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Messages - danielle53

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Completed / Re: Installation on arch
« on: September 25, 2018, 03:05:04 am »
no need updates ?

 sankasan commented on 2016-11-16 22:17

@Blaiz0r, I think the stencyl website is down. At least it is over here. It could also be that there has been a new release but I can't check because I can't reach the website. If that is the case please flag the package as outdated.

There was recently a problem caused with a modified core block.

I've encounter a similar problem with  one of my extension, I just had a new choice in a dropdown (without any new code) : in quite a lot of scene the choices were mixed (not all and sometimes one out of several on the same scene)
I would like to know if it is possible to had a script or something to change a deprecated block automatically, that is without to have to create another block and asking the user to make the change manually 


Ask a Question / Re: Access to Assets
« on: February 11, 2017, 05:06:32 am »
I found out that
Code: [Select]
<haxeflag name="-resource" value="images/MyImage2.png" />was I wanted (for now)

but in fact, for several images,  it is simpler to let Stencyl do the job .. with an adequate rename
Code: [Select]
<assets path="images" rename="assets/data" include="*.jpg|*.png" exclude="myportrait.jpg" />

Ask a Question / Solved: Access to Assets
« on: February 10, 2017, 08:57:57 am »
Say, I want to make an extension with some specific assets I don't want to put before hand in /extras
for example an image.

I put inside my include.nmml

Code: [Select]
<assets path="images/MyImage.png"  id="MonImage"/>
I can test the access by

Code: [Select]
if (Assets.exists("MonImage", AssetType.IMAGE)){
trace("I've got MyImage by Id");

It is ok, but I want to be able to test by path ...

I know that I can put a rename tag

<assets path="images/MyImage.png"  rename="path/to/MyImage.png"/>

But I unable to find a path that doesn't answer "false" to the question


Thanks for any help

Extensions / Re: Attribute Saving [Extension]
« on: September 28, 2016, 08:24:24 pm »
yoplalala fixed the extension to work with maps in flash and html5. Thank you for that! I didn't test it.

I don't think this is working still. I downloaded 1.3 and I'm still having problems loading maps in flash. When I test it on my iPhone it works fine though.

Could it because of recent changes made by Stencyl regarding initialization of maps and lists ... Ask Justin :) on the chat

Extensions / Re: [NATIVE] Guide/Reference for Creating Extension Blocks
« on: September 21, 2016, 01:11:45 am »
thanks a lot Justin, I have now the right block ..
But can you resume what  the differences  are between a normal block and a code block,  so I can learn my lesson !
the logic ones .
For the usage I acknowledge that

and the last question of the day ( update not yet ) :

from the attached block  have the last id, I presume that there may be problems if there are more than one ..

I suppose I will be answered "if it too complex, bring the logic inside your extension .."

If it is not mine, Have I to build another one ? In this case, how do I tell the dependency ?

you may put a link under save-example.png, "Have a try ... here is the solution :)"


Extensions / Re: [NATIVE] Guide/Reference for Creating Extension Blocks
« on: September 20, 2016, 01:28:11 pm »
Could you expect a
Code: [Select]
Events for 'demo': Unexpected :
from scripts.SceneEvents_127
line: 91
columns: 31-32
What is it wrong with my block :(
Code: [Select]
        <block tag="save-successful" spec="if successful" code="success" type="normal" returns="boolean" hidden="true">
<block tag="save-load-game" spec="%0 %1 %2 [i:save] " code="~( ~, function(~:Bool):Void { ~ } );" type="wrapper" returns="void">
<text order="1"/>
<code-block order="3"/>
<attached-block order="2" tag="save-successful"/>
<dropdown order="0">
<c text="Save" code="saveGame"/>
<c text="Load" code="loadGame"/>

Extensions / Re: [NATIVE] Guide/Reference for Creating Extension Blocks
« on: September 20, 2016, 02:13:12 am »
Currently, there's no capability of optional arguments in Design Mode.

The only way you could get that right now is by writing some java code to perform some custom code conversion.

Thanks to tell,  I understand why I failed !

but even I were Java literate, I would know from where to start .. any documentation somewhere ?
and ?? ... any Java Gurus around :)  ?

Ask a Question / Re: populate sounds
« on: September 18, 2016, 12:24:15 pm »
Yes, eventually we do plan on allowing multiple nested folders, as well as allowing more work to be done in the filesystem itself (such as dragging music files into your Stencyl project's folder instead of importing them within Stencyl).

would very nice Justin  :) but I think you have other priorities

Ask a Question / Re: populate sounds
« on: September 18, 2016, 12:20:44 pm »
for the folder part in the UI, I can answer to myself :) .  I  just had to create one with a strange name and try to find a trace in my files..
So I have to add something like
  <group desc="" id="16" name="english" type="sound">
           <r id="10030"/>
            <r id="10046"/>

between <folders>  and  <folders>

Ask a Question / populate sounds
« on: September 18, 2016, 11:20:50 am »

I would like to populate the sounds interface with hundred of ogg and mp3 files.

My first go was to put stanza in the resources/data.xml (when my game is closed !)

Code: [Select]
<music atlasID="0" desc="" id="10194" loop="true" name="y" oid="-1" pan="0" shared="false" stream="false" type="mp3" volume="1"/>
(even if  I just an ogg file, i found out that I have to put type="mp3")

id should be an integer so .. it is difficult to know exactly what the files are when you look  inside the folder resources.

I would like to tidy up a little and have folders in resources

Is it possible ?

I would like to know too ... in advance .. exactly which characters are forbidden in the names of the sounds.

And I will be very happy to know if I can impose to have these sounds in one or several folders in the interface.

In fact, I could not find any documentation at all, so if you know what is the meaning of oid and if it can other value than -1

Every info .. thank you

Dialog Extension / Re: Invalid Extension Repository
« on: September 15, 2016, 04:44:07 am »
thanks to Justin, you can find something here
Extract this into the workspace folder, found with Debug > View > View Workspace Folder.

I found it thanks to,48667.0.html

Extensions / Re: [NATIVE] Guide/Reference for Creating Extension Blocks
« on: September 12, 2016, 06:01:11 am »
I take the opportunity to ask how we can manage optional arguments directly in a block.

Thank you

Resolved Questions / Re: [SOLVED] - Stencyl Changelog outdated
« on: September 07, 2016, 06:50:42 am »
it is a recurrent problem
and when a download costs now more 180 Mo, it is not a small one if  you leave in a country where the cost of the connections have nothing to do with their quality..

I am not asking (anymore) for a differential download. I just would like to know if an epic and costly download would solve my actual problem


Extensions / Re: [NATIVE] Guide/Reference for info.txt
« on: May 29, 2016, 07:31:51 am »

If you look at the test example  .. you have exactly the same info.

you might add that you should be rather conservative and not put fancy things like two signs = on the same line

may be  add the complete syntax  for "compatibility" or at least an example different from the useless case : compatibility = all

add a tip to how  to be sure that a game to be played has an extension with a compatible version

It would have been nice too to show how to provide a off-line help

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