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Messages - oripessach

Pages: 1 2 3 ... 11
1
Repeatedly changing an actor's animation to the same animation will reset it to the first frame.

I worked around this by creating a block to change the animation that accepts the animation name as an argument, and checks whether the actor's current animation is different from the requested animation. If they're different, it sets the animation to the requested animation, otherwise it leaves it alone.

I used that block instead of the "switch animation" block.

Otherwise, you'll need to manage your actor's state more carefully and switch animations only on state transitions.

2
Ask a Question / Re: Signing error/provisioning files IOS publishing
« on: October 02, 2016, 01:52:25 pm »
Nice. I have never seen the team ID anywhere before.

I can confirm that this works - the team ID was missing in my project settings.

3
Ask a Question / Re: Signing error/provisioning files IOS publishing
« on: October 02, 2016, 11:42:41 am »
I'm getting this in 9269.

4
Ask a Question / Re: Embeding In-Game Video Clip
« on: August 16, 2016, 07:30:28 am »
The zip file gets unpacked into the wrong directory for some reason (all the content is unpacked into engine-extensions instead of into a subdirectory.)

Unpacking it manually makes it work for me, but not for the original poster, apparently.

5
Bug Archives / Re: Collision bug in 8398 build
« on: July 20, 2016, 01:00:33 am »
Never mind. Fell for the old "adding a behavior to an actor type doesn't add it to specialized instances" quirk.

Ugh.

6
Bug Archives / Re: Collision bug in 8398 build
« on: July 19, 2016, 11:18:15 pm »
Bump? Was this ever resolved? Or real?

7
Dialog Extension / Re: Forcing a dialog to close?
« on: December 18, 2015, 12:42:42 am »
Thanks! That works beautifully.

This should really be a block, I think...

8
Dialog Extension / Forcing a dialog to close?
« on: December 18, 2015, 12:12:42 am »
Hi,

My game displays a dialog at the beginning of some scenes. If that dialog is open and the user manages to exit the current scene (not hard to do) while the dialog is open, the next scene will display two dialogs, on top of each other.

I'm trying to address that by forcing the current dialog to close, but I can't find an interface for doing that. What am I missing?

9
Ask a Question / Re: Game exit in iOS simulator after REPLACE ME screen
« on: December 07, 2015, 12:14:49 pm »
Thanks!

10
Ask a Question / Re: Game exit in iOS simulator after REPLACE ME screen
« on: December 07, 2015, 05:56:16 am »
I tried doing that, and couldn't figure out how to do it... Got any tips? :)

11
Ask a Question / Re: Game exit in iOS simulator after REPLACE ME screen
« on: December 06, 2015, 04:09:35 pm »
Were you able to figure this out? I'm having the same problem.

12
Ask a Question / Re: Clipping text?
« on: December 03, 2015, 08:20:14 pm »
Figured it out. I'm drawing the text to an image that's attached to a layer in the scene that's behind the UI.


13
Ask a Question / Clipping text?
« on: December 03, 2015, 07:39:49 pm »
I'm trying to scroll some text using a Drawing event. If I understand correctly, the drawing API can only draw on top of all other layers. This is unfortunate, because I want the text to draw behind some on-screen elements (buttons and other UI elements.)

If this is not feasible, I would at least like to limit drawing to a rectangular area of the screen, but I don't see an obvious way to do that, either. Is there a way to erase a rectangle, even? I could use that to fake clipping to an area of the screen, if I had that...

How can this be done?

Thanks!

14
Ask a Question / Re: Half hour compiling after upgrade?
« on: October 22, 2015, 09:46:40 pm »
Every time you upgrade Stencyl, all the engine and library code needs to be recompiled. Subsequent compiles should be faster.

I usually open the log window, so I have something to look at while waiting...

15
Dialog Extension / Re: Possible regression
« on: October 20, 2015, 08:41:08 pm »
Seems like you're right: Adding the prefix fixes the issue I had, and cleaning the project made the old code stop compiling. Thanks!

The only remaining issue is the empty Data Structures Extension in the palette, but I can live with that.

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