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Messages - daverave1212

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Hi Justin! Thanks for the reply!

About the ads: the ads fail to load. I have used the events and the only event that fires is the fail-to-load. However, I have used google's demo ads and those ones work. So I assume it has to do with my Google AdMob ads/account. I have posted another thread about this in an android development discord. I'll try to have it fixed there.

About the testing: I managed to make it work in the end! Thanks!

For now, I think that's about it.

Thanks a lot, Justin, for all the help! I appreciate it hugely!

Hi, Justin!

So, I managed to export to .apk again, but I still have an issue (or multiple issues).

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.

Second off, testing the game via Test does not work.
It tells me to generate logs. Here are some generated logs:
- 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

Any idea what could be causing either of these?

Hey, Justin!

I am back. I managed to make it work for 1 day and now I am experiencing compilation issues again.

Here are the latest logs:

Could you tell me anything about it?
I'm at a loss again :(

Thank you!

Hi Justin!

I made it work!
What I did was:
- Disabled the ImageShaders extension
- Regenerated the Android Certificate. I also think there was an issue with the path to my certificate - it had 2 "\" at some point, so maybe that was screwing with compilation

Cheers and thanks for all the help!

Hi, Justin!

Thanks for the response!

I downloaded the latest Stencyl nightly version (b11118).
I still face the same issue. I get the same error messages.

I tried doing it with a blank project and it seems to work, so indeed maybe it's an issue with the extensions.

I use 2 Engine Extensions:
- Image Shaders
- And another one made by me. This one only has a lot of classes (.hx files) with Haxe code. It has a "blocks.xml" file but it's just the default one. I added no other blocks.

How can I fix this? How do I change the manifest thingy, too?

Thank you!


Tilefinder is an indie rogue-like turn-based grid RPG in which you slay hordes of monsters through a procedurally generated kingdom to find the legendary Tile shards! While excavating the castle, a floor tile came loose, releasing eldritch corruption that overtook the kingdom. Now, with the floor tile broken, it is your job to bring all the pieces together and assemble the Tile to seal the evil back where it came from!

Tilefinder is my passion project; having worked on it solo for years, it has finally come to reality! Although it has bizarre encounters and whimsical dialogue, make no mistake: Tilefinder can be a difficult game in which every choice matters!

Simple Yet Deep Combat
Pick your characters of choice and advance through procedurally generated kingdom maps and slay enemies in a tactical combat game that plays like chess! There are loads of interactions to explore and combos to try on the board!

Will you die? Probably. Can you succeed in the end? Absolutely! Each run, you will encounter different enemies, spells, and most importantly, different loot - each time, another opportunity to show your best!

Tons of Content
Pick 2 out of 3 playable characters and march on! Each character is unique and has over a dozen learnable spells (which you can get randomly, by the way), so each run will make you adapt your strategy to your spell and item options as you battle your way to the Tile shards! The game includes:

  3 playable classes, each with a unique set of spells
  Over 35 distinct monsters
  11 uniquely designed bosses
  Over 100 items and passive treasures

All these make for tons of different strategies and maps to discover as you go, and even more secrets, Easter eggs and special interactions wait around every corner!

Nagnus Will Remember That.
Buy upgrades? Pff. Where do you think you are, the underworld?

You unlock upgrades by doing specific things inside the game! How about finding the blacksmith’s lost tools to unlock free equipment every run? Or try beating the lord of hell himself for a permanent power boon! There are loads of upgrades that persist from run to run, and they are all beautifully integrated into the gameplay and story!

Open To Feedback
You dig it but not quite there yet? Let me know and I'll try my hardest to make the game the best version of itself! You can mail me directly, message me on Steam or even tweet to me!
The Press Kit is available at the Website Link on Steam.

Free Steam Keys
Wow! You read this far!? Thank you!
In this post on the Stencyl community I have hidden 2 Steam Keys. The first 2 people to find any of them can freely use the key to unlock the game on Steam!


Windows / Mac / Flash / HTML5 / Re: List of Games on Steam
« on: October 13, 2022, 08:16:50 am »

I also released a big game on Steam, Tilefinder! It's a Roguelike Turn-Based RPG for old-school tactics and D&D fans!

You can add it to the list if you want:

I think my game is the most complex game ever made in Stencyl released

Ask a Question / Android compilation fails and logs don't make much sense
« on: October 12, 2022, 02:19:05 pm »

I am trying to compile for Android with Stencyl 4.1.0-beta.
Compilation fails and it generates some logs. It generates 3 sets of logs, which is a bit strange, but they all seem the same.

I attached the logs to this post.

What I tried:
- I tried switching to the current live version of Stencyl. Compilation works there, but I can't export to .aab (Google Play no longer accepts .apk files)
- I tried tweaking with Downloading Android Tools and switching up versions of SDK's but they always yield the same result
- I tried reinstalling Stencyl and reimporting the game (export > delete current > import back)
- I tried cleaning up the project from Tools > Game
- I tried deleting the cache of the game

What the logs say:
- I found some errors. Here is what they say:
Code: [Select]
2022-10-12 19:03:46,091 DEBUG [pool-1-thread-1] Reading header for Scene: 4 (TownScene) from: scenes\4.xml
2022-10-12 19:03:46,102 ERROR [pool-1-thread-1] Actor "GateActor 1" does not refrence an Actor Type: id = 46
2022-10-12 19:03:46,102 ERROR [pool-1-thread-1] Could not load actor. Likely an Actor Type that no longer exists.
- The problem here is that GateActor 1 does not exist in the scene. My TownScene as it is called has 0 actors in it. All my actors are generated through code.
- Moreover, I took a look inside scenes\4.xml as it says in the logs and it contains nothing of that sort. Here is the entire content of 4.xml:
Code: [Select]
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<scene depth="14" desc="" eventsnippetid="45" extheight="384" extwidth="1504" extx="-32" exty="-32" format="4.0.1" gravx="-0.0" gravy="0.0" height="320" id="4" name="TownScene" revision="" savecount="0" tiled="1" tileh="32" tilew="32" type="standard" width="1440">
        <color-bg blue="255" green="255" red="255"/>
        <background blendMode="normal" customScrollFactor="false" id="1" locked="true" name="TownSceneTemporaryBG" opacity="100" order="14" rid="36" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="100,168,234" id="14" locked="false" name="Town" opacity="100" order="13" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="100,168,234" id="0" locked="false" name="NPCs" opacity="100" order="12" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="255,175,175" id="5" locked="false" name="PlayerCharacters" opacity="100" order="11" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="0,255,0" id="2" locked="false" name="UI" opacity="100" order="10" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="0,0,255" id="7" locked="false" name="CharacterUI" opacity="100" order="9" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="255,0,0" id="8" locked="false" name="CharacterModel" opacity="100" order="8" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="255,200,0" id="6" locked="false" name="CharacterUIIcons" opacity="100" order="7" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="255,255,0" id="9" locked="false" name="CharacterUIBars" opacity="100" order="6" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="0,255,0" id="10" locked="false" name="CharacterUIBarsOverlay" opacity="100" order="5" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="255,0,255" id="12" locked="false" name="CharacterUIStatBackgrounds" opacity="100" order="4" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="64,64,64" id="11" locked="false" name="CharacterUIStatBonus" opacity="100" order="3" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="64,64,64" id="3" locked="false" name="Inventory" opacity="100" order="2" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="255,0,255" id="4" locked="false" name="ItemPopup" opacity="100" order="1" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
        <layer blendMode="normal" color="255,175,175" id="13" locked="false" name="ItemPopupStatBackgrounds" opacity="100" order="0" scrollFactorX="1.0" scrollFactorY="1.0" visible="true"/>
    <atlases members="" retainAtlases="false"/>

Can anyone help? I am at a loss, I don't know what else to try or why it fails to compile on 4.1.0-beta.

Ask a Question / Re: How to export to .aab (Goole Play only support .aab)
« on: October 12, 2022, 10:35:47 am »

Apparently, this is only a feature of the latest Stencyl nightly release only available to subscribers.

There should now be an option to export to .aab.

Ask a Question / How to export to .aab (Goole Play only support .aab)
« on: October 12, 2022, 07:59:49 am »

I see Google Play now only supports .aab files when uploading via Google Play Console.

Is there a way to export to .aab rather than .apk?

I see. Thank you Luyren and happy new year!

I see. Thanks for the info!

Any idea when the next build will be released?

Update: I tried reinstalling Stencyl to no avail. The issue persists.

I am using Stencyl 4.0.4, on Windows 10 x64.

Can you please check you are using the same Stencyl version and make sure it's a problem on my end?

Thank you!

Hi, thanks for the response.

I tried what you said. I made a blank game, blank scene, new actor and I run into the same issue:

I also tried putting it on the actor and using self, but same issue happens.

I will try to reinstall stencyl; I am using 4.0.4 at the moment.


I am using the "grow" block to flip an actor horizontally.

There are 2 issues I noticed:
- When the growing is finished, the animation stops
- The growing does not reach -100%

Here is a gif that shows exactly what happens:

Other mentions:
- I have no code/blocks in the actor
- I tried with other actors and the issue persists
- I tried changing the time from 1 second to other values (including 0) and the issue persists
- I tried changing the scaling from -100% to other values. It is fine for all positive values. For negative values, it seems to stop working at about -95%. I tried scaling it to -95% and it works fine. However, when I tried to scale it to -99%, the issue appeared.
  - It also seems to not work for any scaling below -100% (e.g. -200%). The scaling just stops at about -95%. Even if I scale it to -200%, it will scale the actor to -95% and stop there.
  - The same issue seems to happen with vertical scaling (e.g. scaling to w: 100%, h: -100%).

I don't know what else to try for this.
I have tried all I knew.
If anyone knows how I can fix this, please let me know.

Thank you!

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