Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DarkTimmy

Pages: 1 ... 7 8 9
1.5x images are not properly implemented yet as was discovered in this thread:,22126.0.html

Ahhh - very good to know. Rob are you the one working on that? My question would be is this something which will be implemented in the near future? I don't mean to sound obvious but when I hear the word "yet" I imagine a solution is close at hand.

If that is not the case do you think there is anything I can do to output the game at 1x as a flash file and then make the exported file scale on the website?

Thanks brother. That totally helped me out.


Fixed Bugs (3.x) / 1.5x Scaling acting strange, 2x scaling seems fine
« on: June 03, 2013, 01:45:15 pm »

Working on my game I noticed something off. It's being made at 480x320 resolution for mobiles and I test it at times at 2x scale in Flash on my desktop. I noticed when I set the output to 1.5x scale the whole game looks strange, the text is getting cut off a little on the front and back, the game actually jitters severely when I scroll about a level. Really weird stuff that goes completely away at 1x or 2x playing resolution and doesn't seem to happen at all on mobiles (at least that I can tell).

My question is, of course, does anyone know what might be causing this since I would like to publish a flash version of my game and 1.5x is a nice size. Barring that if there was a way to scale when I embed the game that's fine too. I tried a couple things on my Wordpress site to test it but no matter what the game seemed to want to display at 1x if I published at 1x. I set the flash window for 720x480 but all i got was black border on right and bottom.

So to be clear my two questions are:

1. Does anyone know why 1.5x scaling would go wacky where 1x and 2x don't?
2. If I publish a game at 1x can I change the output size when I embed it.

Assume I know nothing cause I am pretty new to a lot of this so perhaps the answer lies IN FRONT OF ME!!! HAHAHAHAHAH HAAAAAAAAAAAAAAAAAAA

Thank you kindly for any help!


Chit-Chat / Re: Ghost Song
« on: May 06, 2013, 01:37:35 pm »

WOW - looks amazing!!!! Love it Matt!

Complete side note. I have this kind of thing happen and when I do I delete the actor (if the list is attached to one) and re-install the actor in the level. It seems to re-initialize the whole thing and make it all work.

I don't know if that is the solution for you but you might give it a go if your list is attached to an actor. In my case - it didn't matter if I restarted the whole program. Only after I deleted and replaced my actor was my list "working"


Fixed Bugs (3.x) / Re: Animated Tilesets not working in game
« on: April 16, 2013, 01:45:46 pm »
I'm experiencing the issue with the dialog for setting the framerate for the animated tilesets like you mentioned, but when I test the game, the animated tiles work fine for me. I'm on a Win7 64-bit system, too. I tested the animated tiles in Flash and HTML5.

As for adding and removing frames, that works fine, too. It's just the framerate I'm having an issue with.

Did you try closing your game and then re-opening it before testing?

Yep, I closed and reopened the game as well as Stencyl. I'm still trying to debug the root of what I was seeing but it became less important when I figured a workaround. I am most definitely experiencing the frame setting problem. They do play at the right frame rate and the number does "take". The OK button just doesn't seem to work. I hit OK then CANCEL and all seems well.


Fixed Bugs (3.x) / Re: Animated Tilesets not working in game
« on: April 15, 2013, 08:32:11 pm »
I'll try to get and example game going but it looks like the real issue is the tilesets are having problems if you go and replace or edit frames. It seems (and I can't tell from my end for sure) that if you make an animated tile and set it up correctly you are fine. If you go and edit the frames or replace them the game will seemingly remember the old tiles at runtime despite showing me the new tiles in the editor(s).

Hmmm - I'll see if I can generate a test case.


Fixed Bugs (3.x) / Re: Animated Tilesets not working in game
« on: April 15, 2013, 01:05:44 pm »
Ah yes - running on Windows 7, 64 bit with 16 gigs ram.

Also - this does not happen on animated actors - only on animated tilesets.

Fixed Bugs (3.x) / Animated Tilesets not working in game
« on: April 15, 2013, 12:56:07 pm »
I don't know if this is related to the other tileset issue mentioned here but animated tilesets don't appear to work in the game at the moment. I created one and though it will preview in the layout using the "run animation" button it will not animate in the Flash game.

In addition there are a lot of wonky things happening in the creation of animated tilesets. When I make a tileset one and add animation frames the OK button doesn't seem to work (and nothing shows up in the log window either to indicate an error).

I should say this is exactly what happens
  • Add a new animation frame to a tile.
  • Click OK - nothing
  • Click Cancel - seemingly the frame is saved
  • Click the frame again to change the timing
  • Change the timing
  • Click OK - nothing
  • Click cancel - the timing seems to have been saved.

I know that one has been mentioned but I'm not sure if anyone has been able to successfully create a working animated tileset recently. Maybe legacy ones still work?


Ask a Question / Re: Recommend: good Android Test-Devices
« on: April 05, 2013, 06:38:16 pm »

I'm using my HTC Sensation. I'm not sure how old/new it is relative to the latest and greatest but it's been working well for me. I believe  it's on the more beefy side but I know there are a few Android phones out now much more powerful than mine.

Also, I followed some advice and made all my Android games at 480x320 in the options screen and set the screen to Perfect Fit (Always 1x).

Pages: 1 ... 7 8 9