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Topics - Fraz

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Abandoned Bugs / List interpretation bug?
« on: March 08, 2015, 03:19:59 pm »
I've been trying to figure this out all weekend with no luck. This behaviour works completely on Flash but completely breaks on any other platform.

Basically I have a ghost system in place where when a player is creating a ghost how long they waited to jump is saved to a list. Platform's speed and initial direction also save like this. Upon death those lists are saved to a global list of the appropriate stat (eg. TimeWaited list is sent to TimeWaitedALL)When a player then plays against that ghost  it's supposed to jump along with the player reading that list (which is retrieved from the global list)

More details and code in this thread:,39402.0.html

Could it be a bug to do with differences in how Flash and other platforms interpret lists? Am I just doing something wrong?

I've attached the logs of Flash running through with no issue and windows running through and recieving the crash(No error is reported in the log viewer, I am forced to hard close it. Android results in a hard crash)


Hello fellow stencylers,

I'm running into an issue where I've got a behaviour working perfectly on Flash however it's totally broken on Windows/Android. I've got a ghost system where every time you jump the time you spent waiting is added to a list, and the X of where you landed is saved to list as well.  Platforms are creatd and saved in a similar fashion. Basically at the end of a run when you die if you choose to save these lists are then added to a global list (a list of lists). I can then retrieve these sub-lists and 'load' a ghost to play against later. This works like a charm in Flash, it's 100% however when I build to Windows or Android when I go to play my ghost a few things happen:

1. My ghost is dropped in and a 'land' event is triggered it's X position immediately moves to an X of 0. The ghost is dropped in at an X position of 33, so either the value he's getting from a list is null or it's getting a 0 somehow.
2. The first platform in my list seemingly disappears.
3. The ghost never jumps. The behaviour starts counting as soon as he lands but the jump is never triggered.
4. If the player(not the ghost) executes a jump it generally results in a crash or at least MASSIVE slowdown/locking up

I've attached the two behaviours where I think the problem may lie. Let me know if this doesn't make sense and I can try to clarify anything.

Thanks for taking the time to help :)

Ask a Question / How interested would people be in this idea?
« on: August 01, 2014, 05:50:32 pm »
I'm just testing the waters here to see if it's worth pursuing

How interested would you be in an asynchronous multiplayer rhythm game in the style of "Draw My Thing"? Where instead of drawing, players create their own beats to send to a friend who must then replicate the beat after which they get a chance to respond with their own beat.

I'm not asking for help or asking about code or anything yet, I'm just wondering what people think of it before I go full throttle. I've developed the idea quite a bit, I just don't want to go into too much detail. Please let me know what you think!


Hello all,

I've been working on getting a flash version out for my recently released Android game, however I'm seeing a weird text issue when compiled into an SWF. I've attached a few screenshots of it occurring in different areas using different size fonts. I'm using pretty simple code to center the text on the items or the screen ie. draw [text] at width of actor/2 - width of [text] /2 etc... So I don't know if that has anything to do with it.

Has anyone else seen this issue or know of a workaround? I've tried other fonts but I still see the issue and ONLY in Flash, this issue does not occur on mobile at all.


Hello again fellow Stencylers,

I used a behavior found in StencylForge called "Freehand Scroll" and slightly modified it for use in my previous project. However I am in need of something a little different this time.

If I was looking to just scroll one specific actor as opposed to the entire scene how could I achieve this? I'd imagine that I would have to move the actor in question and not the camera, however when I swap out the camera for the actor I get disastrous results. I've been looking at the original and can't figure out how to translate it into what I'm looking for. Any help would be greatly appreciated.

Below is the modified "Freehand Scroll" I'll be working with. Let me know if you need more info


Ask a Question / Quick question about placed vs created actors
« on: July 21, 2014, 07:13:32 pm »
Hi there,

I've got a behavior attached to an actor type that knocks it back on collision. It works flawlessly when the actor is created at runtime however I would like to be able to place these actors on the scene. When I do this however the knockback behavior does not work at all, though other code executed on collision (ie. Damage) does work, just not the PUSH code.

I'm wondering if there's some fundamental difference I need to keep in mind for created vs placed actors that I've missed here.

Thanks for your time


Resolved Questions / 3.x slope detection behavior
« on: July 20, 2014, 06:09:49 pm »
Hey all,

I'm going through some of the platform movement behaviors on Stencylforge and one that seems to be broken is "Slope Detection" from the platform movement pack.

It seems the two code blocks are causing compiling issues as they are written with flixel code as opposed to haxe. Is there an alternative or does anyone know how to bring this up to spec for 3.x? / Haxe?

Code: [Select]
print("Y Speed: " + actor.getYVelocity() + " Slope Grade: " + SlopeGrade);


if (sameAs(event.actorB, actor)) yNorm = -(point.normal.y);

Thanks for your help.

Paid Work / Need help making short YouTube "trailer" for game.
« on: July 15, 2014, 12:24:36 am »
Hey all,

I released my game exactly two weeks and one day ago (please see link in sig below). Let's say the reaction has been let's be honest, underwhelming  :p What I think might help is a YouTube video I can share showcasing some of the features of the game however my video editing skills are lacking  to say the least.

I'm not getting paid beyond ad revenue, and that is basically non-existant at this point (less that $5 so far) however I would not be against drawing up some sort of contract stating when and if x dollars is met a payout occurs or something along those lines. Or if just out of the kindness of your heart and want to be involved in a budding project :)

I'd rather go into more detail privately but what I'm looking for is something light hearted and a little cartoony to match the general theme of the rest of the game. I can have new music assets if needed and can help with any video capture.

Please hit me up here by PM, by email or add me on Skype and we can discuss specific details and make an agreement.


Ask a Question / Game is released... Now what?
« on: July 04, 2014, 03:46:41 am »
Hey all

I've never officially released anything before and I'm just wondering from some of you who have already been there/done that what your next step was at getting the word out or what you did to get people to play your game.

Some background info: It's a free Android game and was released 2 days ago. I am just one guy who had some help with art and music but otherwise put everything together myself so I obviously have no advertising budget. I've posted on reddit and tried emailing some android reviewers to no avail, I'm kind of worried it's just not good enough, then again it's only been 2 days.  Check  my signature for google play store page.

tl;dr - What do you guys do post-launch to increase visibility/installs?


Game Art / Looking for a UI / Backgrounds artist
« on: July 02, 2014, 05:37:51 pm »
Hello all! I just released my free game yesterday on Android

Next is the iOS version, however for this version I would like to overhaul the UI and backgrounds. For the initial Android version I did all the art, and I lack real skill when it comes to that so it really shows. What I'm looking for is a UI artist to redo my screens (Title screen, Shop/Equip menu, and game over screen) as well as the stage backgrounds. All screens are 800x480 resolution, so nothing too crazy.

I'm not really making any cash off this project (at least not yet, fingers crossed) so I don't really have anything to offer, possibly a % of ad revenue, you will of course be fully credited.

Please hit me up with some examples of your work if you're interested. Thanks for taking the time to read this!

Please see,33417.0.html for some screenshots

Platform Panic!
"The most literal platform game you'll ever play"


  • Simple yet challenging and addictive gameplay for all gamers.
  • Unlock dozens of costumes and hats for two different characters
  • Mix and match costumes, over 200 colourful and hilarious combinations
  • Play better to earn more exp and coins!
  • 4 different stages to unlock
  • 3 difficulty modes to increase the challenge as well as EXP earned
  • 30 achievements to unlock (Special costumes await the truly great)


Website and contact:
Skype: Fraz_66

Ask a Question / Weird graphical glitch on Android
« on: April 08, 2014, 02:38:30 am »
Hello all,

I'm experiencing a strange issue with a scrolling actor exhibiting some sort of graphical glitch or artifacting or something. It's a small grey line that appears every second frame or so (it kind of blinks) Never got this before, I just imported a new image which definitely doesn't have a  line there. The strange thing is it does not happen on ALL actors, but most.  These actors are scrolling at a steady speed toward the left of the scene. The image was imported at 1x scale with Bicubic Resize Method

Note this does not occur on flash, and have only tested on 1 android device.  I've attached a screenshot

Thanks in advance for your time,


Ask a Question / Get Actor attribute from text
« on: April 02, 2014, 01:16:26 am »
I know how to use text > ActorType using getActorTypeByName("") but is there a similar method to convert text to Actor attributes?

To be clear, not talking about "Actor Type" but "Actor"

Resolved Questions / Scrolling screen similar to mobile menus[SOLVED]
« on: March 24, 2014, 10:45:42 pm »
Hey all,

I'm trying to make a scrolling menu similar to how mobile menus work. Where hold your finger/mouse down to slide the menu up/down (locked vertically) and when you let go it it slows down until it eventually stops.

Has anyone seen/made anything like this before? I've been toying with a little but I can't seem to figure it out, seems like it is a pretty common feature for mobile and might be good to have something like that on forge.

Anyways, thanks in advance for any help.

Resolved Questions / [SOLVED]Behavior worked in 2.x but not 3.0?
« on: February 25, 2014, 09:15:11 pm »
Hey all, I'm just full of questions today :p blame it on the upgrade to 3.0 hahaha.

My question is this in 2.x when I had a text game attribute I wanted to reference as an actor I would use:

for each "actor of type" (code : getActorTypeByName(getGameAttribute("myActor"))){
set mySceneActor to "actor of type"

This would convert the text of a game attribute into an actor type, which worked perfectly fine in 2.x however NOW it does not. I tried to root out the problem and it seems there has been a change in the way that code functions. When I print or draw mySceneActor from above I get the name I requested, but I also get Actor 12 or whatever the actor's ID number is.

How do I go about getting the same result as before? Basically I just want to be able to save an actor as a text value to then call later.

Hope this wasn't too long winded >.< let me know if you need an example or any more info. Thanks!

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