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Messages - purplelava

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1
Ask a Question / Re: Can't publish to HTML5
« on: May 17, 2016, 05:33:17 pm »

You uninstalled the Stencyl before installing the new version?

Try uninstalling and reinstalling.

Nope I did not, I'll try and let you know.

2
Ask a Question / Can't publish to HTML5
« on: May 14, 2016, 04:41:34 pm »
Just downloaded the latest Beta 3.

I can't publish any game to HTML5. Most of them I can test them in HTML, and they run fine. It gives me an error when I try to publish. Log attached.

I have updated Java - no difference. What's going on?


3
I think Flash will really die the day HTML5 perfectly supports EVERYTHING Flash had to offer and you can convert ANY swf with a single click automatically with zero unexpected issues or browsers will even be able to convert them automatically making the plugin obsolete, and the whole legacy content available without the plugin. At that point, .swf will die. Until then it won't, because Armor Games, Kongregate and so on are not going to drop it since their survival depends on it. And as rob says, Adobe won't do it until content creators are going to use it.

Either what I have described or developers make Flash obsolete as the vast majority of them have moved to HTML5 or WebGL. But again, the legacy compatibility is still essential, there's just too much Flash content produced in the past that users still consume. Until browsers can display it without the Flash plugin somehow, if that's ever possible, Flash will be a thing. I think.

HTML5 just isn't as good as Flash so far. Very limited in comparison.

Portals still have most of their games in Flash. If you make a decent Flash game, you can sell it and make money with it through sponsors, and I think this will stay so for the next few years until THE ABOVE EVENT happens. Stencyl allows us to make Flash games without knowing AS3. Sounds brilliant to me.

I have wondered for some time whether it was better to go with Stencyl and produce a Flash and mobile/desktop game, or use Construct or something similar to export to HTML5 first. I am going with Stencyl and going to publish my games as Flash first through the big portals. Obviously there is a standard of quality/appeal, and that's your job. Second option would be Unity, which is coming up with support with WebGL and thus content with no plugin needed. You can create in Unity and publish to a number of platforms. That would be my second option. I think the products who thought Flash was going to die soon and HTML5 would be "the future" (they said that more than 5 years ago, and Flash is still alive) were just ahead of themselves. What matters is that a Flash game can offer a quality HTML5 still can't, and that the big online portals still have most of their games in Flash. Really let that sink in for a second. Go to Armor Games or Kongregate and correct me if most of the games aren't Flash. They seem to be to me. Even if Adobe were to drop .swf export, which it won't anytime soon, then creators would keep producing with the already available tools until my first situation hasn't come true.

Oh, another thing that could happen is that all browsers simply ban Flash. Maybe this could happen. Then Flash will be dead. Until then, obviously Flash was very much loved as a scripting language and tool for creating games, as most games on the web still today are nothing but Flash.

Also the idea of playing html5 games on mobiles is silly. Constant performance issues. Not worth it: make an app instead.

if I said something incorrect I'd gladly be corrected

how likely is it that all browsers ban Flash?




4
Ask a Question / Re: Font resolution
« on: October 31, 2015, 04:41:28 pm »
You can display any text wonderfully in Flash, including very small 8-point ones when set at the right position (that's right, position) and size.

So far I had to use smoothing for fonts because when turned off the font looks like shit in the swf. With smoothing everything was sort of fine.

I don't have enough experience with fonts in Stencyl to provide a solution as for now.

5
Extensions / Re: Physics Tools Extension (Beta Release 3)
« on: October 31, 2015, 03:20:51 pm »
Merrak,

sorry I was mistaken, it does not make Stencyl CRASH - but if I load up that behavior and try to save or test the game, the "Ops! This should have not happened" pop up appears and whatever I do there, Stencyl gets stuck on "saving" and I have to force quit.

The problem seems to be in the last event of the behavior, "EN Projective Collision". It appears like in attachment. The group picking block seems "glitched out"...the "ops!" popup happens even if I just click on it, without testing or saving.

It doesn't crash Stencyl, it simply makes it stuck in "saving..." state. And it does NOT save.

6
Extensions / Re: Physics Tools Extension (Beta Release 3)
« on: October 31, 2015, 03:08:15 pm »
Thank you VERY much for that Liberado, I really must have forgotten about the blocks to grab and compare the actor of group or type, I completely forgot about them. Also this is a new usage of a loop for me, never used an if condition inside a loop like that before, so thanks a lot for the programming lesson.

I also didn't know drawing was faster than creating actors, but I suppose you speak from a speed of code execution point of view. From a flash display point of view, I think drawing - which would use flash vectors? - is slower, right?

If that is true I don't know if it's true for mobile and desktop. I know how flash manages vectors and the quality setting, I don't know how Stencyl draws on other platform - are they still vectors, can I still change their quality, and are their slower to display than bitmaps like they should be in Flash? But that's out of topic.

Or maybe drawing does not create vectors in Flash, but some kind of hardware accelerated geometry? I doubt it though, I think it's traditional Flash vectors.

7
Extensions / Re: Physics Tools Extension (Beta Release 3)
« on: October 30, 2015, 02:53:58 pm »
I can't detect the "first actor on arc" properly, thus I can't stop the trail where I want it to stop.

Here's my behavior in attachment. First of all, how would I go limiting the actors in the arc to type or group?

Second, I'm probably using the block in the wrong way. I have a ball with camera attached to it, that simply bounces around and collides to walls that are actors. I would like to find the wall actor the ball is going to collide with, so I start thinking how to interrupt the trail generation loop (to be honest I still don't quite get how).

What happens is that it only seldom works. Most of the times the "Destiny actor" returns null. I've set 0 to 10 seconds and tried with 100 seconds, most of the time the return is null even though the ball bounces around a stage that is completely surrounded by wall actors.

As for the "Enemy Launcher AI" behavior, I could open it but not test it as it makes my project crash when saving.

Behavior screenshot follows. What am I doing wrong?

8
Shared Resources / Re: File Open Dialog
« on: October 30, 2015, 10:57:43 am »
wonderful. thanks.

9
Ask a Question / Re: How to change game resolution, in-game?
« on: October 29, 2015, 04:25:44 pm »
I was curious about that too, so I looked on Forge. There is a behavior called "iPad Resolution OpenFL" by Max Glocking, which shows how to get the current resolution in code: openfl.system.Capabilities.screenResolutionX or Y.

You should find the code on how to SET the resolution in the openfl API, and I guess you're done. Hopefully.

I am not a coder at all, so if you or somebody else finds out how to set resolution at runtime, I would like to know. Makes desktop games very professional.

10
Extensions / Re: Physics Tools Extension (Beta)
« on: October 29, 2015, 03:26:30 pm »
Liberado, I am attempting my own clumsy solutions to draw paths, but I wonder how you executed yours.

I failed at making the path stop when colliding with a tile/actor. How did you do that?

Great extension by the way.

11
Ask a Question / Re: Easing/Tweening
« on: October 29, 2015, 02:26:49 pm »
Scaling Utilities is an essential extension that should be used.

This said, I never had a problem with the grow command which regularly scaled my actors properly. The jerking is probably because of other blocks/scripting. Try to deactivate all behaviors for the actor and just use the grow, it should work. It must be something else.

12
Ask a Question / Re: appleTV support ?
« on: October 29, 2015, 02:24:06 pm »
So there is already a demand for AppleTV export from Stencyl. I demand that too.

13
Ask a Question / Re: Platform movement, no sliding when walking uphill.
« on: October 29, 2015, 10:02:09 am »
I *think* I've tried something like that and it was too clumsy, didn't work properly. But I'll try again, thanks for your reply.

14
Ask a Question / Platform movement, no sliding when walking uphill.
« on: October 28, 2015, 10:11:39 am »
I would like the character in my platform game to NOT slide down when walking up or down a slope, while preserving the gravity direction to down. Basically the same behavior I think Mario games have, or Yoshi's Island.

I haven't succeded in accomplishing this by playing with friction or anything else. How would I go not making the player slide down a slope due to gravity? Would I have to ditch Box2D and gravity entirely?

15
Ask a Question / Re: How can I get my graphics nice and crisp?
« on: October 28, 2015, 10:03:51 am »
1) make sure there is a bit of transparent bleed around the png graphic.
2)  Import using the file explorer import, not copy and paste. That doesn't allow for the precise transparency as in Photoshop or other graphics program. I wouldn't use the "pick transparent color" function either, I just make my graphics ready in Photoshop or Illustrator and you should too.

When I use Illustrator I always copy and paste in Photoshop so I never export from the former. By exporting the PNG from Photoshop, I never had a problem.

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