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Messages - spaceman

Pages: 1
1
Ask a Question / Re: My player keeps falling through the platform
« on: May 08, 2015, 04:25:32 pm »
Seems I'm not the only one that just ran into this problem. Using build 8311, I decided to switch my game from box2d to simple physics, and my player would just suddenly start falling through the tiles, though not at first -- usually after a little while and I made him jump a couple times.  I fiddled around a bit (mostly changing player physics to Normal, testing, and then Simple, and testing), and finally got the following error:

From the Console:
Code: [Select]
Level:     INFO
When:      2015-05-08 19:16:02:679
From:      stencyl.sw.app.filewatcher.ExternalAppLauncher

[Flash] Universal#uncaughtErrorHandler(51): Error #1009: Cannot access a property or method of a null object reference.

From the Flash Player error window:
Code: [Select]
An ActionScript error has occurred:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at MethodInfo-6037()[Source/scripts/Design_10_10_PlayerCollisions.hx:101]
at com.stencyl.behavior::TimedTask/update()[/usr/share/Stencyl-64/plaf/haxe/lib/stencyl/1,00/com/stencyl/behavior/TimedTask.hx:48]
at com.stencyl::Engine/update()[/usr/share/Stencyl-64/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2340]
at com.stencyl::Engine/postUpdate()[/usr/share/Stencyl-64/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2584]
at com.stencyl::Engine/onUpdate()[/usr/share/Stencyl-64/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:2577]

Any update on this? I'll probably try an updated version and see if the error is gone.

2
After upgrading from build 8140 to build 8261, I have gotten the following error in the log with a game I had no trouble with earlier. The error happens at the end of the "Test Game" compilation for android, and the game launches successfully automatically on the device after compilation, as well as perfectly fine manually once closed and re-opened from the application drawer. I will upload a complete log on request. The fact that everything seems to work as expected, and yet this error pop up is a little unnerving. The error happens right after the "RUN" command in the log.
Code: [Select]
Level:     ERROR
When:      2015-03-14 14:57:34:626
From:      stencyl.sw.util.StreamGobbler

[openfl.sh] Starting: Intent { act=android.intent.action.MAIN cmp=com.yourname.gamename/.MainActivity }

3
Resolved Questions / Re: Actor Not Being Killed Offscreen
« on: March 01, 2015, 09:17:22 am »
Quote
I know that the actor should normally be killed the moment a part of it leaves the screen
No, this is false.  It is deactivated but not killed.  An actor will only kill itself outside the screen if you use the "kill self after leaving screen" block.

Thank you, that clarifies some things. I decided to make a custom Die when Offscreen behaviour for my purposes to solve my problem.

Is there any documentation on how it becomes "deactivated" and what exactly that implies?

4
Resolved Questions / Actor Not Being Killed Offscreen
« on: March 01, 2015, 07:53:31 am »
I have a problem with an actor not being killed when outside of the screen bounds. I have a single scene,  a scene behaviour that creates an actor, and pushes it+rotates it in a direction leading it off the screen. The actor has no behaviours, and its only event is a 'do every' block, it checks if it's alive, and prints to the console that the actor is still alive. There is no "make self always active" block anywhere near the actor or the behaviour that creates it, or any 'set offscreen bounds' blocks either. I know that the actor should normally be killed the moment a part of it leaves the screen, but that's certainly not the case here. Attached is the scene behaviour (create asteroids on click), and the asteroids actor event (print every 0.1 sec if it's still alive).

What can possibly cause an actor to stay alive offscreen?

5
AdMob / Re: [iOS & Android] AdMob Extension [3.0]
« on: February 09, 2015, 07:54:22 pm »
i try both in Ubuntu and Windows, i can't test admob on my Galaxy S2. I only use admob extension, not the Stencyl built in.

I already sing up in admob. I also fill the ad-unit-ID and Device ID correctly. Not sure what's the problem... The ads just failed to initialize for testing T___T

Is that have something to do with this warning on my AdMob Home page "Your ad units are not displaying ads because you haven't verified your PIN. Fix this now"

That would be it. You need to verify the account. I think it was a phone call that's made, or a text you receive.

6
Ask a Question / Issue Publishing Android APK "build.xml"
« on: February 09, 2015, 07:40:59 pm »
I have the following errors in the log viewer when going trying to do Publish>Mobile>Android or Test Game [Android]
Code: [Select]
Level:     ERROR
When:      2015-02-09 22:24:06:604
From:      stencyl.sw.util.StreamGobbler

[openfl.sh] BUILD FAILED
Level:     ERROR
When:      2015-02-09 22:24:06:605
From:      stencyl.sw.util.StreamGobbler

[openfl.sh] /home/user/Documents/stencylworks/android-sdk/android-sdk-linux/tools/ant/build.xml:892: The following error occurred while executing this line:
Level:     ERROR
When:      2015-02-09 22:24:06:605
From:      stencyl.sw.util.StreamGobbler

[openfl.sh] /home/user/Documents/stencylworks/android-sdk/android-sdk-linux/tools/ant/build.xml:894: The following error occurred while executing this line:
Level:     ERROR
When:      2015-02-09 22:24:06:605
From:      stencyl.sw.util.StreamGobbler

[openfl.sh] /home/user/Documents/stencylworks/android-sdk/android-sdk-linux/tools/ant/build.xml:906: The following error occurred while executing this line:
Level:     ERROR
When:      2015-02-09 22:24:06:605
From:      stencyl.sw.util.StreamGobbler

[openfl.sh] /home/user/Documents/stencylworks/android-sdk/android-sdk-linux/tools/ant/build.xml:283: null returned: 2
Level:     ERROR
When:      2015-02-09 22:24:06:605
From:      stencyl.sw.util.StreamGobbler

[openfl.sh] Total time: 7 seconds
There nothing that I can tell refers to any certificate errors (the only related problem I can find on the forums). It was working fine until I started setting game icons, and making a certificate that didn't just have "test" in every field. I'll post complete log on request. Build 8140 on Linux.

Edit: Couldn't find the problem, but I used an old backup of the file and it worked fine. I think it was because I started changing the name of the game in some places and somewhere it stopped matching up, and caused that particular error

Also, where upon successful building can I find the APK? I found little documentation on this process.

7
 Build 8140 on Linux; running a test game on an Android device using official built in "Show Mobile Ad" block in a game to show Admob ads. The block is used in the "On Create" method for the first scene's behaviour. Testing the game on a real device, I timed that it takes the ad ~60:00 seconds to initialize/load and finally display. I have other mobile games that were not made in Stencyl that show their Admob ads almost instantly when run.

After searching the forums, I couldn't find an "average" time for this. I was wondering if this was normal behaviour, and if anyone would like to share how long it takes for their own ads to load. If there's a method to  optimize load speeds, feel free to share*.  ;D

*My case is that the game play is a casual win/lose mechanic, with a single play through sometimes being a few seconds (think something you might whip out to play while waiting in line at a bank). I would just like to know if it was possible for advertisements to show up faster to reflect this case.

Edit: With the latest version of the unofficial Admob Addon, the banner ads take ~3 seconds to load. Would highly recommend using it over the stock admob features of Stencyl.

8
AdMob / Re: [iOS & Android] AdMob Extension [3.0]
« on: January 30, 2015, 05:33:49 pm »
Just tried the addon in Build 8135 for Linux.  Got this error:
[openfl.sh] Error: Source path "/home/cptcool/Documents/stencylworks/engine-extensions/admob/ndll/Android/libmyadmob-v7.so" does not exist

When I disabled the addon, and removed all blocks having to do with ads, tested the game on android again, it compiled and installed fine, but crashed on startup. Off topic, but how are addons removed manually?

9
Just decided to test a game on a real device.

After some initial issues of getting the whole thing going:
- Initial errors about not having the jdk/android sdk: JDK8 Didn't work, got 6 and set new location
- Errors Compiling and Permission Errors in Log: Erroneously ran 'android-setup.sh' with sudo, which lead to obvious permission errors. I deleted the folders the script made, and then ran the script again without sudo (just chmod +x)
- Making Sure Device was Discovered: Android Device Manager (run from inside Stencyl) displayed my phone as ?'s (just a series of question marks) under every column. The Yuri's comment (the second like with 'ATTR...') fixed it (I installed adb from the software center (Ubuntu) to test it out. Running 'adb devices' showed the devices properly after unplugging, and plugging it back in. It showed up in the Android Device Manager  (run from inside Stencyl) also showed the devices properly.


My current issue is the fact that when I try to run "Test Game" after selecting "Android" from the dropdown, it all seems to be going great.  "Saving", "Finalizing", "Compiling", and then absolutely nothing. I don't even get anything interesting in the log (attached). I found nothing on the forums about this issue.

tl;dr: Compiling game to test on android (no certificates or anything) set. I get "Saving", "Finalizing", "Compiling", and then nothing happens. Would really like to be able to test game on a real android device.

Edit: Removed Log attachment from post after having found the following line in the last log:

2015-01-29 21:51:13,151 INFO  [Thread-41] stencyl.sw.util.StreamGobbler: /home/user/Documents/stencylworks/android-sdk/android-sdk-linux/tools/ant/build.xml:483: The SDK Build Tools revision (19.0.0) is too low for project 'Name of the Game'. Minimum required is 19.1.0

Running Android SDK Manager (Launched from Android Device Manager > Window > Android SDK Manager) and installing everything under the "Tools" folder (including 19.1.0).  This solved everything. Game compiled and launched on phone.


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