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Topics - torpedrogames

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Resolved Questions / [SOLVED] How to implement "rate game" on iOS?
« on: March 24, 2016, 10:48:06 pm »
hi all!

i am wondering if it is possible to implement a rate game button for ios games. i mean, i know players can rate games in game center, but that is not what i want to achieve.
other games do it like that: if you touch a rate game button, the app store page is opened with the review "tab".

does anyone know, how i could do that within stencyl?

thanks in advance! :)

Ask a Question / how to test IAP on iOS properly
« on: March 23, 2016, 11:02:31 am »

i am just implementing in-app-purchases (IAP) for a project and wonder how to test them properly.
i already set up the IAPs in code and on itunes connect. but i read there that i have to submit a build for review with the first IAP before i can add additional ones. but i already was able to add all IAPs i need. anyways... next i read in the stencyl "IAP on iOS" tutorial that i have to mark the game as ready for upload. but this also would include uploading a version first afaik.

to be honest: before i upload a version with something i never did before i really want to test purchases properly. so, my question: how do i do that?

any help/hints really appreciated!

update: i just tried it with test game on ios device. but it does not work at all (i added buy buttons that are greyed on creation but get "normal" when a product info request succeeds)
any tips?

Resolved Questions / 3x scale needed for game on iOS? [SOLVED]
« on: January 28, 2016, 11:41:24 pm »
hi stencylers!

i have a question that is a bit urgent, thats why i post it here...

do i need to check 3x scale when i make an ios game? by default it is NOT checked. i tested on iphone6+, ipad3 and ipad mini (and also iphone4 and 5 with simulator). graphics look good on these devices. unfortunately i do not have more devices to test on.

according to the table here ( ) iphone6 uses 2x and and 6+ uses 3x scale mode. but i dont think that this is really the case as the graphics are super crisp on my iphone6+ and the 6+ for example has a way higher resolution than other devices.

anyways: should i better check the 3x scaling as well before i submit my game to apple?

and: if 3x scale is necessary for ios, it would be awesome when this would be checked by default :)

thanks for your help! :)

if that is relevant: i am using "scale to fit (fill)" and display size (in settings->display) is set to 480x270. the game is basically cut off at the top and bottom of the screen when playing on an ipad, what made most sense for this game.

hi stencylers!

i have a question on how to test game center now that the setting is not available anymore in the device's game center settings. i've read that it is possible to test game center when deploying the game/app directly from xcode or when downloading from test flight. and that you have to have a sandbox user in your itunes connect, of course.

well, i have such a user, but i do not deploy via xcode but via stencyl (test game). do i really have to upload my game to itunes and download it using test flight to test game center now? the problem is: when i find a bug (and i guess, there will be bugs as usual), then i have to fix them, re-upload, wait up to 24 hours again, download again and test the fix.

can anyone confirm?

thx! :)

Suggestion Archives / add more functionality for using ads?
« on: January 17, 2016, 10:34:31 am »

as many of us (at least i guess so) would like to monetize their games/apps created with stencyl using ads, it would be necessary to have more functionality for the built-in ad systems. i thought of some things i listed below:

* possibility to have banner, interstitial and video ads of the same ad network (e.g. iAd) in one game [currently it is only possible to have banners in the release version afaik]
* check if an ad is available for incentivized video ads (e.g. for displaying a continue button when dying in an endless game; watching a video ad would give a free continue) [currently not possible]
* possibility to use mediation tools (such as e.g. supersonic) [currently not possible]

what do others think?

Completed / add check for device language?
« on: January 11, 2016, 11:42:11 pm »
as i plan to localize my games in the future, a check for the device language would be necessary. so, for example:
if device language = english, show text XY.

i think, everyone knows, what i mean.

afaik it should be not too hard to get the device language out of a device and this feature would help developers a lot getting their games featured as (afaik) apple/google like it, when games are translated into different languages :)


i have a question regarding using 2 different ad systems for a game, as iAd is only available in 100 countries. i read something here in the forums a few days ago, but cant find the post anymore. but there was stated that it is somehow possible to use iad for those 100 countries where it is available and use admob for the rest of the world. now i am asking myself how to do that!

any help appreciated! :)

hi guys!

i tried searching for this, but i did not find a topic. so hopefully my question is new ;)

the question is:
is it possible to have interstitial static and video ads using iAd in the same game? this would be my plan but somehow i do not figure out how to have both (ideally it would also be possible to have a banner ad in addition).

any help appreciated! :)

Bug Archives / Artifacts in ttf/otf fonts
« on: September 17, 2015, 10:03:12 am »
Hi Stencyl Team!

I report this bug now as I am really struggling with the built-in ttf fonts (and the bitmap thingy is not working at all for me as a work-around).

My problem: On different devices with different resolutions the following error appears for different characters/on different locations:
artifacts that are vertical lines (1 px width I guess) on the right side of characters of the font
(I use stencyl 3.2.2)

It is the same error as reported by another user here in the "ask a question" forum:,39065.msg220598.html#msg220598

But the answer from rob1221 in that thread is not correct; the pixel line (aka the artifact) is not from the neighbouring character as I have it often for the character "y". The neighbour of the y in the font PNG is a "z". So it makes no sense that there is a vertical line that is as high as the "y".
After fiddling around a lot with that issue I found out the following:
* the PNG of the font that stencyl creates is ok (I also checked the alpha channel and there are no artifacts)
* it seems to only happen for specific resolutions (when scaled; when testing it in flash no artifacts appear)
* it does not happen for all characters always but only when a character is on a certain position
* it has to do with the rendering of the different characters (as it does NOT happen when you turn off anti-aliasing in settings->advanced)

Could you please have a look at this issue? I guess I am not the only one that has problems with that and who really needs fonts in his game. The error keeps me from continuing the project as I do not know if/when it will be fixed...

The problem is that the work-around "bitmap fonts" is not working as well, but this is another issue, filed already here:,38674.msg246230.html#msg246230

Thanks! :)


i am just working on a new project. my plan is to use the built-in tileset and create my levels using the scene editor. but i am experiencing some problems that keep me from doing so:

when i add tiles to my scene, everything looks good. but when running the game, the tiles are not shown correctly (too small, some look chopped off etc.). i am sure, that i set up everything 100% correct.
steps to reproduce: just make a new scene with all standard values, add a 32x32 tile (128x128 asset with 4x import) and observe.
there is already a thread for that, but no solution or answer yet (and it's in the wrong forum):,39639.msg229337.html#msg229337

2) when adding actors as ground tiles (i wanted to use tiles, but that does not work, see 1) to a scene using the scene editor, and iterating on the level design - i.e. moving around actors, deleting actors etc - sometimes some kind of "phantom collision" seems to stay in the level. i experience this with my little jnr project, where the runner always dies due to a collision with a tile-actor, that is not displayed there, in a specific level (i put in some debug code to check with what the runner is colliding when he is killed).
there also is a thread for that that is marked as solved, but in fact it is not really solved:,34187.msg194034.html#msg194034

my question is: are those bugs known? is there a workaround or something? is there a plan when this will be fixed? with those bugs, for me the scene editor/tileset features are not really usable... or am i the only one experiencing those issues!?

hi guys!

i got the nightly build from march 1 (from stencyl 3.2) yesterday and updated my project accordingly. now the game is way bigger in terms of MB than before (it was 19.2, now it is 26.6 MB). i just wanted to ask if this is normal to be sure that there is nothing wrong before uploading a build to apple :)

many thanks in advance! :)

iPhone / iPad / Android / "Crossroad Zombies" out NOW for iPads
« on: January 23, 2015, 04:00:26 am »
Hi all!

Today I wanna share my recently released iPad game with you: It's called "Crossroad Zombies" and is basically an arcade-highscore-action-zombie-survival-god-game mix with randomly generated level layouts, retro pixel graphics and 8bit sounds.

If you are interested you can read a detailed description, watch the trailer and more screenshots right here:
Or directly download the game for free on the Apple App Store here:

Any feedback welcome! :)

Here I have one screenshot for you:

Resolved Questions / problems with ipad-only game in itunes connect -> bug?
« on: November 26, 2014, 05:15:27 am »
fortunately solved - i was just stupid/blind. sorry for the post - and please delete.


iPhone / iPad / Android / hungrynaut available for iOS
« on: November 19, 2014, 11:30:30 am »
hello again!

here i have some information about my second game for you: "hungrynaut". the game is basically an endless runner in space where the player has to change gravity and steer the little hungrynaut to be able to eat more burgers.

the story of the game: "The little hungrynaut is – well, the name already implies – hungry. REALLY hungry! Help him to catch as many burgers as possible to satisfy his monstrous hunger in this zero gravity adventure through an endless space station somewhere in outer space. (Yes, there are burgers in space stations!!!)"

here you can find more information:

and here the trailer:

and finally here you can download the game for ios devices for free:

feedback very welcome!

iPhone / iPad / Android / boss battler - endless shmup for iOS
« on: November 19, 2014, 11:26:24 am »
hi all!

boss battler was the first game i made completely on my own. it was released this may and here i have all the info for you:

the game is an endless shoot em up with 3 unique boss enemies and 6 levels - each with achievements and leaderboards.

here you can see the trailer:

you can download the game for free here:

what do you think? any feedback welcome! :)

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