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Topics - purplelava

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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?

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?

Ask a Question / Would like to pan sounds - little code guidance?
« on: October 20, 2015, 10:30:15 am »
I have tried looking at the API but I have very little programming experience and can't wrap my head around it.

Can someone be so kind as to post a code snippet that could help me understand how I would go for panning a sound in Stencyl? I've seen the pan functions and variables by I'm confused by the different APIs...Stencyl, Open FL, Haxe APIs...can't wrap my head around it and can't create any code yet.

Bug Archives / Android sound bug
« on: October 09, 2015, 08:17:43 am »

Here I read:

On the Android target, playing sounds may be delayed by a quarter to half second on a small subset of devices, including the Galaxy S4. This is due to a bug in the underlying technology. We hope that this will be fixed in the future.

This is a big bummer, since the Samsung Galaxy S4 is the second most adopted Android device after the S3.

Does this mean EVERY sound has 1/4 or 1/2 delay there? Including sound effects? If it was just music I could close an eye, but if that's the sound effects as well, I can't!

If this is true I simply can't trust Stencyl as a mobile development tool, I'll have to switch to something else. It's just unprofessional to publish a game like that.

If this is fixed, I will trust Stencyl again. Meanwhile, I must resort to other tools, I'm not going to publish an Android game with half second delayed sounds on the second most adopted device.

Ask a Question / Can't send actor to layer
« on: October 07, 2015, 11:14:17 am »
There are so many things in Stencyl that I just can't make work, I wonder if they're bugs.

1) I can't send an actor to a layer, it just doesn't do it. The code is in attachment. It creates the actor, but just doesn't send it to the layer, whether via ID or layer name.

2) The "Anchor to screen" block and behavior don't work if I attach them to an actor. If I tell the actor to attach itself to the screen, it just doesn't do it. It works only from an event or behavior in the scene. Is this the way it's supposed to be?

3) The blendmode preview in the editor just doesn't work to me. If the layer isn't in normal blending mode, it simply disappears. Bug?

Ask a Question / Safari Flash mouse problem
« on: September 07, 2015, 07:07:13 pm »
If I attach a Follow the Mouse behavior to an actor, the actor will jerk to xy 0,0 when the mouse leaves the .swf stage. This happens only on Safari, not Chrome or Firefox. I know it's a Flash thing, not Stencyl-specific.

This is crucial for my Flash game, which is a bit like Geometry Wars, with the player sprite following the mouse. How to fix this?

Ask a Question / Water effect?
« on: February 10, 2015, 12:02:17 pm »
Is it possible to create a 2d water effect where the water moves appropriately when the character enters it in Stencyl? How? I have no idea how to start. Hints?

Ask a Question / Do complex PNG transparencies impact performance?
« on: January 31, 2015, 08:01:27 am »
Does a PNG with plenty of different transparency values (for example, featuring a drop shadow or a glow) impact performance more than one with a simple straight contour does?

Does BIG pngs with complex transparencies impact performance more than smaller ones? I'm almost sure this is true at least for Flash. Would that be true for iOS/Android and desktop?

Ask a Question / Mobile on screen button doesn't work.
« on: January 30, 2015, 05:11:38 am »
The included On Screen Button behavior doesn't bring results on my Android device. It works perfectly by clicking in flash, but when on Android, it works whenever he feels to me.

I touch the button, keep it pressed, but works seemingly randomly. I am trying simply moving an actor. The actor eventually moves, according to rules that mistify me. I tap and hold and sometimes it moves, most it doesn't.

This makes it impossible for me to move on developing my mobile game. I do like Stencyl and its ease of use, but things like that make it impossible for me to finalize the goddamn mobile prototype I intended to produce...

Why don't the default projects even work? You can find On Screen Button not working in the "Platformer" iOS example included with Stencyl. Once exported to an Android phone, they simply don't work. I've seen they're old versions of the behavior, but it doesn't change anything. I succeded making buttons work on Android by simply detecting mouse clicks, but this doesn't allow me to use multitouch.

Ask a Question / Unexpected problem when I import background.
« on: January 24, 2015, 10:57:29 pm »
I have also gotten it in another occasion but can't remember what it was. Importing something.

Can't import my background.

Unexpected problem on thread AWT-EventQueue-0: java.lang.NullPointerException
java.lang.RuntimeException: java.lang.NullPointerException
   at javax.swing.SwingWorker$
   at javax.swing.SwingWorker$
   at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(
   at javax.swing.Timer.fireActionPerformed(
   at javax.swing.Timer$
   at java.awt.event.InvocationEvent.dispatch(
   at java.awt.EventQueue.dispatchEventImpl(
   at java.awt.EventQueue.access$500(
   at java.awt.EventQueue$
   at java.awt.EventQueue$
   at Method)
   at java.awt.EventQueue.dispatchEvent(
   at java.awt.EventDispatchThread.pumpOneEventForFilters(
   at java.awt.EventDispatchThread.pumpEventsForFilter(
   at java.awt.EventDispatchThread.pumpEventsForFilter(
   at java.awt.WaitDispatchSupport$
   at java.awt.WaitDispatchSupport$
   at java.awt.WaitDispatchSupport$
   at Method)
   at java.awt.WaitDispatchSupport.enter(
   at java.awt.Component.setVisible(
   at java.awt.Window.setVisible(
   at java.awt.Dialog.setVisible(
   at stencyl.sw.editors.background.BackgroundPage.newFrame(
   at stencyl.sw.editors.background.BackgroundPage.importStrip(
   at stencyl.sw.editors.animation.AnimationEditor$7.mousePressed(
   at java.awt.AWTEventMulticaster.mousePressed(
   at java.awt.Component.processMouseEvent(
   at javax.swing.JComponent.processMouseEvent(
   at java.awt.Component.processEvent(
   at java.awt.Container.processEvent(
   at java.awt.Component.dispatchEventImpl(
   at java.awt.Container.dispatchEventImpl(
   at java.awt.Component.dispatchEvent(
   at java.awt.LightweightDispatcher.retargetMouseEvent(
   at java.awt.LightweightDispatcher.processMouseEvent(
   at java.awt.LightweightDispatcher.dispatchEvent(
   at java.awt.Container.dispatchEventImpl(
   at java.awt.Window.dispatchEventImpl(
   at java.awt.Component.dispatchEvent(
   at java.awt.EventQueue.dispatchEventImpl(
   at java.awt.EventQueue.access$500(
   at java.awt.EventQueue$
   at java.awt.EventQueue$
   at Method)
   at java.awt.EventQueue$
   at java.awt.EventQueue$
   at Method)
   at java.awt.EventQueue.dispatchEvent(
   at java.awt.EventDispatchThread.pumpOneEventForFilters(
   at java.awt.EventDispatchThread.pumpEventsForFilter(
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(
   at java.awt.EventDispatchThread.pumpEvents(
   at java.awt.EventDispatchThread.pumpEvents(
Caused by: java.lang.NullPointerException
   at stencyl.sw.editors.animation.FrameImportDialog.runImport(
   at javax.swing.SwingWorker$
   at java.util.concurrent.ThreadPoolExecutor.runWorker(
   at java.util.concurrent.ThreadPoolExecutor$

Am I?

I am trying to test a mac version of my project - so far it's been 40 MINUTES stuck in "compiling...". Only the flash preview works.

Am I supposed to be able to test with the basic version?

Ask a Question / CPMStar support not native?
« on: March 06, 2014, 11:32:04 am »
I thought Stencyl had native CPMStar Ad support. Is it only through that extension? The features page made me thought it was in-the-box.

Chit-Chat / Game app not showing up on facebook search.
« on: February 20, 2014, 07:49:21 am »
I've turned an old flash game of mine into a facebook app. From the account I created it from, I can search for it and it shows up. From another one I have, I can't. The app simply doesn't exist on search even by specifically selecting the "apps" category. You can still play it only by inserting the actual url by knowing what it is. 

The app is called "Moko Moko", and the app url is

It is public since yesterday, but again, it does not show up when I look for it from another account.

Does the same occur to you? Do you know why this happens? Obviously I want people to be able to find it.

Old Questions (from 1.x/2.x) / Absurd problems with iOS testing
« on: January 21, 2014, 09:49:27 pm »
Serious problems with iOS testing. It seems to be working randomly. I wanted to check the included Stencyl iOS examples by exporting them to my iPad Mini. The Joystick example used to work, now suddently doesn't work anymore. XCode just gives me a bunch of errors, some of which I just can't fix and don't know what they mean - hard to find my way in there. What's amazing is that this happens with the basically unmodified included examples. How it this possible? And how is it possible that it used to work a few days ago and now the exact same project just doesn't compile?

Other test projects, work randomly, whenever they like. Exports are not consistent. They work once and then Xcode decides to give me some new error. It's making me insane.

I couldn't make a simple reload scene touch button to work. Again, it works AT TIMES.

A lot of behaviors give me errors that prevent me from compiling. After I removed them I can compile. This often included the simple out of the box iOS Text Label, and a few other very basic ones. These standard behaviors give me "semantic issues" on XCode. Why do standard behaviors and example scenes give me these errors.

I couldn't make a button that reloads the scene work. Most of the time it would crash the app and giving me uncomprehensible XCode errors.

Then, randomly, the reload button would work magically, and then crash again. Been trying to make a working restart button for days.

I'm almost giving up on Stencyl unless somebody can help me out. It's going to be impossible to make a game with such random uncomprehensible (for me) build errors, and crashes for simply reloading a scene, I'm just using the reload scene block on a touch actor event!

I am including a couple of screenshots. One was what happened when the scene was reloading, and then the game got stuck .

The second is a bunch of errors than prevented me from compiling the Joystick example scene. How can I ever fix the "ApplicationDelegate.m" semantic issue? I can't! This makes it way too hard.

Maybe I should reinstall Stencyl, maybe some internal files are fucked up?

Maybe it has to do with bugs only solvable buy paying the fee and using Stencyl 3.0?

I have the last Xcode, all is updated. Maybe Stencyl doesn't like the new XCode and SDKs?

or what else?

I'm exhausted after nights of fighting with exporting test scenes to iOS with Stencyl.

Ask a Question / What is more performance friendly, tiles or actors?
« on: March 05, 2012, 01:32:45 pm »

let's say I'm building a level for am horizontal scrolling game, and I need to add PROPS to my landscape, ornamental items that have no interactivity and most of the time no collision. What is more performance friendly, creating the props as tiles or placing them as actors? Are there any other tips to make such ornamental items waste as little resources as they can?

And then, maybe a more complicated problem: since I can now turn off psyhics for actors, which is what I would do to these props when they need no collision (and I believe this would do better than tiles, or maybe same performance?), what can I do to have collision on a non-physics actor? "You're on your own regarding this" said the Stencyl blog.


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