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Messages - bonzero

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Chit-Chat / Re: Game Making "Duh!" Moments
« on: November 14, 2012, 03:28:18 pm »
It took me a long time to realize that duplicating the app folder inside stencylworks\games is not the best way to keep old versions of the app...  >:( advice= just save the newer version with "save as" inside stencyl with a different name  8)

Thanks Mineat & Alexin for the help, finally I was able to handle all that text, using only 1 text attribute in the game, if the word selected begins with A then the app copies all the words beginning with A in that attribute separating the words by commas, the performance is great

The reason why the app was crashing was this:,15988.msg92172.html#msg92172

after many tests that was definitely the reason, so no problems with large texts


I'm using the latest beta of stencyl 3 and I want to make a word game, I have a list with +200.000 words to check if the word that the player is trying to use exists or not...

Is a massive amount of text to handle, I tried to split the word list into smaller lists, one for the words beginning with A... but that didn't work, the app crashes on the iphone, then I tried a text attribute with the words being separated by a comma, but the same fact it crashes on all the possible formats (understandable)

I guess to split the text into very small lists would work but that would require a hell of a work, I'm wondering what would be the way to do this... anyone can shed some light?


ps: i'm attaching the word list in case it could be useful to someone

Completed / Actor's name used in the events-attributes behavior block
« on: October 22, 2012, 03:45:05 pm »
When you use the "behavior" pink block is very easy to find attributes or trigger events of actors by its behavior name.

The problem comes when you use the events tab and not a behavior, you can only see a generic name like this for example: "actorEvents_1" and it's difficult to identify the actor when you have many created...

Could there be a way to see the "actorEvents_number" that belong to each actor, or the other way round, show the actors name instead the generic name, something like "MyActorEvents"

I think that would be quite convenient

Completed / Grid color
« on: October 18, 2012, 01:44:40 pm »
I think the grid on the scene editor is great to help you with the layout of things etc, the problem is that it has the same colour of the background, so you can't really see it... if you use a gradient background, then you can see it, but it would be great if it was white all the time or something visible like the opposite colour to the background...

Old Bugs (1.x/2.x) / Re: [iOS] iAds freeze Stencyl games on iOS 6
« on: October 18, 2012, 01:41:32 pm »
I have the same problem, at least with stencyl 2.2 haven't checked with stencyl 3 yet

Chit-Chat / Re: First Impressions
« on: October 14, 2012, 03:10:15 am »
Hi, I think your game looks good, I like the atmosphere of it, keep us updated about your progress. I was a gamesalad user too, i just made some small apps but for a proper game it lacks of features as tiles, the way you add code to an actor is very messy when its a complex action... And the people from ganesalad seem to take ages to launch new updates and they are often dissapointing. Nothing is inmediate (their new big update is due to next year...) and you dont get much information. I love here how you get info about updates everyday and bugs are tackled inmediatelly etc. The software itself feels more pro in every aspect.

Resolved Questions / Re: new icon for stencyl 3
« on: October 08, 2012, 08:59:49 am »
I was thinking of a more subtle change, just change the logo a little, I think the existing one is fine, just something to make it different from older stencyl versions

Some ideas...

Resolved Questions / new icon for stencyl 3
« on: October 06, 2012, 11:40:02 am »
At the moment I'm using stencyl 2.2 and stencyl 3 beta at the same time, both programs on my mac os x dock, its hard to distinguish them at the moment, it would be great if stencyl 3 had a new or slightly different icon, and I think the new icon could reflect the big step forward that stencyl 3 is.
Just an idea...

That's very encouraging and great to see how the free version compares with the paid one.
Seems like the game is performing great, how long did it take you to make it?
I was wondering if the iOS 6 appstore problem with discoverability of apps had any impact but seems to be fine with your sales

By the way a paid version + free version seems to be worthwhile, between the 2 is more revenue that just one, and your app nam is probably more popular with more downloads

Old Questions (from 1.x/2.x) / Re: iPad 3 Retina
« on: September 26, 2012, 05:12:44 am »
Currently, if you have a scene of 1024x768 pixels and import 2x graphics, that game on the ipad 3 will have retina graphics, I did some tests, but you have to use "ipad only" or "universal" graphics, not "universal 2x", the game has a scene of 480x320 for iphone and 1024x768 for ipad, when the game starts it checks which device it is for loading to one scene or the other

Resolved Questions / Re: Actor don't start where i put him!?
« on: August 20, 2012, 10:26:58 am »
try putting the "move pen to x:0 y: 0" before the draw.... sometimes when you are using the drawing block more than once it gets messed up, and you have to indicate the position of where to start drawing each time

Old Questions (from 1.x/2.x) / Re: Set Background on iOs ?
« on: August 17, 2012, 04:09:02 pm »
Thanks, lots of trial and error and testing on the device  8)
Im glad to be able to help people using stencil, it's an amazing tool but there's still some workarounds that need to be done when developing for iOS

No problem, we are all still learning, i think stencyl has lots of potential.

Where the actor is created event add: -switch to animation (( random number 0 to 9 ) as text)-, name the animations like this: 0 for the 10% size, 1 for 20%... That should work, i guess you are not going to create animations for 100 possible sizes (that could result in lots of atlas just for the actor sprites), but just name the animations with numbers... Bear in mind that when stencyl 3 will be released the function grown to change the actor size and collision shape should work ok now its better to use that trick

For the points, again, theres many ways to do it, but the easiest one is to create an attribute like points in the main actor, make a behaviour  or event for the blue, red etc objects, that says something like: using the collision.. When the object collides with the main actor, set atribute points to X for last collided actor (red colour label)

The main actor will have the number of points given by the last collected object


The groups are done more in base of what collides with what than gathering actors for arbitrary reasons. I think that for what you say i would create one actor with multiple animations, one animation for the 50% another animation for the 30%... And when the actor is created it randomly chooses an animation for itself. Or i would make an actor for each percentage and randomly create an actor.

For the 2 nd point, just make an attribute that counts the objects created, each time an actor is created it adds+1 if the attribute counts for more than x number then it doesnt generate more actors

Not sure if that helps

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