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Messages - candycornown

Pages: 1 2 3
16
Ask a Question / Moving collected coins to coin meter
« on: December 24, 2016, 06:07:51 am »
Hello,

I am stuck with making code to move collected coins to coin meter.
Current code (attached) slides collected coin actor to coin meter, but when the player moves, that coin goes to completely different location.

I am looking for the similar effect as in the game "Lep's World".

Any suggestion how to achieve this?

Thanks!

17
News / Re: 3.4.0 (Beta 5) - October 6, 2016
« on: October 06, 2016, 01:40:55 pm »
You can send it to me via PM or over discord.

I sent it via PM.

Thanks.

18
News / Re: 3.4.0 (Beta 5) - October 6, 2016
« on: October 06, 2016, 01:17:17 pm »
candycornown, would you like somebody from the team to look at your game and see if something has changed between beta4 and beta5?

Justin, thanks for fast response. It would be great if someone from the team would look at it. Where can I send it?

19
News / Re: 3.4.0 (Beta 5) - October 6, 2016
« on: October 06, 2016, 11:23:21 am »
I updated to this version from 3.4.0 Beta 4 and now when I try to test my game in Flash Player I get errors.  :-[
I have no idea what is wrong as it was working great in beta 4 version.

Here is error code:

Quote
ArgumentError: Error #2015: Invalid BitmapData.
   at flash.display::BitmapData/ctor()
   at flash.display::BitmapData()
   at com.stencyl.models.background::ImageBackground/drawRepeated()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/models/background/ImageBackground.hx:89]
   at com.stencyl.models.background::ImageBackground/loadGraphics()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/models/background/ImageBackground.hx:148]
   at com.stencyl.models.background::ImageBackground()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/models/background/ImageBackground.hx:51]
   at com.stencyl.models.background::ScrollingBackground()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/models/background/ScrollingBackground.hx:24]
   at com.stencyl.io::BackgroundReader/read()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/io/BackgroundReader.hx:94]
   at com.stencyl::Data/readResource()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Data.hx:275]
   at com.stencyl::Data/readResourceXML()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Data.hx:261]
   at com.stencyl::Data/loadResources()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Data.hx:216]
   at com.stencyl::Data/loadAll()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Data.hx:150]
   at com.stencyl::Data$/get()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Data.hx:57]
   at com.stencyl::Engine/begin()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:662]
   at com.stencyl::Engine()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:539]
   at Universal/init()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/Universal.hx:95]
   at Universal/onAdded()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/Universal.hx:74]
   at flash.display::DisplayObjectContainer/addChild()
   at Universal$/main()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/Universal.hx:553]
   at Function/http://adobe.com/AS3/2006/builtin::apply()
   at Function/<anonymous>()
   at ApplicationMain$/start()[Export/flash/haxe/ApplicationMain.hx:3057]
   at ApplicationMain$/init()[Export/flash/haxe/ApplicationMain.hx:2975]
   at lime.app::Event_Void_Void/dispatch()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/lime/lime/lime/app/Event.hx:145]
   at lime.app::Preloader/start()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/lime/lime/lime/app/Preloader.hx:242]
   at openfl.display::Preloader/display_onComplete()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/openfl/openfl/openfl/display/Preloader.hx:129]
   at flash.events::EventDispatcher/dispatchEventFunction()
   at flash.events::EventDispatcher/dispatchEvent()
   at scripts::StencylPreloader/onLoaded()[Source/scripts/StencylPreloader.hx:314]
   at openfl.display::Preloader/start()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/openfl/openfl/openfl/display/Preloader.hx:93]
   at lime.app::Preloader/current_onEnter()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/lime/lime/lime/app/Preloader.hx:310]

And if I press Continue, I got this:

Quote
TypeError: Error #1009: Cannot access a property or method of a null object reference.
   at com.stencyl::Engine/postUpdate()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2626]
   at com.stencyl::Engine/onUpdate()[C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2611]

EDIT: This also happen if I create a new blank scene that has nothing on it.

Anyone else facing the same problem or is it just bad luck with this version?

20
Ask a Question / Re: Health decreasing problem...
« on: July 07, 2016, 07:11:08 am »
Thanks for suggestion! I got it to work now.  ;)

Thanks for help.

21
Ask a Question / Re: Health decreasing problem...
« on: July 06, 2016, 01:44:05 am »
Thank you for that response. It worked!  ;D

Now, I just need to figure it out how to make it work, if player hits from the right side as now only works when I hit the actor from the left side.

New code is attached.

Thanks again!

22
Ask a Question / Health decreasing problem...
« on: July 05, 2016, 01:13:47 pm »
Hello,

I am working on a platformer game and got stuck with problem. Player character has 3 lives. For each hit from enemy actor that life should decrease by 1. Once the life reaches 0 player character dies.

While this kinda works when character is standing still as enemy turns away while player character got hit, but if a player character is running into enemy actor it will die immediately.

Is there any way I can change that player character has around 2 seconds before loosing another life?

Behavior is attached on enemy actor.

23
Ask a Question / Re: How to remove navigation bar on Android device?
« on: July 10, 2015, 05:53:26 am »
I reinstalled Stencyl today and noticed when I test for Android I get error for API 19. I opened SDK Manager in stencyworks to update most of the APIs. The game then launched but still the same problem.

On PC running in Flash it works with no problem.

I saw in Game Settings that Android Target Version is API 19 - 4.4 (KitKat). Does that mean it won't work properly on my phone with 5.0.2? As navigation bar seems to bug it...

Edit:
Pictures are attached.
This is a test game and still the same.
Tried on Moto X (2nd Gen.) same result.

Any ideas?

24
Ask a Question / How to remove navigation bar on Android device?
« on: July 09, 2015, 10:25:10 am »
Hello,

Recently I moved to new Stencyl 3.3 with my game for Android devices. After setting everything up I tested the game and noticed that there is visible navigation bar with no buttons. If I swipe from the top the buttons will appear.  In previous versions of Stencyl I didn't have that black / transparent bar there. Is there any fix for this?

My phone to test the game is Motorola Moto G (1st Gen.), version: 5.0.2..
Orientation: Landscape
App Type: Universal
Full Screen

I have the newest SDK and JDK.
Logs are showing no errors.

Navigation bar is in attachment. In the game it appears as a black bar but if I swipe down it shows buttons. I can't get rid of it.

25
Ask a Question / Re: Lines between tiles? (mobile)
« on: August 11, 2014, 08:40:32 am »
@rob1221 That did it! Thank you so much! :) Cheers

26
Ask a Question / Re: Lines between tiles? (mobile)
« on: August 11, 2014, 05:45:52 am »
I am not sure about Haxe codes. I know I didn't change anything like that.

Settings:

Screen Size: 480p x 320p
AA: Off

Mobile Settings:

Orientation: Landscape
App Type: Universal
Framerate: 60FPS

Scale Mode:
Android: Full Screen

Maximum Scale:
4x

Here is my log:

[LOG] --------- beginning of /dev/log/main
[ERR] java.lang.NullPointerException
[ERR] java.lang.NullPointerException
[LOG] Unexpected problem on thread AWT-EventQueue-0: null
[LOG] I/trace   ( 5465): Universal.hx:162: Stage Width: -1
[LOG] I/trace   ( 5465): Universal.hx:162: Stage Width: -1
[LOG] I/trace   ( 5465): Universal.hx:163: Stage Height: -1
[LOG] I/trace   ( 5465): Universal.hx:163: Stage Height: -1
[LOG] I/trace   ( 5465): Universal.hx:164: Screen Width: 1196
[LOG] I/trace   ( 5465): Universal.hx:164: Screen Width: 1196
[LOG] I/trace   ( 5465): Universal.hx:165: Screen Height: 720
[LOG] I/trace   ( 5465): Universal.hx:165: Screen Height: 720
[LOG] I/trace   ( 5465): Universal.hx:166: Screen DPI: 326.5710144
[LOG] I/trace   ( 5465): Universal.hx:166: Screen DPI: 326.5710144
[LOG] I/trace   ( 5465): Universal.hx:197: Widescreen (Aspect Ratio > 1.5)
[LOG] I/trace   ( 5465): Universal.hx:197: Widescreen (Aspect Ratio > 1.5)
[LOG] I/trace   ( 5465): Universal.hx:302: Theoretical Scale: 2
[LOG] I/trace   ( 5465): Universal.hx:302: Theoretical Scale: 2
[LOG] I/trace   ( 5465): Universal.hx:314: Max Scale: 4
[LOG] I/trace   ( 5465): Universal.hx:314: Max Scale: 4
[LOG] I/trace   ( 5465): Universal.hx:315: Engine Scale: 2x
[LOG] I/trace   ( 5465): Universal.hx:315: Engine Scale: 2x
[LOG] I/trace   ( 5465): Universal.hx:365: Algorithm: Full Screen
[LOG] I/trace   ( 5465): Universal.hx:365: Algorithm: Full Screen
[LOG] I/trace   ( 5465): Universal.hx:669: Scale X: 1
[LOG] I/trace   ( 5465): Universal.hx:669: Scale X: 1
[LOG] I/trace   ( 5465): Universal.hx:670: Scale Y: 1
[LOG] I/trace   ( 5465): Universal.hx:670: Scale Y: 1
[LOG] --------- beginning of /dev/log/system
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 51
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 51
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 67
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 67
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 93
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 93
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 98
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 98
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 125
[LOG] I/trace   ( 5465): Sound.hx:54: Loading sound: 125

27
Ask a Question / Re: Lines between tiles? (mobile)
« on: August 11, 2014, 12:25:34 am »
@torcado194 I will try to do that. Anti-aliasing is off, if I turn it on those line are always there.

@rob1221 I replaced it and changed my settings to Scale To Fit (Full Screen) and it worked.  ;) Is there maybe a way to fix it for Full Screen? Since everything looks bigger and pixelated if I have Scale To Fit option.

28
Ask a Question / Re: Lines between tiles? (mobile)
« on: August 10, 2014, 01:43:44 pm »
I use "Full Screen" not "Scale to Fit (Full Screen)" as OP.

29
Ask a Question / Re: Lines between tiles? (mobile)
« on: August 10, 2014, 04:41:23 am »
@mat0pad Have you fixed it? Or did you do something else to avoid it?

30
Ask a Question / Re: Lines between tiles? (mobile)
« on: August 10, 2014, 03:35:34 am »
I created my own tiles with PS and lines are still showing. In my case when I jump it shows line. I also have tiles that came with Stencyl and still the same. And if I put another tile (all in one color) in Layer 2 it disappears.

I am wondering if this has to do with Jumping or Smooth Camera Behavior because it only happens when I jump. And only on phone, on Flash and browser it works fine.

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