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Topics - cabinfever

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Stencyl build 9300
Xcode version 6.2 ( 6C131e ) - latest that the MacOS supports
MacOS is 10.9 .5 Mavericks

Any idea why building on iOS fails due some  GoogleMobileAds issue?

2017-03-07 21:22:41,056 INFO  [Thread-12] stencyl.sw.util.StreamGobbler: [haxelib] Undefined symbols for architecture armv7:
2017-03-07 21:22:41,056 INFO  [Thread-12] stencyl.sw.util.StreamGobbler: [haxelib]   "_OBJC_CLASS_$_SFSafariViewController", referenced from:
2017-03-07 21:22:41,056 INFO  [Thread-12] stencyl.sw.util.StreamGobbler: [haxelib]       objc-class-ref in GoogleMobileAds(flat-armv7)
2017-03-07 21:22:41,056 INFO  [Thread-12] stencyl.sw.util.StreamGobbler: [haxelib] ld: symbol(s) not found for architecture armv7
2017-03-07 21:22:41,056 INFO  [Thread-12] stencyl.sw.util.StreamGobbler: [haxelib] clang: error: linker command failed with exit code 1 (use -v to see invocation)
2017-03-07 21:22:41,156 INFO  [Thread-12] stencyl.sw.util.StreamGobbler: [haxelib] ** BUILD FAILED **

--clip ends---

Similar issues reported here:

Is it so that I need more recent Xcode, which would include iOS 9.0 SDK (which has the SafariViewController) ??
Later.... Now upgraded into 10.12.3 and getting the latest Xcode v. 8.1.2 , hopefully this will give better results.

Even later:  After recreating the certs etc.... I can now build succesfully iOS code again.
Note: I had to make a dummy/empty Xcode project first to get application provisioning profiles working from Stencyl.

iPhone / iPad / Android / Zapion [iOS / Android]
« on: June 02, 2016, 05:39:35 am »

This little puzzle game finally got ready. Try to shoot an ion into the target.
Opposite charges attract each other and same ones repel the one and other.
(blue and orange represent the charge types...)

Game is meant to be a kind that you can play minute or two, when between things and nothing new in whatsapp...
Youtube video:

And links to actual application:

You can change the position of the zapper, change its charge type and finally adjust the zapping power.


So far I've been using much 'custom events' to trigger actions. Clearly they are not that easy to use if some other parameter besides the event-name must be passed. So I moved to using 'custom blocks' instead.

Now, the question, when:
* custom event is triggered, does the code execution branch at that point (new thread is created)?
* custom code is called, does the code stay in same thread and wait for execution of this 'custom code'?

Is it better to limit the number of custom events (threads) calls to make program perform better?


If I'm using 'when drawing' block in scene behaviour, for example draw big filled circle.
Then how can I place an actor on top of this circle? The order seems to be, that those 'line drawings' are always above actors.
No matter if I try to use layers or not.

(text seems to be above 'line drawings', but how could I get some actors to appear above those filled rectangles or circles or polygons??)



The trick to use empty actor (single transparent pixel), and when that is created on specific layer, then DRAWING line graphics are placed on correct layer (same as this empty actor).


I'm creating multiple instances of same type of actor in the screen.
Then I'm updating some Actor Attributes after creating each one. So they have some invidual info like:
* selected animation
* grid position
* creation number

Then I would like to add each (last created) Actor refrence into a list.
I do not find a way to perform this:
ADD (last created actor) to LIST

(there is a command to add 'type of (last created actor)' into list, but this only adds the type of actor into list. Not the real actor.)

Is there a way to add refrence (pointer) into Actor in a list at all?

Of course later on, I would want to do something like:
do some Actor stuff with [item].

And this [item] would then refrence into particular Actor.



The collisions are not detected when I use circular or polygon collision areas. When collision area is changed to rectancular, then collision detection works.

This is with lastest 3.2 build 8171. The same issue was also on earlier 3.2 private builds.

With circular collision ares, when Main-Settings physics mode is
*  Simple physics, then game starts on flash-player (but collision do not work)
* Box 2D, then game crashes on start

Resolved Questions / version 3.2 build 8114 - stuck on saving
« on: January 25, 2015, 06:59:50 am »

(after having massive issues getting apps to run on Android, with admob extension...)
I decided to give a try to latest nightly build of Stencyl 3.2 build 8114

But it:
* fails to compile (test on Android) for mobile
* even test in Flash-player is stuck on 'Saving' when trying to 'Test Game'

The log file shows this:
--clip starts--
Level:     INFO
When:      2015-01-25 16:53:34:974

Saving game in place.
--clip ends--

Enabling 'Debug' level view on Log reveals that it gets stuck while saving some backup file...

Level:     DEBUG
When:      2015-01-25 17:00:20:264

Saving backup file C:\Users\Cabin\AppData\Roaming\Stencyl\stencylworks\games\Somegame\snippets\list.xml.bak
--clip ends---

Doing normal Save game works ok, but now when it is happening under 'Test Game'. Very strange...


I had issue with getting player nickname for highscore tables in Android phones,
so I created a scene where I dynamincally create on screen (portal orientation in my case) keyboard
that is used to enter player nickname.

No actors or graphics are used. The keyboard is created on-the-fly on screen. So any changes/additions are easily made to it.

Keyboard-scene shares a single global game-attribute called: playerNickname with other game.
Empty name is not accepted. Old name can be accepted with 'EXIT'
New name is accepted with 'DONE' button
Entry is cleared with 'CLEAR' button

Share'n'enjoy !

Update: Now first letter is upper case, rest are lower case.

On Stencyl forge it is called: android_keyboard


This is bit strange... I installed the TeamViewer on Android (Samsung Galaxy S4) in order to debug multi-touch aspects...
But using the remote connection from Windows to Android and looking under Processes in TeamViewer, I see that most of my Stencyl created apps are always running on this phone (according to TeamViewer)!!

When pressing long-time the home button on this phone, those apps do not show up on the list.

Also, when I stop those processes from Teamviewer, they pop-up back with new PIDs. They seem to consume about 2-3MB of memory.

Very strange?!?!?! Could this be the reason why sometimes Stencyl apps-fails to start (black screen), because they are somehow partially already running on background??

(Also Clean Master app on Android shows that those other Stencyl created apps start on background when one of my Stencyl games is started. So this is not limited to TeamViewer.)

What is the 'right' way of creating a scoreboard for highscores that would be accesible from both Android and iOS devices?
Is there some free cloud-service to use for this purpose?

The most promising seems to be this 'ScoreBoard Extension':,37281.msg211227.html#msg211227

Is there any other free option at this time?

It seems that Google Play now uses v. 3 API for in-game purchaces. The current Stencyl version 3.1 (and nightly builds) do not support this version. So basicly we can not create any games that would have in-game store options.

I would say that the possibility to be able to use that revenue possibility is very important for us developers.
Please put this feature into the Stencyl 3.2 version, please.

(discussion thread about this:,34975.0.html  )

Ask a Question / In app purchases in mobile games - monetary units
« on: August 12, 2014, 10:54:24 am »

For the Apple anf Google store, are the prices always in US dollars?
So when I show some price for item in the game,  I should always show them in US$?
(maybe show estimated € price after the real Dollar price?)


I am in a process of turning most of the additional 'clothes' on main actor into images from actors.
The new Image API seems to be an easy and efficient way of handling these extra items.

Now, if the original 'clothe'-actor has some animaton on, can this be somehow easily(?) also used with image instances???
I think image instance is now a static view of what was captures from actor.

Ask a Question / When paused, how to place actors over foreground?
« on: August 04, 2014, 02:15:47 pm »

I'm creating Pause-menu for my game. Simplest thing would have been to create sepate scene for pause, but I do not know how to come back (resume) to the original scene and continue from the state where game was paused. The web suggest that pause menu should be build over the actual game scene with actors.

So that is what I am doing now. The issue comes from large foreground images that overlap my pause menu actors. This is not very nice at all. So question is:
* how (when paused) I can place actor above the foreground and thus hide them from the view?

This is bit strange. I was doing some developing and testing with Flash (player) and 'Test Game'...
Testing was going ok. Then I added few actors and tried testing, now:
* Flash player 11 shows up (double the size), with totally blank page
* Stencyl log clears up when that Flash 11 starts, there is just one line of log showns:
"[LOG] Finished building for Flash (or errored out): 1"

I had same event-names/triggers in two custom events. Maybe some better logging could show this?

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