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Topics - Guzzz

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Resolved Questions / [SOLVED] Time bar
« on: March 13, 2015, 01:36:21 am »
I want to use a bar which shows how much time (seconds) do you have until... you run out of time ;)
So I use When Drawing where the width goes from Number Attribute which decremented by 0.25 every 0.25 seconds. Which works fine. The problem is that when I need this effect again it's multiplied. For instance, an actor got a temporary bonus (a shield) which expires in 10 seconds. When it's almost done he got another bonus. In this case the bar goes faster because the code where  Number Attribute decremented by 0.25 every 0.25 seconds has been read twice.
It seems like a very simple task but I can't wrap my head around this problem. Please, help!

Ask a Question / My actor is duplicated. How to prevent the duplication?
« on: February 08, 2015, 07:37:30 am »
Sometimes, when an enemy is hitting my actor, instead of reducing the hitpoints my actor duplicates itself. So I have two actors instead of one. It is very strange, because this actor created only once, at the beginning of the scene under "when created". So its impossible that this part has been read twice... however, I tried to use boolean block to make sure that the part where actor is created is read only once, but during the test the actor is still duplicated. BTW it happens from time to time with no consistency whatsoever. 
How to prevent to duplicate the actor?

Ask a Question / Collision chain effect
« on: January 07, 2015, 10:31:48 pm »
When enemies in my game are close enough to a player, player can attack them. For these attacks I use collisions: when sword hits enemies, enemy got damage. I noticed that even when enemies are not close enough to a player, but just touching by their collision other enemies that are close to player, they got damage as well. In other words, there is a chain effect. Their collision area becomes somehow connected and player can effect them all. I cannot turn off physics completely or make them all "as sensor".   
How to fix these strange collision effects?

Resolved Questions / [SOLVED] Game crashes on iPhone
« on: January 02, 2015, 11:53:15 am »
While I am trying to fix the issue with freezing on my iPhone (,37761.0.html), I got a new issue from my game.
Now  it  crashes. From the Xcode log I could find this:
Any suggestions why it crashes?

Exception Subtype: KERN_INVALID_ADDRESS at 0x00000000
Triggered by Thread:  0

Thread 0 name:  Dispatch queue:
Thread 0 Crashed:
0   Dungeon                          0x002c6a42 scripts::ActorEvents_30_obj::init()::_Function_1_8::run(double, Dynamic) + 74
1   Dungeon                          0x002c69ec scripts::ActorEvents_30_obj::init()::_Function_1_8::__run(Dynamic const&, Dynamic const&) + 20
2   Dungeon                          0x003fef20 com::stencyl::models::Actor_obj::innerUpdate(double, bool) + 6088
3   Dungeon                          0x00472318 com::stencyl::Engine_obj::update(double) + 8512
4   Dungeon                          0x0046fdf8 com::stencyl::Engine_obj::postUpdate(double) + 40
5   Dungeon                          0x00470140 com::stencyl::Engine_obj::onUpdate(hx::ObjectPtr<flash::events::Event_obj>) + 192
6   Dungeon                          0x004701c4 com::stencyl::__Engine_objonUpdate(hx::Object*, Dynamic const&) + 108
7   Dungeon                          0x00550eaa hx::CMemberFunction1::__run(Dynamic const&) + 10
8   Dungeon                          0x003606b0 flash::events::Listener_obj::dispatchEvent(hx::ObjectPtr<flash::events::Event_obj>) + 44
9   Dungeon                          0x0053529e flash::events::EventDispatcher_obj::dispatchEvent(hx::ObjectPtr<flash::events::Event_obj>) + 394
10  Dungeon                          0x0052f7de flash::display::DisplayObject_obj::__dispatchEvent(hx::ObjectPtr<flash::events::Event_obj>) + 66
11  Dungeon                          0x0052f90e flash::display::DisplayObject_obj::__broadcast(hx::ObjectPtr<flash::events::Event_obj>) + 18
12  Dungeon                          0x0052979e flash::display::DisplayObjectContainer_obj::__broadcast(hx::ObjectPtr<flash::events::Event_obj>) + 174
13  Dungeon                          0x00517e32 flash::display::Stage_obj::__render(bool) + 74
14  Dungeon                          0x0051ac60 flash::display::Stage_obj::__checkRender() + 104
15  Dungeon                          0x0051a392 flash::display::Stage_obj::__doProcessStageEvent(Dynamic) + 830
16  Dungeon                          0x0051a030 flash::display::Stage_obj::__processStageEvent(Dynamic) + 24
17  Dungeon                          0x0051a04e flash::display::__Stage_obj__processStageEvent(hx::Object*, Dynamic const&) + 18
18  Dungeon                          0x00550eaa hx::CMemberFunction1::__run(Dynamic const&) + 10
19  Dungeon                          0x00540946 val_call1 + 110
20  Dungeon                          0x000dfd74 external_handler(nme::Event&, void*) + 436
21  Dungeon                          0x000d3162 nme::Stage::HandleEvent(nme::Event&) + 814
22  Dungeon                          0x0019f8ce IOSStage::OnPoll() + 258
23  QuartzCore                       0x270b8ae6 CA::Display::DisplayLinkItem::dispatch() + 94
24  QuartzCore                       0x270b894e CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 362
25  IOMobileFramebuffer              0x2b99882c IOMobileFramebufferVsyncNotifyFunc + 88
26  IOKit                            0x250c41ea IODispatchCalloutFromCFMessage + 254
27  CoreFoundation                   0x241503a2 __CFMachPortPerform + 130
28  CoreFoundation                   0x241607f0 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 32
29  CoreFoundation                   0x2416078a __CFRunLoopDoSource1 + 342
30  CoreFoundation                   0x2415edac __CFRunLoopRun + 1604
31  CoreFoundation                   0x240abb2c CFRunLoopRunSpecific + 472
32  CoreFoundation                   0x240ab93e CFRunLoopRunInMode + 102
33  GraphicsServices                 0x2b48b04c GSEventRunModal + 132
34  UIKit                            0x276a16ec UIApplicationMain + 1436
35  Dungeon                          0x0019f15c nme::CreateMainFrame(void (*)(nme::Frame*), int, int, unsigned int, char const*, nme::Surface*) + 228
36  Dungeon                          0x000dfa82 nme_create_main_frame(_value**, int) + 374
37  Dungeon                          0x00548f06 ExternalPrimitive::__Run(Array<Dynamic> const&) + 154
38  Dungeon                          0x0054ed1e Dynamic::operator()(Dynamic const&, Dynamic const&, Dynamic const&, Dynamic const&, Dynamic const&, Dynamic const&) + 234
39  Dungeon                          0x00537f4a flash::Lib_obj::create(Dynamic, int, int, hx::Null<double>, hx::Null<int>, hx::Null<int>, String, hx::ObjectPtr<flash::display::BitmapData_obj>, hx::ObjectPtr<Class_obj>) + 778
40  Dungeon                          0x0053600a ApplicationMain_obj::main() + 322
41  Dungeon                          0x0053f9ba __hxcpp_lib_main + 26
42  Dungeon                          0x0054b2da hxRunLibrary + 86
43  Dungeon                          0x0000c9bc main (
44  libdyld.dylib                    0x31fa8aac start + 0

Thread 1 name:  Dispatch queue:
Thread 1:
0   libsystem_kernel.dylib           0x3205a2c8 kevent64 + 24
1   libdispatch.dylib                0x31f7ce44 _dispatch_mgr_invoke + 276
2   libdispatch.dylib                0x31f7cb76 _dispatch_mgr_thread$VARIANT$mp + 34

Thread 2:
0   libsystem_kernel.dylib           0x3206e9cc __workq_kernreturn + 8
1   libsystem_pthread.dylib          0x320eae9c _pthread_wqthread + 788
2   libsystem_pthread.dylib          0x320eab74 start_wqthread + 4

Thread 3:
0   libsystem_kernel.dylib           0x3206e9cc __workq_kernreturn + 8
1   libsystem_pthread.dylib          0x320eae9c _pthread_wqthread + 788
2   libsystem_pthread.dylib          0x320eab74 start_wqthread + 4

Thread 4:
0   libsystem_kernel.dylib           0x3206e9cc __workq_kernreturn + 8
1   libsystem_pthread.dylib          0x320eae9c _pthread_wqthread + 788
2   libsystem_pthread.dylib          0x320eab74 start_wqthread + 4

Thread 5:
0   libsystem_kernel.dylib           0x3205a518 mach_msg_trap + 20
1   libsystem_kernel.dylib           0x3205a30c mach_msg + 36
2   CoreFoundation                   0x24160596 __CFRunLoopServiceMachPort + 142
3   CoreFoundation                   0x2415eb5c __CFRunLoopRun + 1012
4   CoreFoundation                   0x240abb2c CFRunLoopRunSpecific + 472
5   CoreFoundation                   0x240f54f6 CFRunLoopRun + 94
6   CoreMotion                       0x249b2d1e 0x24973000 + 261406
7   libsystem_pthread.dylib          0x320ece64 _pthread_body + 136
8   libsystem_pthread.dylib          0x320ecdd6 _pthread_start + 114
9   libsystem_pthread.dylib          0x320eab80 thread_start + 4

Thread 6 name:  AURemoteIO::IOThread
Thread 6:
0   libsystem_kernel.dylib           0x3205a518 mach_msg_trap + 20
1   libsystem_kernel.dylib           0x3205a30c mach_msg + 36
2   AudioToolbox                     0x2391869e AURemoteIO::IOThread::Run() + 102
3   AudioToolbox                     0x2391bd58 AURemoteIO::IOThread::Entry(void*) + 4
4   AudioToolbox                     0x23850a02 CAPThread::Entry(CAPThread*) + 206
5   libsystem_pthread.dylib          0x320ece64 _pthread_body + 136
6   libsystem_pthread.dylib          0x320ecdd6 _pthread_start + 114
7   libsystem_pthread.dylib          0x320eab80 thread_start + 4

Thread 0 crashed with ARM Thread State (32-bit):
    r0: 0x00000000    r1: 0x00000000      r2: 0x00993af0      r3: 0x00993b04
    r4: 0x067ea71c    r5: 0x067e942c      r6: 0x00000001      r7: 0x00993a28
    r8: 0x05d6f27c    r9: 0x00000036     r10: 0x00994008     r11: 0xffffffff
    ip: 0x00000010    sp: 0x009939dc      lr: 0x002c6a41      pc: 0x002c6a42
  cpsr: 0x60000030

Ask a Question / The game freeze on my iPhone
« on: January 01, 2015, 12:13:41 pm »
The game freeze when i'm testing it on my iPhone. I'm trying to figure out why but it's completely unpredictable. BTW it does it like I have never seen before - it doesn't even let the phone to switch off the screen.  Anyway I only found the log in XCode. The game has been frozen on Jan  1 20:55:17  Do you know what the hell is going on?

Jan  1 20:55:13 iPhone kernel[0] <Notice>: xpcproxy[686] Container: /private/var/mobile/Containers/Data/Application/207D9D1D-6A22-49B7-AA66-36C35BFC02CE (sandbox)
Jan  1 20:55:13 iPhone locationd[64] <Notice>: Gesture EnabledForTopCLient: 1, EnabledInDaemonSettings: 1
Jan  1 20:55:14 iPhone Dungeon[686] <Error>: assertion failed: 12B440: libxpc.dylib + 51955 [6D3E948A-39BD-3548-AA90-38575933BDEF]: 0x7d
Jan  1 20:55:14 iPhone Unknown[686] <Error>:
Jan  1 20:55:14 iPhone Dungeon[686] <Error>: CoreLocation: Could not get ideal gyro update interval, assuming 0.005000 s
Jan  1 20:55:17 iPhone locationd[64] <Notice>: Gesture EnabledForTopCLient: 1, EnabledInDaemonSettings: 1
Jan  1 20:55:17 iPhone backboardd[57] <Warning>: CoreAnimation: updates deferred for too long
Jan  1 20:56:59 iPhone syncdefaultsd[685] <Notice>: (Note ) marked "" topic as "opportunistic" on <APSConnection: 0x1564ef40>

I have an actor who moves and shoots arrows. So, arrows have velocity and angle accordingly their position and position of the aim. They spawn in the center of an actor and move to the aim. The problem is, when I'm trying to point them with the right angle (so they could point to the aim) they start to spawn not in the center as they were before but in some distance from an actor. It seems when "point__towards" happens something messes with Origin Point or something else, so these arrows spawn not where they should. The flight of these arrows is right though.
Any ideas how to make them "point_towards" without messing with their spawning position?

I tried to build the test on iOs device but failed and I cant find the cause.

Please help me with it.

I followed the instruction on Stencylpedia, bought the Developer Membership, got all the certificates etc. And after all this I got an error while I was trying to test my game on my device:
Code Sign error: No matching provisioning profiles found: No provisioning profiles matching the bundle identifier “com.yourname.gamename” were found.

Whats wrong?

Resolved Questions / [SOLVED] Properties of a scene in tiles
« on: July 04, 2014, 06:11:40 am »
I use Tile API to build the tiles on my scene. When Im trying to adjust the size of my scene and put 40 tiles in Height it makes only 39! So when I press "ok" and then open the Edit Scene Properties window again there is 39 tiles instead of 40 that I tried to make. So when I put 41, it makes 40 and so on. How is that even possible?
The next issue is a scene is always bigger for a half of a tile. So if I will open a scene and will try to place 40 tiles in a vertical line there will be always a space that I can't cover by the tiles, because its smaller than a tile for a half of tile's height.
I guess I don't understand something in basics of the tiles and sizes of a scene...

Ask a Question / Strange Action Script error occurred
« on: July 03, 2014, 03:54:16 pm »
It seems there is a glitch. My game when I am trying to test it gives me this message:
An Action Script error occurred:
Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.
   at box2D.collision::B2DynamicTree/query()[/Applications/Stencyl/plaf/haxe/lib/box2d/1,11/box2D/collision/B2DynamicTree.hx:188]
   at box2D.collision::B2DynamicTreeBroadPhase/updatePairs()[/Applications/Stencyl/plaf/haxe/lib/box2d/1,11/box2D/collision/B2DynamicTreeBroadPhase.hx:123]
   at box2D.dynamics::B2ContactManager/findNewContacts()[/Applications/Stencyl/plaf/haxe/lib/box2d/1,11/box2D/dynamics/B2ContactManager.hx:138]
   at box2D.dynamics::B2Body/setPositionAndAngle()[/Applications/Stencyl/plaf/haxe/lib/box2d/1,11/box2D/dynamics/B2Body.hx:293]
   at box2D.dynamics::B2Body/setPosition()[/Applications/Stencyl/plaf/haxe/lib/box2d/1,11/box2D/dynamics/B2Body.hx:352]
   at com.stencyl.models::Actor()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/models/Actor.hx:606]
   at TileAPI$/createDynamicTile()[/Applications/Stencyl/plaf/haxe/extensions/tileapi/TileAPI.hx:269]
   at TileAPI$/setTileAt()[/Applications/Stencyl/plaf/haxe/extensions/tileapi/TileAPI.hx:71]
   at scripts::SceneEvents_5/init()[Source/scripts/SceneEvents_5.hx:167]
   at com.stencyl.behavior::Behavior/initScript()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/behavior/Behavior.hx:93]
   at com.stencyl.behavior::BehaviorManager/initScripts()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/behavior/BehaviorManager.hx:97]
   at com.stencyl::Engine$/initBehaviors()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:955]
   at com.stencyl::Engine/loadScene()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:761]
   at com.stencyl::Engine/begin()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:622]
   at com.stencyl::Engine()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/Engine.hx:469]
   at Universal/init()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/Universal.hx:57]
   at Universal/onAdded()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/Universal.hx:35]
   at flash.display::DisplayObjectContainer/addChild()
   at Universal$/main()[/Applications/Stencyl/plaf/haxe/lib/stencyl/1,00/Universal.hx:571]
   at Function/
   at Function/<anonymous>()
   at Reflect$/callMethod()[/Applications/Stencyl/plaf/haxe/std/flash/_std/Reflect.hx:56]
   at ApplicationMain$/begin()[Export/flash/haxe/ApplicationMain.hx:56]
   at ApplicationMain$/preloader_onComplete()[Export/flash/haxe/ApplicationMain.hx:83]
   at scripts::StencylPreloader/onLoaded()[Source/scripts/StencylPreloader.hx:316]
   at ApplicationMain$/onEnter()[Export/flash/haxe/ApplicationMain.hx:75]

So, what does it mean and what should I do?

Resolved Questions / [SOLVED] Outline for fonts.
« on: June 23, 2014, 11:06:58 am »
Can I make outline for a font? There is only one feature — to make a stroke inside of the font, but I want to make a stroke outside of the font. There is a shadow which I can use to fake this kind of stroke, but I really need not blurry and white stroke.

In order to optimize enemy's actor performance I want to kill them when they are very far away from Player.  I tried to use code with Math.sqrt to get the distance between enemy and player, but it could work (and kill him) only when an enemy on the screen. When an enemy leaves the screen it stops to count the distance.

I also want to kill enemies if there are to many of them on the screen. Is it possible?  For instance, always kill every 11th actor on the screen.

Resolved Questions / [SOLVED] How to make region visible?
« on: June 21, 2014, 03:41:28 pm »
I've made a region and attached it to an actor. This region should cover this actor but it doesn't. I know that after stroke "make region follow actor" region should stick to the center of an actor. In my case It attached to its right down corner. Can someone say why?
Anyway, I want to check this. Since my actor and region have been created dynamically a want to see exactly where this region is located. Is there any chance to make a region visible?

Ask a Question / iPhone simulator error. Reason: image not found etc.
« on: June 10, 2014, 05:49:14 am »
I'm trying to test anything (just blank scene) on iOs simulator through Stencyl and the only result I'm getting is an image with default icons but no game whatsoever. I tried to google it, found a lot information about different Apple license and paid membership in Developer Center. I registered as a developer, downloaded Xcode, and found a lot other discussions about this, but couldn't find any solid solution.
My situation is nearly the same as this 
I think I did what they suggested there, but I still get the same error:
[LOG] dyld: Library not loaded: @rpath/iPhoneSimulatorRemoteClient.framework/Versions/A/iPhoneSimulatorRemoteClient
[LOG]   Reason: image not found
It just drives me crazy!
How can I check something on iOs simulator?

Resolved Questions / [SOLVED] How to make random stuff on a scene?
« on: June 09, 2014, 04:40:14 am »
I like the code in some game from Forge, see attachment. It makes some random coins on a scene. There are some rare coins etc.
The only thing I don't like is there are only three kind of objects it could produce. How to make more? I tried to duplicate last stroke with "otherwise if...create" but it still makes only first three coins.


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