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Messages - redpesto

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Old Bugs (1.x/2.x) / Re: mstream: Media stream daemon stopping.
« on: January 12, 2012, 12:08:24 pm »
Hi Jon, the game works in the Simulator, it's just the sound that's not present. Checked the iOS5 setting in Stencyl and reset content and settings. Then I loaded up Drop Blocks. It loads and is playable but no sound. If I click the block which would trigger a sound I get the mstream error in the console. Full console read out attached...

Old Bugs (1.x/2.x) / mstream: Media stream daemon stopping. [SOLVED]
« on: January 11, 2012, 03:48:43 pm »
Hi chaps,
I'm also getting the

mstreamd: (Note ) mstream: Media stream daemon stopping.
mstreamd: (Note ) mstream: mstream shutting down.

error whenever sound is (tried) to be played. Works fine in Flash. Simulator/Console chuck out the error. Will try publishing tomorrow. I added the fix (here:,5719.0.html and it didn't change anything.

Would a full console readout be useful?

I even tried the demo games, Drop Blox et al and I get the same error,


For non-USB keyboards, I think 3 keys is the most that can't be detected at once.

Also, make sure you aren't using if, otherwise if statements to detect the inputs.

Its a USB Apple keyboard (but on my PC), all four are IF statements turning on Game Attributes on key press and off on release.

I ran into this when playing emulated games in the past. There are certain keyboards that don't allow certain key combos (especially arrows + letters) to be pressed because the hardware designers never imagined that you'd press those combos. I think it's the same case here.

On your demo, I can't get more than 3 to show, and in one case, couldn't even get more than 2 to show. (UP + LEFT seems to block DOWN)

I've had problems with Emulators before as well & in games like Quake where you hold UP and LEFT or RIGHT to strafe. I use to have this old non-USB keyboard that would only accept two key strokes at a time, if you held UP and LEFT and too quickly pressed RIGHT it would lock all three =/

On this demo DOWN seems to get blocked more than the others, you can press UP + LEFT + RIGHT. At least we are all getting similar results.

Cheers guys for testing it out. I swapped the keys over to AWSD and it works the same as the arrow keys. To be honest, I doubt you'll ever hold down all 4 at the same time but when I transfer this to iPhone I'll change it over to mouse clicks, which in turn will be taps right? Shouldn't have any problems with 4 mouse clicks in 4 different regions (or on four different actors) will I? Anyone with iStencyl mind checking it for me? Thanks.

Here's my demo...

Is it my keyboard or Flash or Stencyl that won't allow me to press all four arrow keys down at the same time? Actually, if you hold DOWN you can press UP but no LEFT or RIGHT.

This kinda sucks for my Dance Dance Revolution-style game.

Can someone test the demo and see if they can hold down all four arrow keys please?

Windows / Mac / Flash / HTML5 / Re: Super Rocketeer
« on: October 24, 2011, 01:38:41 pm »
OMG!!! That main character is soooo cute!!!  :-*

Ask a Question / Re: Some questions about sound/audio in Stencyl...
« on: October 24, 2011, 01:23:57 pm »
No audiophiles eh?

Was actually reading this article

Will Stencyl ever support .WAV and will I be able to used Sync :Event and Repeat 9999 in a code block?

I really need some help with getting my audio playing in sync with each other as its totally essential to my game. Thank you!

Ask a Question / Some questions about sound/audio in Stencyl...
« on: October 18, 2011, 01:27:38 pm »
Hi, I'm making a game that relies on sounds being played at very specific times.

There is some background music playing, its 16 beats long at 120bpm. When you activate a block it will play a duck quack sound every four seconds. Now this should play over and be perfectly in time with the backing music - but it very often goes out of sync.

My questions are:
1) Any way to make this tighter? Would steps be better than seconds?
2) How come the background music loops perfectly sometimes and at others it has a slight pause when it loops? Any way to fix this?
3) Has the sound engine been improved with Flash 11? If so, will the better audio handling eventually come into Stencyl?
4) How's the audio working on iDevices once rendered out of iStencyl? Will I still have the same problems.
5) I've noticed the audio channels block has the Flash logo, that means it won't work in iStencyl right?
6) If so, is there any benefit/loss from having all the music and sounds come out of the same channel, won't they start cutting over each other?
7) Audio in Flash just sucks right?

Think that's it for now haha, any more and I'll post them up. Many thanks for your time!

Ask a Question / Re: Collision checks for multiple blocks in a row
« on: October 17, 2011, 11:33:34 am »
Just wanted to say thanks, got this working great this weekend  8)

Ask a Question / Re: Collision checks for multiple blocks in a row
« on: October 14, 2011, 01:32:03 pm »
And offset is a number attribute?

Ask a Question / Re: Collision checks for multiple blocks in a row
« on: October 14, 2011, 01:05:23 pm »
Ahh I see, thanks Alexin. Well now it works but only if you are in the dead centre of the block, how do I add an offset say -5 pixels to +5 pixels from the centre? Is there a Between range block?

Ask a Question / Collision checks for multiple blocks in a row
« on: October 14, 2011, 11:30:30 am »
The problem I'm having is my player can stand on both block 1 and block 2 and activate them both at the same time. How do I check my player is over the middle of of block 1 and therefore shouldn't be able to activate block 2 just by one pixel touching it. If 60% of the player is over block 1 and 40% over block 2 - then only block 1 should react.

I tried this (the behaviour is attached to the block) but it doesn't seem to be working (have I got my maths wrong?  ;))

Took about 40 minutes before it crashed. Black/Grey screen, reboot needed. Didn't corrupt anything this time (yay!) some interesting things in the log right at the end?

No logs (ive turned them on now so will have them for next time).

I had just hit the test game button but beforehand it's crashed at various places, from adding tiles to a scene to editing a behaviour.

Didn't have the memory warning, actually haven't seen that warning for ages now.

I can now make this happen every night (sometimes more than once a night). I just load up one of my games, start working and within an hour or two the screen will go off, I'll have to reset my PC & when I come back I'll get the Scene Corruption error (that can't be fixed) & won't let me back into the game.

At a guess it's looks like a graphics driver conflict or memory leak but that's just a feeling, no real evidence.

Tonight I will log. I'm 100% sure it will crash at some point (it's that bad now) & post the logs.

It's seriously driving me insane. Having to do a save as with a different name for each change I make, I start getting into the design, I forget to name a new save & then bzzzzzing! Crashes. Reboot & it's corrupt. Meh.

Is anyone reporting these problems on Mac/iOS? I'm rather make my games on my PC but will change over to my MBP if it means saving my sanity.

Just happened again. Now lost a load of progress on my 3rd game and corrupted my assets. Totally frustrating.  :'(

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