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Messages - Shommey

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1
Bug Archives / Collision bug in 8398 build
« on: June 25, 2015, 03:20:24 pm »
I was doing my whole game in build 8281, everything was fine, until I decided to upgrade to 8398 and compiled game for Android.
Collision seems all messed up. In scene events I have GroupToGruop collsion, when actors collide if collision is solid, nothing happens, actor just bump into other actor and don't respond to event, when sensors, actors just pass one by another, and won't respond to event... I've double checked my collision groups, even print doesen't print anything.. Although, ActorTypeToActorType is working and responding to events..
In 8281 build, collisions were good and everything worked as it should.

2
Ask a Question / Re: Endless Game performance problem
« on: June 21, 2015, 12:56:15 pm »
I just tried putting print, as you said, on various actors (both collectables and obstacles) and when it goes of screen it gets "killed" and it stops printing..
So, you think putting events to behaviors will help? :)

I'm still thinking about checking recycled actor pool size. But I can't find any code (or block) how to print it out to console.
If I find out someting more about this problem in meantime, I'll let you know. :)

3
Ask a Question / Re: Endless Game performance problem
« on: June 21, 2015, 11:52:03 am »
Thank you for your answer..
Yes, I have events on actor themselves. Those are mostly:
When created
every 0.5 sec grow self to.. etc
Those events are just for visual effects.

How do you check them if they are responding? I put event to actor:
When self is killed
do every 1 sec print something..
And nothing prints.
Am I doing this wrong?

4
Ask a Question / Endless Game performance problem
« on: June 20, 2015, 04:42:39 pm »
I discovered strange problem in performance drop after some time in my game. I have 7 "Do every N seconds" events for spawning obstacles and collectables.. When load play scene obstacles and collectables start spawning after "Game Started" Bool becomes true, which becomes true after a button touch. So, when scene is created, timers start to work immediately and check if game is started, otherwise it wont spawn. I waited 10-15min before starting spawn, and there was no performance drop, everything was fine, so the timers are not causing performance drop. Then pushed button, everything started spawning as it should and collision and all other stuff I have worked perfectly, but after 5-6mins of playing, game becomes unplayable, lagging, low FPS.
Before posting, I've checked if everything is killing on leaving screen, and it does...
Game is for Android, and I have tested it on mutiple devices. This is a small game, and devices are high-end, so devices should run it perfectly.

Since in Stencyl 3.x evry actor is recycable, my guess is something with actors isn't good. Anyone konw how to check recycled actors pool, or anything else I can do?

5
Ask a Question / Re: ScaleToFit (Fullscreen) problem
« on: June 19, 2015, 01:29:46 pm »
Yeah. But it's ugly since it stretches the game...
ScaleToFit (Letterbox) works for devices larger than 3.5", on 3.5" it adds balck bars.

6
Ask a Question / ScaleToFit (Fullscreen) problem
« on: June 19, 2015, 09:56:30 am »
I have read tutorials on stencyl about screen modes, and checked the problem, but I didn't find answer.
The problem is, when I set scaling for Android to ScaleToFit (Fullscreen) it does toggle fullscreen, but I se  only small part of the game. Like 1/5, rest of the screen is simply black. Anyone had this problem?

My screen size is 720x1280...

7
Ask a Question / Re: Multitouch for Android not working
« on: April 11, 2015, 10:43:36 am »
Yes, I did. After downloading Multitouch VirtualButton from StencylForge, which was pretty much same as my own behavior, it worked somehow. And later, after I disabled downloaded behavior and enabled mine, it works like a charm. I really don't know what's the problem was, but solved. :)

8
Ask a Question / Multitouch for Android not working
« on: April 10, 2015, 11:11:31 am »
I'm pretty sure I've got everything right, but multitouch won't work for me. It's enabled in Settings, and I set block when multitouch start to print in console, but it prints nothing.. Also, I've checked that my device supports multitouch, and I've tried on 2 other devices. Nothing. Log:
2015-04-10 19:15:36,416 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.EditArea: Verifying Top Level... event-device-multitouch
2015-04-10 19:15:36,416 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: str-combine - true
2015-04-10 19:15:36,416 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: str-combine - true
2015-04-10 19:15:36,416 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: str-combine - true
2015-04-10 19:15:36,416 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: str-combine - true
2015-04-10 19:15:36,416 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: print - true
2015-04-10 19:15:36,417 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: if - false
2015-04-10 19:15:36,417 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: event-device-multitouch - false
2015-04-10 19:15:36,424 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.EditArea: Verifying Top Level... step
2015-04-10 19:15:36,424 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: step - false
2015-04-10 19:15:36,491 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.EditArea: Verifying Top Level... event-device-multitouch
2015-04-10 19:15:36,491 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: print - true
2015-04-10 19:15:36,492 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: if - false
2015-04-10 19:15:36,492 DEBUG [pool-1-thread-2] stencyl.sw.editors.snippet.designer.BlockField: Result for: event-device-multitouch - false
2015-04-10 19:15:38,243 DEBUG [AWT-EventQueue-0] stencyl.sw.app.doc.Workspace: Activated: Push Button
2015-04-10 19:15:38,254 DEBUG [pool-1-thread-2] stencyl.sw.app.tasks.OpenResourceTask: Open Took 2038ms
2015-04-10 19:15:38,410 DEBUG [AWT-EventQueue-0] stencyl.sw.app.tasks.OpenResourceTask: Total Took 2194ms
2015-04-10 19:15:55,144 WARN  [AWT-EventQueue-0] stencyl.sw.loc.LanguagePack: Missing: event.helper.mobile.multitouch.help
2015-04-10 19:15:59,104 DEBUG [AWT-EventQueue-0] stencyl.sw.app.App: Action: Test Game...

Also, I'm getting: WARN  [AWT-EventQueue-0] stencyl.sw.loc.LanguagePack: Missing: event.helper.mobile.multitouch.help


9
Ask a Question / Animations and Regions
« on: February 24, 2015, 10:49:49 am »
I use ClimbLadder behavior for my player actor, it's working perfectly, except animations... When player is not moving it's set to idle, and that is working.. If actor starts moving it should switch to Climb animation, which it does, but animation it's not playing. I double checked if it's switching and animation setup is okay, it has looping and it's moving on preview, but it's not playing (stucked on 1st frame)..  I also tried other animation which I'm sure it's working fine, and tried costumizing begavior, but nothing happens. So I figure out maybe problem is with region or something.. Here is screenshot of my code that defines animation changing.

10
Ask a Question / Re: GamePad (Xbox for PC, Stencyl 3.2)
« on: January 30, 2015, 12:46:20 pm »
Sorry for delay, I was busy these days. Anyways, I succeeded to map all buttons right on stencyl 3.2 build 7994, using windows 7, Gigatech GX-105 Gamepad..
And, yes, @Ianfintz, you must have "enable gamepad" block to have it working.

11
Fixed Bugs (3.x) / Re: Problems with built 8120
« on: January 26, 2015, 09:58:37 pm »
If it's compiling forever, try hitting Save button, it will stop compiling. Then after it's done, compile againt. Worked dosens of times for me.

12
Ask a Question / Re: GamePad (Xbox for PC, Stencyl 3.2)
« on: January 26, 2015, 09:52:37 pm »
So far, I played just a little bit with gamepad support. My OS is win 7, Gamepad is Gigatech GX-105, wired, Stencyl 3.2 (Ill check my build later today, and I have always run test for Windows, not flash or any other. So far, D-Pad is working perfectly, also I tried to map X button, but it's not printing anything to log or working anything, while D-pad prints output. To be honest, I was in hurry and I'm not sure I did the mapping right. I can do some testing, and post it if you guys want?

13
Ask a Question / Re: Stencyl and Steamworks
« on: January 25, 2015, 06:00:47 pm »
Thanks for answers guys... I read whole Ghost Song topic and I didn't find anything.. Any links/references how to implement Steamworks manually?

14
Ask a Question / Stencyl and Steamworks
« on: January 23, 2015, 11:51:32 am »
Before I start, I must say that I've checked all old threads and questions about steamworks and in any of that I didn't find answer I was looking for...
So, couple people and me are developing platformer/shooter game, with a complex story and campaign mode, and after it's finished we're planing to put it on Steam Greenlight... So, my question here is, is there any way to integrate Steamworks with stencyl?
Stencyl is really great software and it really suits our needs, also Steamworks is popular and nice feature to have in game. So it would be great to have Steamworks API in Stencyl.
Thanks in advance.

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