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Messages - Justin

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16
Ask a Question / Re: Generating a MacOS & iOS package
« on: December 11, 2022, 09:23:21 pm »
Sorry, this is a bit vague. Are you talking about the way that Stencyl is distributed, or are you talking about distributing your games to other people?

For distributing your game to other people, Stencyl can export a .app container for macOS, and a .ipa container for iOS. After that, it's up to you to use the iOS App Store or Mac App Store to distribute your game.

There's no difference between Mac Mini and any other Mac hardware that's relevant to publishing Stencyl games.

17
Ask a Question / Re: HTML5 game not loading on GameJolt
« on: November 24, 2022, 05:44:03 pm »
Hm. The browser automatically caches downloaded content, that's not something that Stencyl does. The url is modified (when a new version of the game is built) in order to break that cache. Their wording is a bit strange, but I guess that's probably what they mean, since they're talking about urls.

You're right that the AudioContext issue isn't important.

If you're importing resources at 1x scale, then yes, you should absolutely have all other scales disabled for your project anyway. IIRC there may be some bugs in the last public release of Stencyl related to disabling higher-resolution scales. Try following these steps, in order, and you should be fine.

[Settings] > Web > Settings > Scales: make sure only 1x is checked
[Settings] > Settings > Advanced > Project Scales: make sure only 1x is checked
[Menu Bar] > Tools > Game > Clean Project
[Menu Bar] > Tools > Game > Cleanup Unused Files

18
Ask a Question / Re: HTML5 game not loading on GameJolt
« on: November 13, 2022, 01:08:08 am »
Are they talking about the part of the url at the end which is just a string of numbers? You can disable that by adding this to your advanced OpenFL settings. (Settings > Settings > Advanced > OpenFL Settings)

Code: [Select]
<haxedef name="lime_disable_assets_version" />

This is disabled by default in the subscribers-only 4.1.0 beta, so once Stencyl 4.1.0 is released and you update to it, you can remove that line from your project.


If that's not what they meant, sending me the message they sent you may help in understanding what's going wrong.

19
Ask a Question / Re: log
« on: November 04, 2022, 04:39:48 pm »
I see multiple errors in the logs, but I'm not sure which one you're posting these logs for help with. Please describe what you were doing when the error occurred.

20
Please post the logs from the web developer console inside the web browser when you test the html5 game.

21
Looks like you're running into a problem with the Flash target.

While Flash is sometimes still valuable as a quick testing platform, it's also virtually unusable for publishing at the moment, since web browsers no longer support it, and third-party emulators like ruffle don't fully support the ActionScript 3 language and APIs yet.

Given this, not a lot of resources are devoted to Flash support right now, so if you end up hitting a bug, that's pretty much a show-stopper. I'd suggest just using a different platform for testing, such as HTML5.

---

Having said that, here's the error:
Code: [Select]
Running command: BUILD
 - Running command: haxe Export/flash/haxe/debug.hxml
Error: The input swf Export/flash/obj/assets.swf is corrupted

Perhaps you could try disabling the higher-scale assets in your project and see if that somehow fixes this (assuming you're not actually using higher-resolution scales)?
[Settings] > Web > Settings > Scales: make sure only 1x is checked
[Settings] > Settings > Advanced > Project Scales: make sure only 1x is checked
[Menu Bar] > Tools > Game > Clean Project
[Menu Bar] > Tools > Game > Cleanup Unused Files

Then try testing your game again.

22
Ask a Question / Re: target api 31
« on: November 03, 2022, 12:30:42 am »
A public release of Stencyl hasn't been made in a long time, but the subscribers-only releases are still updated frequently. At the moment, the changelog for private builds is only updated on discord, so you can reference that as well if you have questions about compatibility with the latest operating systems and API requirements.

API 31 is supported in the latest private releases since mid-August.

23
Ask a Question / Re: HTML5 game not loading on GameJolt
« on: October 30, 2022, 07:51:37 pm »
I took a quick look at the link to the game you posted a few days ago. As you said, it's all 403 errors for the game assets. Checking the payload data in the Chrome dev console, it appears to be getting a "SignatureDoesNotMatch" error from aws. Perhaps there's a problem with gamejolt's cdn. If you can get some support from the folks at gamejolt with this, they ought to have a better idea what's going wrong here.

24
Ask a Question / Re: HTML5 game not loading on GameJolt
« on: October 27, 2022, 04:32:08 pm »
Posting a link to your game on GameJolt, or posting the logs from the developer console when you try to play the game, may be more helpful.

25
Ask a Question / Re: HTML5 game not loading on GameJolt
« on: October 26, 2022, 05:44:51 pm »
You should check the developer console of the browser when the game is loading for errors. If the game is failing to load, that's very likely to show the cause.

26
Ask a Question / Re: HTML5 Compiling Failure
« on: October 20, 2022, 10:22:22 pm »
Source map processing is disabled for now, as of 4.1.0-beta3/b11123, which will prevent this failure.

27
Quote
First off, the ads don't work. I connected my Google Ad Mob to the project. I even tried uploading the game to Google Play and installing it from the phone. I followed the Stencyl Ad Mob guide and I have test ads enabled.
I tried using both banner ads and interstitial ads and they just don't show up.
I made sure to initiate the ads and load the interstitial.

When the game starts, I initialize ad mob, then load the ad.
To test it, I made an actor that displays the ad when clicked.
I also added a normal banner ad with When Created in a scene.

Are all three fields in Settings > Mobile > Monetization > AdMob Ads - Android filled out with the id starting with "ca-app-pub-..."?

Did you wait for the "ad area loads" event before using the "show ad" block for the interstitial? It may be helpful to print debug info to the logs or to the screen so you can see exactly when the events have triggered.
Did you use the events to check for admob "fails to load" error, for both the banner and interstitial?

Quote
Second off, testing the game via Test does not work.
It tells me to generate logs. Here are some generated logs: https://drive.google.com/file/d/1zWFu66e9rWa4TI5LbvorBwwUWc9hFBC3/view?usp=sharing
Notes:
- I did try this on a clean project and it still doesn't work
- My USB debugging and all that works because testing a game directly from the engine works for the Godot engine

Running into the same issue as yesterday again. Searching the logs for "Link: libApplicationMain-", there were a number of attempts to compile the game during this Stencyl session.

It looks like it was failing at first. You tested a different game (Android Game 3) and that worked. Then you went back to Tilefinder, cleaned the project, and tried again. Your first attempt after cleaning the project was to publish an APK. This worked. You published an APK again, and again it worked. Then you tried to test, and it failed with the same linker errors. Later attempt to publish an APK still worked, and later attempts to test still failed.

I'd assume that cleaning the project and then testing would make it work. I think that there's some internal configuration mismatch between testing and publishing that's causing this. I'll try to reproduce it and fix it soon.

28
I responded on discord, so I'll copy the response here.

Quote
All I can say at the moment is that it's a completely different error.
It's the linker linking together the compiled object files, but there's a mismatch somewhere.
Perhaps some of the files were compiled with different settings from each other, and trying to link these mismatched objects is causing the error.
Ideally hxcpp would recompile files whenever needed, but I've found that it can be a little dumb sometimes.
I kinda hate to give the same advice here, but could you try a clean rebuild again?

If the issue persists I'd be happy to look into it more in-depth.

29
That's odd. I looked through the log you sent with the previous build, and it has AndroidManifest.xml files being copied from the following locations.

Code: [Select]
- Copying template file: <lime haxelib>/dependencies/extension-api/src/main/AndroidManifest.xml -> Export/android/bin/deps/extension-api/src/main/AndroidManifest.xml
- Copying template file: <google-play-games extension>/dependencies/google/AndroidManifest.xml -> Export/android/bin/deps/google/AndroidManifest.xml
- Copying template file: <stencyl install>/plaf/lime-templates/android/template/app/src/main/AndroidManifest.xml -> Export/android/bin/app/src/main/AndroidManifest.xml

This is all standard stuff, not the result of any custom engine extension. Perhaps you could try doing a clean compile again now that you have the latest build?

30
It's hard to tell what this does without seeing what the custom blocks do, so I'm not sure meaningful advice can be given.

It sounds like the problem might be that you're only running this code once (in a "do after" event) when you might have intended to keep running this code (with a "do every" or "updating" event).

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