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Messages - LePoulpe

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iPhone / iPad / Android / Re: We Come In Pieces - RELEASED!
« on: June 12, 2013, 09:36:21 am »
I really like your game especially the retro graphics.
I suggest to adjust the difficulty on "hard" because the game is much more handy.
Have you noticed that your game has apparently the same problem as described here:,15838.0.html
I have tested your game on iPhone 4 & 5, iPad 2 & 3 when you test on iPad 2/iPhone 4 you can see multiples micro (or even big) freezes.


When I try to download your game, there is this message (cf screenshot).
My iPad version is 6.0

Also, you could try using "trigger event in behavior _thisbehavior for this scene" instead triggering event in all behaviors. Stencylpedia says it could have small effect on performance.

Thank you for the advice, I hadn't noticed this in StencylPedia.
After replacing all "the trigger event in all behavior" by "trigger event in behavior _thisbehavior for this scene" the framerate up to 40 FPS !
Despite this, the game continues to suffer slowdowns.

Inside trigger events, there are only :
- Create actor type block, or
- Repeat x Times
      Create Actor Type

I continuing to seek a solution to make the game less slow.

Thank you very much for your help

Thanks for your reply Froz

I use the "Random Number" block exactly as in your first example but my code is a bit more complex.
I use several timers inside the "Always" event and inside the timers I still use randoms draws to trigger actions.

I have attached a screenshot to illustrate my point.

Maybe I built wrong my code inside the timers ? (if/otherwise if/otherwise)

I'm on iOs and there is no special error in the console.
The problem comes from this event because when I disable it up my framerate to 60 FPS .

I try to avoid much as possible the "Always" event on iOS because I've noticed on several times that it consume a lot of resources.

Do you see what cause this problem in my code ?

Thanks for your help

Thanks Froz

I've converted my whole system of actors generation by your solution.
But that's what I thought, as I have several timers (7), the Always events blew my framerate which is down to 10 FPS.

To solve this problem I've tried a Do every 0.5sec rather than a Always event.
This has improved my framerate but still impact performance game performance.

Is there a way to edit a ongoing timer as in my screenshot ?

Any help will be much appreciated.


Suggestion Archives / Re: Particle Generator in Stencyl 3.0
« on: October 31, 2012, 05:15:01 am »
Thank you very much, one less to worry about! Well then, I believe the particles behavior should work in 3.0 as is.

The Particles behavior works in 3.0 but it's strange the behavior gradually stops after a few seconds and this on all platforms.
I don't understand why ...

The "if not game is paused" should probably wrap around the actor creation block.  The timer will continue, but nothing else should happen.

I thought so too, but if the pause is brief (which usually the case) the timer can trigger the actor creation block.

For example: if the random time intervals is between 5 and 10 seconds, the pause lasts 4 seconds and the timer is programmed before the break, this causes the trigger of the custom event after the pause. And what happens you have two timers programmed after the pause (if we trigger the custom event by touching the resume button).

Do you think there is a solution to properly cancel the timer during the pause and restart after the pause ?

Suggestion Archives / Re: Particle Generator in Stencyl 3.0
« on: October 30, 2012, 03:34:12 pm »
FYI, a full particle engine + editor is coming in a 3.x release.

Awesome ! I really glad to hear that.
I think it will be a very useful addition to Stencyl.

Thanks Jon

The only line of code I use there is to set an actor type by its name. I just have to replace that with the Haxe equivalent, and the behavior should work in 3.0. Answering your question: yes, it is possible.

Thanks for your reply Luyren
"Particules Examples" is a very great Behavior, it would be very nice to be able to benefit on all platforms.
Do you think you would have time to adapt your Behavior to Stencyl 3.0 ?

Suggestion Archives / Particle Generator in Stencyl 3.0
« on: October 30, 2012, 12:50:35 pm »
It would be very interresting to integrate a particle generator in Stencyl 3.0, or maybe just a behavior.

The "Particles Examples" in StencylForge of Luyren is great but only works for Flash.
Is it possible to adapt to Stencyl 3.0 to make it compatible with all the plateforms ?
Luyren do you think it possible ?


Thanks Rob1221

It's been a long time I was looking for a way to achieve this, it works perfectly.
I've attached a screenshot to explain the custom event.

But with this technique there is a concern, how stop the trigger properly during the pause ?

I use a "if not game is paused" inside the custom event and a trigger event when I touched the resume button during the pause.
But that does not stop the timer (do after) which is already programmed.

Rob (or someone else) you have a solution to this problem ?


Completed / Set Background with blocks
« on: October 21, 2012, 07:27:26 am »
Currently it is not possible to change Background settings while playing.

It would be great if it was possible to have multiple blocks in a category in order to set the Background for example :
- Set "Background" (Choose Background) "Speed"
- "Add/Remove" "Background" (Choose Background)
- Set Background Order
- Set Background "Color" (Solid Color/Vertical Gradient)


Old Questions (from 1.x/2.x) / Re: Set Background Scroll Speed?
« on: September 02, 2012, 07:13:12 am »
Yes I think it works for Flash.

But you can also just use this code:
Code: [Select]
setScrollSpeedForBackground (x, y);
This is perhaps less consumer perfomance.

Old Questions (from 1.x/2.x) / Re: Set Background Scroll Speed?
« on: August 30, 2012, 06:32:14 am »

You should look at this topic, an alternative to this problem was found by Bonzero :,13068.msg78717.html#msg78717

Archives / Particle Generator on iOS
« on: August 28, 2012, 03:28:47 am »
The creation of multiple Actors to generate particles is very consumer performance on iOS and this even if actors are lightweight.

Even if this is not a major functionality, I think it may be interesting to integrate Particle Generator in  Stencyl, like some other games framework proposed.

A view to creating very detailed and fluid games on iOS.


Archives / Re: [iOS] Wishlist
« on: August 28, 2012, 03:11:29 am »
I would also like the Flash effects are usable on iOS.
There are so many times I would have liked to use them  :)

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