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Messages - purplelava

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Old Questions (from 1.x/2.x) / Re: Absurd problems with iOS testing
« on: January 21, 2014, 10:11:01 pm »
So, Stencyl 3.0 is tested to work with the latest XCode?

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.

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: January 28, 2013, 09:22:05 pm »
What updates are you waiting for?  3.0 is pretty much feature complete; it's all bug fixing at this point.  And no, Jon is not dead since he posts all the time in the beta forums.  As to why he's ignoring non-subscribers, I do not know.

That's what I thought, that it was in bug fixing stage, still. What I'm waiting for? The possibility to export native mac and windows apps. This.

Ignoring non subscribers is silly, as non subscribers are your prospect subscribers. Tell him. It's a matter of good business for his own sake, as I sure don't depend on Stencyl, while he does depend from his users. This lack of respect for others users is just plain silly and nothing else. Never evil. Just stupid. He's probably young. He must grow up. No, I do not have to "not be rude"; if he ignores people after creating expectations those people have to be rude and he must swallow in the utter complete silence and humility. He sure isn't "better" or above the users of his very imperfect product, so he should really quit the primadonna attitude, for the sake of aesthetics.

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: January 28, 2013, 08:07:52 pm »
While I am well aware that the develpers are doing everything they can to get the software released

as far as I'm concerned the dude could be dead. He posted in november conveying he would update soon; no news since then. He ought to update the blog to let users know what's going on.

I am not waiting for version 3.0 in the same fashion you wait for a new iPhone just because you like to have a new gadget. I want to know if this product is reliable and worth investing on, especially since the investment is time-based. Heck, I'm not even sure if the team is there to get my money in case I want to buy an exporter for the current version. I'm not going to invest time on Stencyl if the guy doesn't show up for three months to update hundreds of users. Also, perhaps I am I looking for an application to export on desktop aside from iOS. I'm gonna hop on board when I'm sure the product will support native desktop apps. I have bookmarked the blog and sure am disappointed and puzzled on why there haven't been news for 3 months.

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: January 23, 2013, 10:01:40 am »
Is. this product. DISCONTINUED?!?!?!?

No news since november about its development. Very stupid.

Without updates, I sure will have plenty of time to look into OTHER products.

I understand it takes time to make the product. But if you said in your blog you will update, you just update. DO WHAT YOU SAY you would be doing. If you tell people you're going to update and you don't, fuck you.


So a tile without collision still has better performance than an actor without physics?

Apparently there is a way to have actors without physics collide. What is that way? I'd like to know.

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.


Ask a Question / Re: Rotating a scene
« on: December 27, 2011, 11:01:39 am »
Thanks Austlang, PMed you with questions.

Ask a Question / Re: Rotating a scene
« on: December 24, 2011, 10:45:25 pm »
Coleislazy, I am not a coder at all, but I found this under FlxObject:

origin (property)
public var origin:FlxPoint

WARNING: The origin of the sprite will default to its center. If you change this, the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

Could this work for my idea? I now know how to alter groups of actors...I couldn't understand earlier how to modify more than one actor at once. Now, all these actors composing my level should rotate around the same origin point...if they do so, I can test my concept.

I wouldn't know how to implement this Flixel property in my blocks...but first of all surely the actors must KEEP their collisions when they rotate. I don't know if that warning means that it simply wouldn't work.

Ask a Question / Re: Rotating a scene
« on: December 24, 2011, 11:08:29 am »
Thanks coleislazy for your expert reply...

second method is out, my actor can't rotate the whole time, it will have physics and be influenced by gravity, I don't see this working.

The first method is a bit too complicated for my programming knowledge, especially the math. The actors of my level wouldn't require physics, but only collision, I know these two things are attached in Stencyl.

Coupled with the fact that it could also not perform well, I guess that's not an idea for Stencyl/Flixel. Unless you want to give it a try yourself to create a behaviour, I'm off to other ideas.

Edit: and I mean a "rotate  multiple actors around center of screen" behavior, or something similar.

Ask a Question / Re: Rotating a scene
« on: December 23, 2011, 01:21:40 pm »
Rob, obviously Austlang's game is much easier in execution. He's just making sprites spin, not a level. And Yet It Moves is closer to what I want to do.

If I can't do it in Stencyl I'm gonna grab Unity.

An idea for the Stencyl guys is that I should be able to create GROUPS of actors that are possible to parent to a gizmo I can do anything I want to. Many options would open. Right now it's hard to make truly dynamic levels.

Also a bone system as seen on Flash or Construct would allow for the construction of Castlevania boss-like monster puppets made of several sprites. That would also open for a lot of possibilities. Since Flash has the bones engine, I don't think it would be too hard to implement.

Ask a Question / Re: Rotating a scene
« on: December 23, 2011, 01:15:52 pm »
Weasel, I don't understand how this will help. The level with including collisions must rotate. Whether the collisions are in the main terrain sprite or in additional actors, I still need to rotate them all together around the center of the screen.

Imagine in the level there are doors opening, or hazards in motion, and meanwhile I make them revolve around a point together with the level terrain...I don't see this happening. I see this happening with a single actor spinning, maybe with different collision groups if I want dangers distributed in the level, but if I so i cannot make them MOVE at all: either they'd move without spinning, or they'd spin without moving. I hope you understand my point, and I'm not sure whether I understood yours.

Ask a Question / Re: Rotating a scene
« on: December 23, 2011, 12:55:07 pm »
Yes but it's going to spin my player too, which absolutely can't happen, and also this gravity change won't allow the gameplay I have in mind. I need to rotate the LAYER individually, and if it must be only tiles or only actors, that's fine by me. It's possible to hide a layer, why not move or spin? or is it?

I'm beginning to think this idea just can't be done in Stencyl.

It would be something like this:

Unless I just use a big sprite for the whole level, which is quite limited in terms of the level designs I can do.

Ask a Question / Re: Rotating a scene
« on: December 22, 2011, 11:58:38 pm »
It's cool to know that I can rotate the whole game, but I guess this will rotate my player actor and maybe the physics too, while I want my gravity to always go down.

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