Left and Right button, some players seem to be having difficulty changing direction because they are pressing the right arrow before letting go of the left one. Is there a way to make the right arrow cancel any action from the left one even if it's being held down? I want it to start moving right as soon as the right / left arrow is touched regardless of if the other direction is already being held down. hope that makes sense! attached screenshots of what I have tried so far but it didnt work..

Thanks, Nick .

Ask a Question / Re: how to change 999 (value from list) to N/A
« on: September 19, 2017, 02:25:43 pm »
Store in your lists a value that is set to true if the level was completed at least once. Then put an if statement in your drawing block for score/time that is something like "if <get the value of the boolean from the list> ", and you can have an "otherwise, draw text N/A" if that's what you want.. The drawing block would then only execute if the level was completed once, and should do what you want.

Thanks, that worked really well... I have attached a screenshot of how I have done it. can you think of a faster way though as it took a while to change the level numbers for each if statement...

Ask a Question / how to change 999 (value from list) to N/A
« on: September 18, 2017, 02:41:49 pm »
I have made a totals screen which displays the best scores and times for each level in the game. The default for the best time is 999. (so the game can check if a new time is lower than the previous and overwrite it. How can I change the 999 to show as N/A or be blank? See the in-game screenshot and code attached. Thanks :)

Ask a Question / Re: Top times should be 999 but sometimes showing as 0
« on: September 13, 2017, 02:30:50 pm »
Feels like there's more to this story than the code snippets you posted. My first thought was that the "Replace Item" block is interpreting "999" as text... or there is some other kind of type error. A telling sign of this problem is if your code works as intended on one platform, but doesn't on another. Different platforms seem to make different assumptions about how to interpret a string that looks like a number. I usually encountered the problem when loading game attribute values using the 'load game' wrapper. The fix is to use the 'as number' block.

But--if this was the issue here, I'd expect the list to not work at all. Working for a few of the items is interesting. What did the print statements print to the log?

Thanks for the reply. I've kind of found a workaround and that is just to state the amount of times I wanted the code to loop rather than relying on the repeat number of items code... The print was bringing back only the first 4 results even though the list had default attributes for 39 entries... well it seems to be working now but I still dont know what's causing it to be weird... and as for the different platform i've been exclusively testing it on IOS and it used to work fine... weird!

Ask a Question / Top times should be 999 but sometimes showing as 0
« on: September 10, 2017, 01:39:45 pm »
I have a list of Top Times for levels. with the default value supposed to be set to 999 (so when the level has been completed it can check if the top time is higher than the level time and swap it accordingly. I have set the default values to 999 (see screenshots) and got it to change all items in the list to 999 when the data is reset. but for some reason it only seems to work for the first few items. the rest are all 0 which means the level times wont be saved at all...

Can't figure out where i've gone wrong so any help would be much appreciated!

Thanks in advance.


Hi, I'm trying to think of ways of saving rank / score / time and displaying it on a level select screen. Just wanted to share my thoughts as I'm unsure if there's a better way of doing it...

I have three lists:

When you finish a level it checks the saved index of the stage and places the value for each in the corresponding index in the list.

On the world map, when you move over the level it displays the values for score, time and rank.

When you go back into the level and finish it, say, with a lower score. This gets overwritten and when you go over the stage you will now see the lower score. Of course I want it to just show the highest score, fastest time and best rank.

I thought of making a duplicate of each of the lists and the first time you play a level, save the values in both lists, then the second time etc check the first list against the second and compare values, overwrite in the second list if the values are > or < depending on what needs to be checked. Then only display the second version of the lists on the level map?

Is this the best way of going about this or is there an easier option? Didn't want to do all the work  coding this to find out I did it wrong! Thanks in advance, Nick.

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