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Messages - nickquest

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Ask a Question / Re: Scene transition speed is iOS
« on: September 01, 2014, 11:53:02 pm »
Ugh, now that I spent a whole day changing things and fixing new problems related to having only one scene, it won't even publish to ios anymore. iOS 6 is probably the cause of most of my problems. But that's all I have to test with. :(

Ask a Question / Re: Scene transition speed is iOS
« on: September 01, 2014, 04:17:01 pm »
Using "save game and then..." will create a small delay, which is more noticeable if you have an old device or if you have many game attributes. Why are you saving every scene switch? I suggest to save only if it really needed. Try not to save every scene switch and see if the loading time decrease.

I tried removing all the saves and loads just to see, but it didn't seem to make a difference. I've been trying to rebuild things in one scene, but now everything is broken. This way is frustrating and seems very messy. I can't figure out the best way to organize everything, but I'm at least making progress.

Ask a Question / Re: Scene transition speed is iOS
« on: September 01, 2014, 01:31:28 pm »
Thanks for the suggestion. I will test that out. I had to add extra saves because the game wasn't remembering the state of my mute button when returning to the menu scene.,34662.msg196460.html#msg196460

Ask a Question / Re: Scene transition speed is iOS
« on: September 01, 2014, 01:06:22 pm »
Since there are no suggestions, I think I'll rebuild it within a single scene. I've decided that it fixes more problems than it causes.

Chit-Chat / Re: Drawing App
« on: August 29, 2014, 11:49:07 am »
According to the image API loading seems doable, but not sure about saving new images. I've started playing with basic drawing blocks, but I don't understand how to make the lines persistent.  I can generate a mark when pressing the mouse, but it disappears when I move or let up.

Chit-Chat / Re: Drawing App
« on: August 29, 2014, 10:53:53 am »
I'm looking at it now, thanks.

What I would like to make is a drawing web app to allow users to draw individual inbetween frames of an animation. I want to be able to draw key frames ahead of time and have the app show two of them on screen at once at 50% opacity so the user can draw a new image over top, using them as guides. Then when they are done, press a button and save the image to become a new key frame to be served at 50% opacity to them or another user.

Does this seem possible? Here is a list of some things I would like it to do.
1. load images from a server (might get around this by just putting the images directly into the app and updating it as needed)
2. Save new generated images. (they could also just be saved within the app if that is easier) but I need to be able to get them out.
3. Unique user session to keep multiple people from working from the same images.

I realize request 3 might be difficult. Any thoughts?

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. has anyone used this code or similar for a more complete drawing app?

Ask a Question / Re: Run and Gun Shooter - how to resize the actor
« on: August 28, 2014, 08:44:13 pm »
Did you set the image to 4x when you imported it into the actor?

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.

Resolved Questions / Re: Background disappears in iOS
« on: August 27, 2014, 04:11:19 pm »
I figured it out. Or at least a way around it. My tint values were set to 200% which I thought made them look better in flash, but that was the cause of the black screen in iOS. Set to 100% and all is well.

Resolved Questions / Re: Background disappears in iOS
« on: August 27, 2014, 02:51:49 pm »
Is there a way I can control the background as much as a normal actor so I can just side step this issue?

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.

Resolved Questions / Re: Can't publish to anything except Flash
« on: August 24, 2014, 01:09:10 pm »
Oh yeah, duh. Sorry, in my head I had already done this. Thanks.

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.

Resolved Questions / Re: (SOLVED) Persistent Opacity between scenes
« on: August 22, 2014, 06:38:34 am »
Good guess. :)

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