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Topics - Max Finch

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Suggestion Archives / Ability to shift actors up and down a single layer.
« on: December 14, 2014, 05:29:08 pm »
I believe a valuable feature that stencyl doesn't support is the ability to shift an actor forward and backward within a single layer. We have the ability to shift actors within multiple layers but not a single. Take for example Illustrator.

Currently if I want to shift an actor back within a layer I need to delete all actors and add them back according to which one I want the farthest back and which I want the farthest forwards.

I'd really love to see this as it would help with reduction of layers thus improving performance.



Get Mr Tart for Mac OSX!
Available FREE!


Mr Tart returns! With a twist, Play as Mr Tart or his friends while you jump and dodge over spikes to ultimately avoid the toaster and more importantly, my mouth...

This was a fun game to make, I genuinely enjoyed working on it. This will probably, most likely, for sure be my last "Pick up and Play" game for mobile. I want to dip into something new, and a bit more challenging. Which is always fun!



Version 1.2


Mr Tart has made some new friends!

-Classy Tart: Like a sir

-Mrs Tart: Secret admirer

-Zombie Tart: Back from the dead


3 new achievements come along with Mr Tart’s new friends!


You can now share your scores to Twitter, Facebook, iMessage, and E-Mail! #MrTart


I recently purchased an iPad Mini and saw how bad Mr Tart was on iPad :( ((
I'm more than happy to say that this has been fixed! Sorry!

On the bright side Mr Tart is a blast to play on iPad now :)


Mr Tart had a few problems that have been fixed :D
Things like unlocking Blueberry Tart should not be as difficult


Just some general under the hood stuff.
New icon
New Screenshots

Version 1.1.2

Updated to support 64 Bit.

(Discontinued Android support)

Version 1.1.1

Fixed small bug where player couldn't unlock Blueberry Tart

Version 1.1

Version 1.1 is out for Android! (And coming very soon to iOS). Actually it's been out for quite some time for Android but due to the very long Apple review times lately it's been sitting in review for about 13 days as of this post (Jan 13th, 2015) so I tried waiting until Apple reviewed but it's taking way too long. So here's this.

Here are the following update notes.

-Performance has been increased
-Now playable on slightly older Android devices and iOS devices running iOS 6+
-Lots of bugs were fixed
-Two new achievements for iOS and Android
-Two new Tarts, Blueberry Tart and Flappy Tart.
-Enhanced the character select

As soon as Apple reviews Mr Tart I'll post back here again. I need someone with an iPhone 4, iPod Touch 4, or an older iPad (iPad 2) to make sure gameplay is playable.

There's a more detailed post farther down the next thread.

Ask a Question / Get actual screen size.
« on: October 30, 2014, 03:31:33 pm »
I noticed that fetching an androids screen size doesn't include the navigation bar and thus doesn't give you the actual device screen size.

Is there a way in stencyl that I can fetch the full device screen size? Including the navigation bar.

For example:

My nexus 7 stencyl says is 1205 when really it's 1280. It doesn't include the 75px of navigation bar (48dp)

The reason I need this is to be able to fetch the true device aspect ratio.

Journals / Mr Tart Returns!
« on: October 26, 2014, 03:00:14 pm »


Hello everybody! For those of you who don't know me my name is Max. I'm an 18 year old developer based in Good ol' Oregon. I've been using Stencyl for quite some time now and what really took off for me the most is my game Mr. Tart. I created it mainly as a game to help me learn Stencyl and really the world of making games. There's so much more to making a "Fun" game than most people think, and with Mr Tart I feel I was getting somewhere to that concept. Mr Tart gave me a record 4-5 million plays in it's lifetime and it's by far my most popular game receiving great feedback and even reviews from Pc Gamer and Indiestatik. It's also the first game where I realized how valuable art, in particular good animations is. If you've had the dreadful experience of playing some of my earlier games you'll see I used to be so bad :D

Anyways, after Mr and Mrs Tart I stated that I would be done with the Mr Tart series and move on to other projects. Sadly, I lost a lot of money and motivation at the beginning of the year and ultimately ended up having to sell a lot of my stuff in order to pay the bills (Can I be a kid again?) So really, I stopped games all together because I couldn't afford it. Well I recently got a much better job and have started back up. I released Five Colors as an attempt to learn more about the Mobile world and I've now seen that it's much different than Flash. :O

Ultimately Five Colors was a bit of a failure and so I've moved onto something quite, different. I've been pleaded by family and friends countless amounts of time to build a Mr Tart game that was for their phones. So I took a concept that originally had pixel art and changed it around quite a bit! (I hated my pixel art anyways). Mr Tart Returns is the result :)

What's the point?

Well basically a two player Mr Tart game on small screen wasn't going to work. So I gave the series quite a twist. Inspired by one of my favorite genres, "Pick up and play". You play as Mr Tart as you jump and dodge over spikes to avoid the toaster, and ultimately avoid my mouth.. Sounds simple? Try it and see! haha :) I'm proud to announce that the game will eventually be available for Apple, Android, and Amazon devices as well as the web.

I need your help!

Please note if you're not into frustrating pick up and play games like "Flappy Bird" or "Swing Copters" you probably wont like this.

If you're on your computer now feel free to take a glimpse at the current web version. It's the mobile version without character select, leaderboards, and achievements. Please note that I'm only asking for help not just so people can play the game and leave but also to fill out the small survey right next to the game!

>>> Play the test version here <<<

Anyways, as I continue to develop and mess around (Been going at this for 1 1/2 months which is longer than I was expecting) I'll eventually post a trailer and what not. Stay tuned!

Resolved Questions / Event Listeners and Functions help [Solved]
« on: September 18, 2014, 08:45:27 pm »
Is there something wrong with this code?

Code: [Select]
function openLink (e:ContextMenuEvent):void{
navigateToURL(new URLRequest(_SponsorURL));

function myLink (e:ContextMenuEvent):void{
navigateToURL(new URLRequest(_MyURL));

my_sponsor.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, openLink);
my_notice.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, myLink);

Trying to update my context menu from the older nme version to OpenFL and have tried to figure the rest of this out.

EDIT: Nevermind I figured it out. changed void to Void

and navigateToURL to openURLInBrowser

Ask a Question / Find Android Nav Bar height (Java help)
« on: September 15, 2014, 02:49:56 pm »
I'm trying to get the Nav bar height of an android device and add it to the screen height as the screen height in pixels is the height - Nav bar height.

This is what I've found, it's in JavaScript.

Code: [Select]
Resources resources = context.getResources();
int resourceId = resources.getIdentifier("navigation_bar_height", "dimen", "android");
if (resourceId > 0) {
    return resources.getDimensionPixelSize(resourceId);
return 0;

Is there a way to tell Haxe your going to code in Java and then code in Java?

For iPhone and iPad I'm not too worried about scaling as it's actually quite easy!

But for Android I'd like to find the aspect ratio of a device and transition to either the 4:3 ipad scene or the 3:2/16:9 iphone scene.

Is there a way to find the aspect ratio of an android device?

Game Art / Game Art Suggestions & Feedback [Updated art style]
« on: September 06, 2014, 02:40:09 pm »
Hey guys!

Both me being sick and this stupid pixel art character has been killing me this past week. In fact game progress has stopped completely because I find him so plain and boring that I feel bored with the entire game (Or something like that). Basically I'd like some advice, help, mockups, anything to help me create the right character for this game. It's my first time in pixel art and so far everything but the character is going right...

This is my main character so far:

I don't know why but I feel he's just so... boring. Like I'm missing something or maybe something needs to be fixed/added.

Here he is in a screenshot of the game (WIP):

I'm not sure where to go from here. When I initially created him he worked but as I continued to work on the game something changed and I no longer think he works with the project.

In the game you basically jump to avoid spikes, that's it. Not gonna say much more but I do plan on releasing it to Flash, iOS, Android, and the Amazon Store in the middle of this month.

Does anyone have any ideas as to what to do?

What if I made him some sort of flightless bird (Chicken, Penguin, Ostrich,???) Or what if I stuck with what I had and did.... IDK, That's where my writers block kicks in.

I'm open to any ideas!


Ask a Question / How to implement Javascript into your Android game?
« on: September 02, 2014, 03:43:32 pm »
I have some Javascript I want to add into my game that makes the game go into "Immersive" mode.

Are there flags or anyway of telling Haxe that the code is Java so I can successfully build the game and make this work?

Chit-Chat / How do you come up with names for your games?
« on: August 31, 2014, 11:32:12 am »
Quite possibly the hardest part for me to do in game development is actually coming up with a relevant, catchy, and unique name for my games. And recently, it's been a struggle.  Especially now that I'm restricted to names that haven't already been  registered in Apples App Store whether or not the name is actually live in the App Store.

I'm working on a new game, I came up with what I thought was a clever name, "Jumping Jack". As far as I know, there's no app on the App Store called "Jumping Jack" so I tried registering that name when the dreadful "name already registered" error pops up. BUMMER!  Of course I don't want one game having different names on every market so it's back to the drawing board.

How do you come up with names to your games? I'm quite interested!

Extension Ideas / [I tried, now I'm requesting.] Twitter extension
« on: August 16, 2014, 09:09:58 pm »
Hey all.

So I found an openfl extension called HypTwitter.

I tried to create the extension myself and didn't get too far. Basically I don't know what to put in the main .hx file. I created a block, put in the neccessary files, etc.

Anyways, I just guess this is out of my league. Doesn't look too hard to make though.

I'm willing to pay for this to be made. Not much since I'm not rich, but I'm willing to pay a reasonable amount.

Resolved Questions / Android Build Failed [Logs Attached]
« on: August 14, 2014, 10:01:38 am »
I've done a forum search and so far I can't figure this out.

Can someone take a look and tell me why I keep getting this build error?




It's all about Five Colors!

Red, Yellow, Blue, Green, and Black

And your ability to swipe...
Can you swipe fast enough?


(For iPhone, iPad, and Android)

Quick Write Up

I started this game Thursday (July 24th, 2014) and finished Friday August 1st! This game was a blast to create and honestly. . . I found it more fun to create than my flash game "Mr. Tart" No but seriously, this was a game I for some reason was very passionate about creating. Maybe because it is my first Mobile game? Maybe because my friends will all probably have it on their phones and tablets? I don't know. But there's just something about it that I liked more than the rest of my games.

ANYWAYS the game was never supposed to be anything legit. Just a quick little game to tide me over for the day. Then the next day came, and the next, and the next, and soon I smelled like a caveman, had about as much sleep as those guys that fish for crabs, and my facial hair was a jungle. (Seriously though, longest I've ever had it and I'm pretty proud.) But finally the game was finished and I could once again become a normal human being. Actually, I rediscovered socializing, hiking, and work

I hope you all enjoy this game as much as I enjoyed making it!

ALSO!! Big shoutout to those who tolerated my rampant postings on the forums about formatting for each device. That was a real pain in the elephants ass but I'm so thankful for Rob who helped me out on that last one. Thanks guys!!

My English app description:

Five Colors

It's all about Five Colors! Red, Yellow, Blue, Green, and Grey And your ability to swipe... Can you swipe fast enough?

I want to make sure I'm not being offensive but still get my point across. So,

French rough translation: (I took 2 years of french and don't really know much lol)


Cinq Couleurs

C'est tout environ cinq couleurs. Rouge, Jaune, Bleu, Vert, et Gris. Pouvez-vous jouer?

And Spanish:

Cinco Colores

 Es todo acerca de Cinco Colores!

Rojo, Amarillo, Azul, Verde, Gris y

Y tu capacidad de deslizar ...
Puede usted deslizar lo suficientemente rápido?
Just making sure I'm not being offensive anywhere as that would be bad. Anyone who speaks another language other than English, French, or Spanish is also more than welcome to help me translate my app discription and title! I would be most grateful!!-Thanks, Max

Ask a Question / iPod music stops when game is launched
« on: August 02, 2014, 01:58:32 pm »
A lot of people like listening to their music when they play their games (I am one of them).

However my game stops music from playing when it's launched. I saw a post from 2.X but that's way outdated and I couldn't find the proper files to edit. Is there a way of doing this in 3.x? If there is could I also detect when music is playing and stop a certain channel in my game (Music Channel) from playing?

I feel like this is simple but I am not sure. Wish I knew Objective C -_-

EDIT: Looks like it has something to do with the AVFoundation framework? How would I import this if it's not already?

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