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Topics - designpeg

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Ask a Question / Xcode couldn't find a provisioning profile matching
« on: February 07, 2017, 04:37:38 am »
Anyone got any tips for dealing with this problem.?  I've followed the instructions for  making the certificates to publish but with no luck.

I've previously been able to test on my device, but not publish. Now i can do neither.

I've deleted all profiles/certificates etc and started from scratch, but still no luck.

Ask a Question / Aligning 2 scaled and rotated actors
« on: February 01, 2017, 04:45:17 am »
Hi, someone will probably find the maths for this easy, but i'm struggling.
Can anyone tell me how to set the x,y positions of two actors so that two rotated and scaled actors are aligned.

I've no problem with the maths to correct one actors x,y to attach to anothers scaled and rotated position, but i'm struggling to make it work when both actors are scaled and rotated.

Does anyone know if there's a quick way to get a pixel value from the game camera view without using the use screen as image - which slows things down a bit.

i'm using the extras util block to check if an image isntace exists before moving it, but it always returns false.

Any ideas?

The image instance is set as an actor value, I can move the instance by using 'slide get actor value to x, y'  but using 'if get actor value image instance is an image instance' as a boolean doesn't work.

The code below works in flash merging an image with an actors sprite, which can then be tinted etc. but it won't compile on IOS giving me an error : com.stencyl.models.ActorAnimation has no field bitmapData, obviously actors are created in a different way on IOS, does anyone know how I can change the code below to work on iOS?

for (anim in actor.animationMap)
          var bd = anim.bitmapData;   
      bd.copyPixels(_bitmapDataVAR, new openfl.geom.Rectangle(0,0,200,200), new openfl.geom.Point(0,0), null, null, true);

Paid Work / An extension to alter an actors animation bitmap data
« on: December 01, 2016, 04:05:12 am »
Hi, i'm willing to pay for someone to produce an extension that takes an image or image instance using one of the blocks found in images, then merges it with a specified actors bitmap.

the actors have multiple animations, but each animation only has one frame which would be named.

i have a starting point for the solution, but cannot work this out on my own:
_actor.animationMap.get(/* animation name*/).tilesheet.nmeBitmap.copyPixels(/* bitmap data to overlay */, new nme.geom.Rectangle(0,0,10,10) /*this determines the rectangular portion of the data to transfer over*/, new nme.geom.Point(0,0) /*this determines the position of the rectangles upper left corner within the base image*/, null, null, true);

Any reasonable offer considered.

Ask a Question / how can I change the colour of an image instance?
« on: November 30, 2016, 01:45:29 am »
When running in flash, images attached to actors change when their parent actor's hue or tint is changed, but when running on IOS only the actor changes, not the image instance. I desperately need to find a way of adjusting the hue or tint or brightness in iOS. Anyone have any ideas? I'm assuming it's possible with a code block, or maybe it's possible to alter the engine so that images attached to actors work in the same way on flash and iOS? Any help greatly appreciated, this is the last thing i need to solve before I publish my game.

Ask a Question / is there a limit on actor types?
« on: November 24, 2016, 06:21:54 am »
I have a total of 244 actor types (some tiny others larger - 99% not animated) when I add number  245 my game no longer runs.

Even if I add an actor with zero frames and no artwork game won't run. If I delete the actor game runs again.

Ask a Question / can you draw directly on to an actor?
« on: November 17, 2016, 02:35:20 am »
Is there a way to add an image onto an actors bitmap, rather than attach an image instance?
I have a problem that after adding an instance to an actor, that the image isn't effected when I change the hue or tint of the actor that it's attached to. (this is on IOS - the tint of images changes to match the actor it's attached to in flash).

If there's a way to get attache images to change to match that would be great, but in the meantime my idea is to alter the actors bitmap to add the image instance - anyone have an idea if this is possible?

Does anyone know if this is a bug, or just needs a work around? I want to save the locations of a number of actors when a player closes my game on iOS, but when I use the 'when the game loses focus' block, the actions art performed until the game reopens.

Any ideas?

Ask a Question / tween seems to break physics
« on: October 26, 2016, 05:26:34 am »
hi, if i use the slide to block, then use a mouse joint, the mouse joint doesn't work. if I remove the slide block mouse joint works again - debug drawing shows the line between the mouse joint and it's target, the actor doesn't get pulled towards it.

Anyone have any idea what's going on?

I'm trying to find out if I can get away with just including x3 or even x2 assets in my app and not get rejected from the app store.
I've looked through the dev guidance, but can't find a definitive answer. Anyone got any experience?

Ok, I've been working on my game for about two years now on and off - full time day job for the last 3 months after getting an investor.  Yesterday I hit a show stopper - my device (iPad mini) crashes due to what I assume is an out of memory problem - (though I see no memory warning in the console).

If I untick 4x assets, and use scale to fit, everything works beautifully again - but obviously that's not a solution.

Does anyone know if it's possible to set an app to use more memory?

OR have a method to dump individual actors, or images from ram when they aren't in use and reload them before use - I realise this would mean a delay but I can work around that.

Any help greatly appreciated.

Ask a Question / Is there a way to force garbage collection?
« on: October 05, 2016, 04:23:19 am »
Im using the image block, and am hitting a device memory problem. If i set an image, or image instance to a file from the extras folder, even if I don't then display the instance, after re setting the image or image instance to a new file from the extras folder a number of times my device crashes.

I can re set the image/image instance attribute as many times as I want without crashing if I limit the number of files,(I can cycle through 5 pngs from the extras indefinitely).

Does anyone know how to remove the previously loaded file from extras, to free up memory for the next file to load?

I've tried setting the image/instace to null, but this has no effect. My last resort is trying to force garbage collection to clear up the unneeded data. Anyone have any Idea how I can either force garbage collection, or rmove unused files loaded from the extras folder?

I know you Stencyl guys are working hard towards this, but any news on updates on progress would inspire confidence going forward for us Stencylers!

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