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Topics - designpeg

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151
Bug Archives / multitouch fires multiple times
« on: August 28, 2015, 02:25:28 pm »
not sure if this is a bug ,  but I'm sure it didn't used to do this.  if you use the start touch or end touch block it fires once for each finger on each touch, in other words if you touch and hold it fires, then if you touch a second finger it fires twice and so on,  touch with five fingers  and then touch with one more and it fires 6 times.

152
Does the order of actors in the group folded with group block make a difference?

Eg say. I have 500 actor type A. And 5 actor type B,   Does stencil make 500 checks to see if Each A is colliding with a B , or 5 checks to see if a B is colliding with a A?  Or does it not work like that ? 

In other words does the order of the groups make a difference to cpu use?

153
is there a significant advantage to using a Boolean true or false block, rather than just setting a text variable  with yes no, then using 'if variable is equal to yes then'.

sometimes I find it easier to read when I use text variables, but I'd like my code to be as efficient as possible.

Do I even need to worry about CPUs/memory  use with something this small?

154
I'm using the latest private build, and get this error in flash, (browser and player), my game appears to run fine on IOS.

Any ideas how to find out if it's my coding or a bug?


Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.
   at box2D.collision::B2DistanceProxy/getSupportVertex()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/collision/B2DistanceProxy.hx:102]
   at box2D.collision::B2SeparationFunction/evaluate()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/collision/B2SeparationFunction.hx:276]
   at box2D.collision::B2TimeOfImpact$/timeOfImpact()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/collision/B2TimeOfImpact.hx:188]
   at box2D.dynamics.contacts::B2Contact/computeTOI()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/dynamics/contacts/B2Contact.hx:359]
   at box2D.dynamics::B2World/solveTOI()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/dynamics/B2World.hx:1318]
   at box2D.dynamics::B2World/step()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/dynamics/B2World.hx:615]
   at com.stencyl::Engine/update()[/Applications/Stencyl-full/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2386]
   at com.stencyl::Engine/postUpdate()[/Applications/Stencyl-full/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2584]
   at com.stencyl::Engine/onUpdate()[/Applications/Stencyl-full/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2577]

155
Bug Archives / game stopped working with 3.3.2 (b8469)
« on: July 29, 2015, 04:41:25 am »
I can no longer run my game in Flash  - I get this error:

It seems to run on IOS ok still, I've made no changes to the game, it ran a week ago fine, came back from holiday and downloaded latest beta to see what effect latest haxe, haxelib, openfl, lime, hxcpp would have, cleaned project and tried to test in browser, and i get this error.

Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.
   at box2D.collision::B2DistanceProxy/getSupportVertex()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/collision/B2DistanceProxy.hx:102]
   at box2D.collision::B2SeparationFunction/evaluate()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/collision/B2SeparationFunction.hx:276]
   at box2D.collision::B2TimeOfImpact$/timeOfImpact()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/collision/B2TimeOfImpact.hx:159]
   at box2D.dynamics.contacts::B2Contact/computeTOI()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/dynamics/contacts/B2Contact.hx:359]
   at box2D.dynamics::B2World/solveTOI()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/dynamics/B2World.hx:1318]
   at box2D.dynamics::B2World/step()[/Applications/Stencyl-full/plaf/haxe/lib/box2d/1,11/box2D/dynamics/B2World.hx:615]
   at com.stencyl::Engine/update()[/Applications/Stencyl-full/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2386]
   at com.stencyl::Engine/postUpdate()[/Applications/Stencyl-full/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2584]
   at com.stencyl::Engine/onUpdate()[/Applications/Stencyl-full/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2577]

156
Ask a Question / How to find cause of seemingly random slowdown
« on: July 17, 2015, 07:52:17 am »
I've got a game that seems to run fine, but occasionally starts to slow down, until it's running at 2 or 3 fps. I'm having a hard time working out what causes this, as it starts gradually, and builds up, so I'm never sure what action caused the problem.

Is there some way to see what process is using the cpu or drawing to the screen in the logs?

I've tried turning of certain behaviours, but as quite a few are tied together, this is proving difficult.

any advice would be appreciated

157
Fixed Bugs (3.x) / Error every time coding mistake is made
« on: July 16, 2015, 04:00:55 am »
Hi, every time I try to preview, I get a serious error that necessitates saving and relaunching Stencyl before I can continue if I've made a small mistake in the coding blocks, e.g., left a blocks value empty or put an 'of group' or 'of actor' outside the loop.

It's not a show stopper, but it's really annoying.

Logs attached.

158
Hi, I thought I had a handle on all the different joints, but I can't get the weld joint to work.

If I have two actors, and weld one to another at 0,0 for both, should they not stick together? or am I missing something obvious?

159
Ask a Question / Image API or Actors?
« on: July 09, 2015, 03:21:39 am »
Hi, i'm building a game with essentially one scene, that has a large number of different graphics. The way I understand it is that all the actors i make will load with the scene? will a large number of actors cause problems with memory?
I've make a simple test with the image api and extras folder - I exported a video as numbered frames, (480px x 360px .png - 337 frames in total), and flicked through them using the image api. It works great - 60fps video, with zero load time on scene. I've ran it for an hour with no problems, no memory increases etc.

So, do you think I should take the image api route? or is there no real advantage? (I can't think of another test for actors that wouldn't involve me making a hundred different actors in a test game).
I don't need collisions, as the images are attached to actors that have collision areas already.

160
Ask a Question / how to draw a bezier curve?
« on: July 08, 2015, 08:52:43 am »
is it possible to draw a bezier line?  I've looked in the API and theres a curveTo function, but I've not been able to get anywhere with the code blocks.


161
Ask a Question / list all values an actor has
« on: July 01, 2015, 05:05:44 am »
Is it possible to list all the values (variable) that an actor has been given with the "set (value) for (this) actor" block?

OR remove them all  in one action?

Maybe with a code block?  I have a problem with recycled actors still having some values attached.

162
Bug Archives / New actor has old actor joint
« on: July 01, 2015, 04:20:23 am »
Hi, when I kill an actor and spawn a new one, after a couple of times the new actor has the same actor name and number, and rather than being a fresh new actor, it still has joints that were attached to to old one, and I suspect a few other actor variables as well. Is this a bug?  Is it something to do with recycling,, or do I have to make sure I destroy all the joints and remove other variables before I kill it?  I've made heavy use of the set value for actor block - not sure if that makes a difference?


EDIT - I'm using the joints extension and a mouse joint.

Problem is solved on my end by destroying the joint before killing the actor - but it's not the way I expected it to work, also this may move a few other issues I've been having with actors behaving unexpectedly if they still have values from the previous version of themselfs attached

163
my game has a lot of actor types, and we plan to have a lot more. they can appear in different scenes interchangeably, and so I was wondering - rather than try to organise them into atlases, and try and load/ unload them in different scenes - almost impossible given the random nature of the game,  would it be more efficient to use image instances?  Once an image is used and then destroyed, is memory recovered?

164
Ask a Question / get pixel block is slow - any work around
« on: June 10, 2015, 06:16:25 am »
Hi, I'm using the get pixel block, testing the colour of 5 pixels, it works great ii the browser flash, but is really really slow on IOS iPad.

Is it just slow, or is there a better way of getting an actors pixel value?

165
is it possible make only one shape solid with 'for each collision shape of' block?, I've looked for a way to put an if block within the for each - but can't see a way to change just one of the collision shapes?


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