Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - rob1221

Pages: 1 2 3 4 ... 432
Ask a Question / Re: HTML5 scale mode
« on: November 27, 2019, 07:53:29 pm »
The game doesn't fill the screen because the aspect ratio stays the same and the game can't extend beyond the window.  I'm not sure how you would do what you're trying to do.  I tested the set screen size block but it had no visual effect.

Ask a Question / Re: HTML5 scale mode
« on: November 27, 2019, 06:54:00 pm »
Does <window resizable="true" /> in OpenFL Settings not work for HTML5 on mobile browsers?  Note that the website you're hosting the game on actually has to change the window size for the game to resize itself.

Journals / Re: A Foresty Game
« on: November 27, 2019, 02:57:02 pm »
At some point the controls code for Stencyl was changed and it no longer supports multiple controls having the same key.  I'm not sure if that's the problem you're having though.

If there was a way to detect mouse scroll on Flash, I would do that for the hotbar (and shift-scroll for tools).
Have you seen this extension yet?,31772.0.html

Extensions / Re: Poki SDK
« on: November 18, 2019, 09:23:47 am »
I think one of the code samples mentions ad block.  You could use that block to ask the player to disable ad block or you could use it to hide any rewarded ad buttons.  It's optional, but you should absolutely not use it to block the game.

Extensions / Re: Poki SDK
« on: November 18, 2019, 08:51:03 am »
That's done automatically with the ApplicationMain.hx template file included in the extension.

Chit-Chat / Re: HTML5 and Poki
« on: November 15, 2019, 02:54:43 pm »
The game doesn't stretch but if your resolution is 16:9 then it shouldn't be a problem.  If you see small black bars on Poki's QA tool, especially when testing the large size, don't worry about it.

Ask a Question / Re: Custom Sceen Shake
« on: November 11, 2019, 12:57:42 pm »

Ask a Question / Re: Custom Sceen Shake
« on: November 11, 2019, 12:31:11 pm »
The easiest way to do this is to create attributes, modify those attributes with blocks, and then add a couple code blocks to set the master values.  For example, if you set an attribute called "X" and an attribute called "Y", you can use this code:

engine.master.x = _X;
engine.master.y = _Y;

Ask a Question / Re: Custom Sceen Shake
« on: November 11, 2019, 11:04:20 am »
The screen shake is a random adjustment of engine.master.x and engine.master.y, which you can adjust with some code.

Chit-Chat / Re: HTML5 and Poki
« on: November 04, 2019, 12:11:29 pm »
I made a thing to make Poki implementation way easier  :),59367.0.html

Extensions / Poki SDK
« on: November 04, 2019, 12:02:49 pm »
This is an extension for the SDK for HTML5 games that can be used by any developers approved by Poki.  If not already involved with Poki, you can check this page for more information:

The extension has 5 blocks, and the initialization happens automatically due to the template files that are replaced by the extension (thanks to Justin for helping with that).

Use this block to tell Poki when gameplay has started and stopped.

Show a standard ad and then the blocks inside the wrapper will be triggered when the ad either finishes or fails to show.  Ad rate throttling is done automatically on Poki's end.

Show a rewarded ad and then the blocks inside the wrapper will be triggered when the ad either finishes or fails to show.  If the embedded reward boolean is true inside the wrapper, then the ad was shown correctly and the player should be rewarded.

Returns true if an ad blocker was detected by Poki when starting.

Use this block when a happy event happens in your game.  Intensity is between 0 and 1.

For more info about when to use these blocks, refer to the instructions in this link, ignoring the code examples:

To enable debug mode for testing purposes, go to Settings > Advanced > Haxe Flags.
Then paste -D pokiDebug into that box.  When ready to publish your final build to Poki, remember to delete that line.

Poki games need to be sitelocked, but the sitelock code is not public and thus cannot be included in the extension.  When given the sitelock code, open templates/haxe/ApplicationMain.hx inside of the extension folder.  At or close to line 325 it says // INSERT POKI SITELOCK CODE HERE and you can either replace that line or paste the sitelock code just under it.  The sitelock can be tested on Poki's QA tool when the pokiDebug flag is disabled.

While not a part of this extension, Poki games need to be scalable on their site.  To enable automatic scaling, go to Settings > Advanced > OpenFL Settings and paste <window resizable="true" /> into that box.  Your game resolution will also need to be in the 16:9 aspect ratio.

If using the public build b10300, open up include.xml inside of the extension folder and uncomment the line that says <set name="b10300" />

If there are issues with any Stencyl builds let me know as I've only tested with b10300 and b10417.

Download Extension
(must be signed in to the forums to download)

Update 1:
Restricted the sitelock code to non-debug mode since it caused a crash when testing locally.
Added a boolean block to check if an ad blocker was detected by Poki on startup.

Ask a Question / Re: Help with game pad support for analog sticks
« on: November 01, 2019, 08:12:13 am »
An analog stick has X-axis and Y-axis with separate values.  Using the trigonometry blocks you can calculate the current angle of the stick using the "get pressure for control" block.

Chit-Chat / Re: HTML5 and Poki
« on: October 29, 2019, 01:21:47 pm »
Wow that's a lot.  Not sure if Alexa rating is a good comparison but it looks like Poki passed both Newgrounds and Kongregate in the past few months.  I didn't know they were that big.

Chit-Chat / Re: HTML5 and Poki
« on: October 29, 2019, 01:05:46 pm »
At first I was wondering how ad revenue could possibly be better than sponsorships in the past and then I saw the number of ratings for your games.  Over 80k ratings for Wrassling?  That seems insanely high for a web game in the mobile age, and the same game on Newgrounds has only 444 votes.  I'd compare views but that doesn't seem to be public info.

Extensions / Newgrounds IO (medals only)
« on: October 26, 2019, 10:09:56 am »
With the declining use of Flash, Newgrounds has created a multiplatform API for their site called  This is mostly relevant for HTML5 games.  This extension is based on the Haxe library of Newgrounds IO found here:

Download Extension
(must be signed in to the forums to download)

Init with App ID: _____ Encryption Key: _____  [Debug/Release]
Use this block at the start of your game to start the API.  For the encryption settings on the Newgrounds site, choose RC4 and Base64.  Then enter the matching key in this block along with your app ID.  Use the "Debug" dropdown option when testing and the "Release" dropdown option when publishing.

Log in to Newgrounds
This block is not needed for games published on Newgrounds, but if you want to test locally you need to use this block to connect to Newgrounds.  Allow the popup if it is blocked by the browser.

Set Unlock Callback  [Medal]
This optional block is used to respond to a medal unlock.  The medal info can be used to create a popup since by default nothing is displayed when a medal is unlocked.  You can use the embedded "Medal" block with the next block to get any of the medal properties.

_____ of Medal _____
This block can be used with the previous one to get one of the medal properties.  In my testing, the point value always showed 0 and the image URL wasn't usable due to a CORS violation (blocked by Newgrounds), but I left those properties in there anyway.

Unlock Medal with ID _____
This unlocks a medal using the ID assigned to the medal by Newgrounds (not the name).  If the medal is unlocked, the medal callback will be triggered if there is one.  If "Debug" was selected when starting the API, the medal will be locked so that it can be unlocked again.

Side note: Newgrounds changes the name of the file with each upload, which causes HTML5 saves to be lost.  To fix that, refer to this topic:,59317.0.html

Pages: 1 2 3 4 ... 432