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Topics - GuyCockcroft

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Ask a Question / iOS splash screens not scaling?
« on: May 20, 2019, 06:14:34 am »
Is anybody else having trouble with their iOS splash screens not scaling properly? I'm using the stretch to fit mode (only for the splash screen), but it seems to scale the image, keeping the ratio the same.
The template that Stencyl generates for iPhone is in the 19.5:9 ratio of the iPhoneX, so I need it to squash down for other phone screens. Not ideal, but it will be ok for a splash screen that only appears very briefly. At the moment, though, it doesn't stretch the image as it should. (This is for a portrait orientation game - not sure if this is the case in landscape).

It also seems to have a habit of keeping the old image in the build, even though you specify a new one in the editor, and sometimes even displays two splash screens one after the other when in-game! Could be related?

Ask a Question / Adding Localisation info to iOS PLIST (SOLVED)
« on: August 23, 2018, 08:52:29 am »
Hi. I'm updating a game I have on the App Store. The game is already localised, but when trying to update it, the localisations are going missing from the App Store info.

I am on a new mac since uploading the initial version, so this could be something that I'm doing wrong. Firstly, I add the following line to the OpenFL settings in Stencyl:

<template path="../../lime-templates" />

I then copied the PROJ-Info.plist file from /Applications/Stencyl/plaf/haxe/lib/lime/lime/legacy/templates/iphone/PROJ/PROJ-Info.plist to stencylworks/lime-templates and added the following lines with a text editor:


For French, Italian, German, Spanish, and Chinese localisations.

It's worth noting here that I had to find this file in an older (3.4) version of Stencyl.

When exporting the Xcode project and looking at the game's PLIST, I can't see the localisations. And if I upload the build to the App Store for processing, then once processed, there are no localisations listed on the build info.

I'm fairly sure this is what I did last time I set this up. Am I doing this wrong, or is there a problem with using OpenFL settings?

Thanks for any help!

Game Art / Huge 8-bit Style SFX pack
« on: June 28, 2018, 09:16:35 am »
Hi. I thought I'd just give a quick mention to an SFX pack that I made a while back. I just put it on here:

It contains all sorts of ready-to-use sounds for lots of different game genres, and would really suit any kind of retro pixel-art style.

Here's a little preview:


iPhone / iPad / Android / Thumb Buggy!
« on: August 30, 2017, 09:22:32 am »
Well I eventually managed to finish my little game! It's finally on the App Store here:

Ask a Question / Is it possible to save to iCloud via a code block?
« on: May 06, 2017, 07:52:45 am »
Hi. Is it oversimplifying things to ask for help with iCloud loading and saving via code blocks? I'm looking for a way to save all game attributes to the player's iCloud (and Google play, eventually). So, at the same point that it saves the data locally, it also uploads the save data for use on other devices. Similarly, if the game is connected to Game Center, it should sync the save data.

Is this functionality planned for Stencyl? It's odd that other Game Center functions are available except this one.

Thanks for any help with this!

Ask a Question / iCloud saving?
« on: April 13, 2017, 03:29:02 pm »
Hi. Are there any plans to add iCloud saving functionality to Stencyl? I'm making a game that requires the player to slowly level-up, but also let them purchase upgrades with IAPs (or possibly using virtual currency). There's currently no way to let the player carry on from where they left off if the game is deleted, or installed on another device.


Ask a Question / [SOLVED] Issues with "Product ID" on iOS
« on: March 25, 2017, 04:50:13 am »
Hi Stencylers! I'm coming to the end of the road with a little game I've been making. And am now tackling in-app purchases on iOS. I'm on Stencyl version 9283.

I have 4 IAPs, and I'm having trouble with the Product ID. I have set it up as per the guide - so that I make a product request, and check the IDs in code, and allow purchase of the relevant IAPs when they match up. I can successfully display the description of the IAPs so I know my info request has been processed, but I'm not sure what I should be doing to the Product ID. If I try to display the product ID in text (so I know what I'm checking against), I get a compile error (Unknown identifier : productID).

So, my question, really, is what format is the product ID in? They are just names I typed into iTunes Connect, so I'd expect them to be text, but with there being more than one, I'm not sure. A list/array?

Really hoping somebody can help me with this - as it's one of the last hurdles to overcome, and then I'm finished!


Ask a Question / Tweak to "Scale To Fit (Fill)" mode
« on: April 29, 2016, 12:53:57 pm »
I was wondering if it were possible to add a bit of code (perhaps in a code block) that modifies the behaviour of the Scale to Fit (Fill) mode. My game is in portrait mode and has space at the bottom of the screen that is basically expendable. The aspect ratio of the screen must be kept though. The Scale to Fit (Fill) mode seems to be the one I need because it stretches the shortest side of the game screen across until it reaches the edge of the actual screen. But, it is centred around the middle of the screen so that I lose a little off the top and bottom of the game whereas I need it to be centred around the top of the screen so that I lose only the lower part of the game screen. I hope that makes sense and that somebody can help me out!


Fixed Bugs (3.x) / Error when activating 3x assets.
« on: June 28, 2015, 03:11:36 pm »
Hi. I've been away from Stencyl for a long time, and I've recently tried resurrecting an old project. I found that there was a new scaling factor of 3x (presumably for iPhone 6?). On activating this mode, I get an error when compiling (I'm on build 8399). I think it's related to a bitmap font I'm using. It doesn't appear to create the 3x version of this when it's finalising the assets. Logs attached.

Thanks in advance for any help.

Ask a Question / Setting a pitch/frequency offset for a sound channel?
« on: April 10, 2014, 07:04:20 am »
Hi. I suspect this isn't possible at the moment, but is there some code snippet I could use to set the pitch of a given sound channel (something I could run in a "when updating" block)? I want to mimic a kind of car engine effect, but couldn't really do this with a static sound without some awkward faking. Specifically, I want to map the pitch of a sound to a variable so that when the variable reaches maximum, the sound plays at normal pitch (and is pitched down the slower the vehicle is).

Thanks in advance.

Game Art / Huge 8-Bit sound FX pack available for download
« on: October 21, 2013, 01:29:22 am »
Hi. I thought this might be of help to some of you. I've created a pack of 1000 sound fx in an 8-bit style to be used in all sorts of games. It's available to download from Gamedev now.

Here's a demo of the kinds of things you can do with it:


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