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Messages - JensWinterstein

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Old Bugs (1.x/2.x) / Blurry GFX in Atlas [b42]
« on: September 20, 2011, 10:21:36 am »
I discovered a few blurry graphics in the main atlas. The atlas isn't oversized and the sourcefiles look fine in gimp/photoshop.

Here's a comparison:

Ideas? :)

iPhone / iPad / Android / Loony Box iOS
« on: September 19, 2011, 12:18:17 pm »
Basically, it's a port from the flashgame I released earlier this month:

During the porting process, I had to remake every map with about 3/4 of the initial tiles available (due to screensize)... so a few maps are completely different from the flash version.

Some impressions:

Cheers :)

Ask a Question / Re: Flash encrypting
« on: September 19, 2011, 10:00:37 am »
Hey charlesartist,

I just tried out irrFuscator ( ) but the obfuscated file throws a lot of reference errors and doesn't seem to work at all.

Also, I don't think it's worth the effort to decompile a game that was made with stencyl to steal the code (besides ripping the GFX though).

Chit-Chat / Re: Where are you from?
« on: September 19, 2011, 09:48:35 am »
Karlsruhe, Germany :)

Shared Resources / Re: Need music for your project?
« on: September 15, 2011, 02:27:47 pm »
Very nice work, Malson.
Currently listening to "A-to-Z RPG - Forest". An outstanding piece :)

Old Bugs (1.x/2.x) / Re: open URL in browser - not working [b41]
« on: September 13, 2011, 06:19:30 pm »
Cool, Jon. Also, it started working suddenly after upgrading to StencylWorks 1.1.1 - b406.

Old Questions (from 1.x/2.x) / Re: iStencyl upgrade
« on: September 13, 2011, 10:21:27 am »
No errors.
And yes, I can see the new "Mobile" register at the library with the atlases stuff. Neat :)

Old Bugs (1.x/2.x) / Self is on Screen - only for 320x480 [b42]
« on: September 13, 2011, 09:37:56 am »
It seems that "Self is on screen" only considers the fixed bounds at 320x480.

- Set game to landscape mode and/or resolution to custom 480x320
- Pick an actor and set "if (!([mActor isOnScreen])) { [mActor die]; }"

- The actor always dies after x > 320 instead of x > 480

However, it can be worked around by checking the x/y pos manually instead of using "Self is on screen".

Hope this helps :)

Old Questions (from 1.x/2.x) / Re: iStencyl upgrade
« on: September 13, 2011, 09:15:27 am »
Thanks for bringing this up. I also wondered about that.
Just upgraded iStencyl to the newest StencylWorks (1.1.1 - b406) and everything seems to work fine.

Old Bugs (1.x/2.x) / open URL in browser - not working [b41]
« on: September 12, 2011, 07:14:59 pm »
Just tried to open a website upon touching an actor.

Code: [Select]
AppScaffold - Error: -[Design_21_21 openURLInBrowser:]: unrecognized selector sent to instance 0xblahblah
Hope this helps.

Completed / Re: Screen rotation in landscape mode (low priority)
« on: September 11, 2011, 06:23:08 am »
Exactly, but only from "Landscape Left" to "Landscape Right" and vice versa.
I tried to enable this inside the AppScaffold.xcodeproj, but it didn't work from there.

Completed / Screen rotation in landscape mode (low priority) [3.0]
« on: September 10, 2011, 07:26:13 pm »
As already stated in the topic, I think it would be nice to have a checkbox for a screen rotation when the device is turned around.

Awesome, Jon  8)

Hi fellow iStencylers,

I just ran over a little typo after I tried to deploy the Drop Box example in landscape mode.
Xcode throws the following: "Lvalue required as decrement operand."

The error lies in an additional "-" sign at barOffsetX from the preloadercode:
Code: [Select]
[game configurePreloader:0x0 barColor:0xffffff barBGColor:0x0 barBorderColor:0x0
barBorder:2 barWidth:280 barHeight:12 barX:gameHeight / 2 - 6 barY:gameWidth / 2 - 140
barOffsetX:--14 barOffsetY:0];

Just in case you experience the same, remove the second "-" after barOffsetX and it works fine.
This add. "-" also prevents the iOS simulator to run properly in landscape mode.


Windows / Mac / Flash / HTML5 / Re: Loony Box
« on: September 09, 2011, 03:10:48 pm »
Hey stencylers,

thanks for the nice feedback so far, I'm glad that you like it. Actually the game was designed for Touch- AND MouseInput... but I admit that it's easier on a TouchDevice. So, Map30 on PC/Mac is for jedis and ninjas only :D

I also found some little flaws with the physics engine. It doesn't behave 100% the same in some special situations. However, I'm gonna work on the iOS part and the remaining bugs :)


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