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.


Topics - nickquest

Pages: 1
1
Ask a Question / Frame Skips/Stutter/Freezing
« on: August 14, 2015, 09:43:40 pm »
Has anyone else experienced a severe loss in frame rate of exported ios apps since stencyl 3.3.2 and or ios 8.4? I updated both of those and now my game loses frame rate in an erratic way to the point of being completely unplayable. It's a simple game running on an iphone 5. Large actors basically freeze the game. It seems worst when actors are being created, killed, or have an effect applied to them (like a single white flash). It still works just fine in Flash player and worked fine before I made the updates. Logs attached.

2
Game Art / Intro for a non-existent game HAUSU
« on: June 30, 2015, 03:35:35 pm »
It could be a good game. Maybe someday.
https://www.youtube.com/watch?v=SEZZB-4ztHg

3
Resolved Questions / (Solved) Please Delete
« on: May 12, 2015, 04:51:03 pm »
I wrestled with this for a day and then figured it out 5 minutes after I decided to post. Not a bug. Just dumb human error, sorry.

4
Paid Work / 2D Artist and Animator for Hire
« on: December 15, 2014, 10:45:35 am »
I'm a 2D artist and animator looking for jobs. Here is a link to my demo reel. Feel free to contact me with any questions. nickcriscuolo@gmail.com
https://www.youtube.com/watch?v=2MhMgT3DH6g

5
Resolved Questions / [SOLVED] 8 Way Movement add Punch
« on: November 21, 2014, 09:50:04 pm »
I'm trying to add a punch ability to the standard 8 Way Movement behavior, but so far it only works when the character is stopped. I've tried it a few different ways, but still no difference. It does however make the walk cycle start over, so it may be switching to the punch image but instantly switching back to the walk animation. Can anyone tell if that is the case and if so how to force it to stay on the punch image long enough to be seen?

6
Resolved Questions / iOS8.1 Yosemite export fails
« on: November 07, 2014, 07:23:05 am »
I just reluctantly updated my system to Yosemite, my iOS device to 8.1 and my Xcode to 6.1. I can not test to my iphone 5 currently. It always fails. Here is the log file. Does anyone know of anyone know any workarounds or something that needs to be done with all these new versions?

7
Resolved Questions / Broken Incomplete Frames
« on: September 14, 2014, 06:13:21 pm »
No matter what I do to the source images, I am running into this. Pieces of some of the images are missing.

8
Chit-Chat / Drawing App
« on: August 28, 2014, 09:13:00 pm »
Does anyone here think it's possible to create a flash drawing app with stencyl? What I actually want to do is a bit more complex than that, but I'd first need to know if creating a simple browser based drawing app is a doable task. It seems to me like it should be.

I found this example. http://www.stencyl.com/game/play/3121 has anyone used this code or similar for a more complete drawing app?

9
Ask a Question / Switch Scene Slow and Cause Crashes iOS
« on: August 27, 2014, 04:16:41 pm »
I'm finding the wait time between scenes way too long in my game running in ios 6. It's admittedly an old ipod touch, so it can't go to ios 7. My game is very small and simple, only a few megs right now, so I have everything is the main atlas thinking it would keep everything loaded in memory and not have to reload anything on scene transitions. That does not seem to be the case. Is there something else I need to do to ensure that it doesn't have to reload everything on scene transitions? Or is there something else that could be slowing it down? They work perfectly in Flash.

I would like it to be able to play well on a device this old. I'm considering rebuilding some things and putting everything in the same scene, but I'd rather not if I don't have to. Anyone have any experience building menus for their game in the same scene? I'm wondering if it is advisable.

10
Resolved Questions / (SOLVED) Background disappears in iOS
« on: August 26, 2014, 04:25:30 pm »
I am using an actor with a looping animation for a background in order to have more control over it. When the hero is killed it pauses, when a new kind of enemy is introduced it changes color. This all woks like a charm in Flash, but in iOS the background just goes black when the tint is supposed to change. Should I be doing this a different way, or is it just glitch? Any help would be appreciated.

11
Resolved Questions / Can't publish to anything except Flash
« on: August 24, 2014, 12:36:36 pm »
I just bought the pro license so I can develop for mobile, but I get an uncaught exception - EOF when I try to export or test for any platform except Flash. Does this likely mean it's a problem with my ogg files? If so, what could it be? Logs attached.
 

12
Resolved Questions / (SOLVED) Persistent Opacity between scenes
« on: August 21, 2014, 10:40:42 pm »
I have a menu scene with a conditional mute music button called "Music Button 5". When clicked, volume is set to 0% and the opacity of the image is set to 40% to give it a greyed out look. It mostly works except for when I mute the music volume, then play the game in a different scene, then come back to the menu scene. The volume stays muted, but the opacity of the button reverts to 100%.

To try and combat this, I made a number based game attribute set to 1 by default. When the button is pressed and music volume is set to 0%, the game attribute is set to 0. When pressed and set back to 100%, game attribute is set back to 1. So I have an "Always If Game Attribute = 0, set button opacity to 40%". I've tried putting it in the "When Created" event also with no result. I even tried having it in both "When Created" and "Always". No matter what it is reset when I come back to the menu.
Can anyone help with this?

13
Ask a Question / Disable Subpixel Movement?
« on: August 21, 2014, 10:37:31 am »
I am making a game with pixel art and I have all my graphics imported to stencyl at 400% and set to 4x in order to maintain the hard edges. Everything works fine for laying out objects in the scene, they snap to the 4x pixels as if it were a native resolution. However my enemy characters have a follow target behavior and the movement they exhibit doesn't observe the pixels in the same way. I want all objects to snap to the 4x pixels at every stage of their movement, or at minimum I want them to snap to the grid when they stop. Is this possible?

14
Resolved Questions / [SOLVED] Sound Effects Going Silent
« on: August 15, 2014, 09:25:56 am »
This bug only occurs sometimes after playing the game for a little while, but once the sounds disappear, they generally don't come back until refreshing the browser. Although occasionally one will slip through. Also it's seems strange that sometimes only certain sound effects go away, sometimes all of them, but the music is never effected.

I made the mp3s in Audacity with solid bitrate with no metadata. Does anyone have any thoughts? In progress game is linked below.
http://nickquest.com/hitbox-testing/

15
Resolved Questions / Why won't Random Velocity work?
« on: August 06, 2014, 07:01:20 pm »
I have just modified the standard "Follow Target" behavior a bit for my game, but the random velocity I've tried to set up doesn't work. The enemy always goes at the maximum speed available. Is there something wrong with the way I've put this together, or is the problem likely due to a conflict from somewhere else?

Pages: 1