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Topics - oripessach

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16
With version 8449, I can't run my game on the iOS simulator when simulating either an iPhone 5.5 or iPad retina.  All other iOS device simulator configurations seem to work fine.  I don't see anything in the logs.

Here's the system log from a couple of attempts to run the game. I've highlighted a couple of lines that show that the game quits with an error code:

Jul 19 15:12:22 Ori-Pessachs-MacBook-Pro assertiond[43533]: assertion failed: 14E46 12H141: assertiond + 12334 [EDAF3958-87C7-3C61-A8E6-24689FBBE168]: 0x1
Jul 19 15:12:22 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: Snapshotting a view that has not been rendered results in an empty snapshot. Ensure your view has been rendered at least once before snapshotting or snapshot after screen updates.
Jul 19 15:12:22 --- last message repeated 1 time ---
Jul 19 15:12:22 Ori-Pessachs-MacBook-Pro.local backboardd[43530]: CoreAnimation: updates deferred for too long
Jul 19 15:12:22 Ori-Pessachs-MacBook-Pro.local bird[43621]: starting bird
Jul 19 15:12:22 Ori-Pessachs-MacBook-Pro.local apsd[43617]: [Warning] Setting up a new database at path /Users/oripessach/Library/Developer/CoreSimulator/Devices/DF37F662-6F12-46C2-B9B5-2BEE61CE23BB/data/Library/ApplePushService/aps.db.
Jul 19 15:12:23 Ori-Pessachs-MacBook-Pro.local bird[43621]: Power level really becomes good
Jul 19 15:12:23 Ori-Pessachs-MacBook-Pro.local bird[43621]: Network reachability changed to reachable [-R -------]
Jul 19 15:12:23 Ori-Pessachs-MacBook-Pro.local kbd[43619]: table drop: 101
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro Tres Caballeros[43618]: assertion failed: 14E46 12H141: libxpc.dylib + 69007 [55209BF0-C183-332C-B272-05E5362CC077]: 0x7d
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro assertiond[43533]: assertion failed: 14E46 12H141: assertiond + 12334 [EDAF3958-87C7-3C61-A8E6-24689FBBE168]: 0x1
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: [MPUSystemMediaControls] Updating supported commands for now playing application.
 Marker - Jul 19, 2015, 3:12:56 PM
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: BSXPCMessage received error for message: Connection invalid
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro com.apple.CoreSimulator.SimDevice.DF37F662-6F12-46C2-B9B5-2BEE61CE23BB.launchd_sim[43515] (UIKitApplication:com.yourname.gamename[0x84f0][43618]): Service exited with abnormal code: 1
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: Application 'UIKitApplication:com.yourname.gamename[0x84f0]' exited voluntarily.
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro assertiond[43533]: assertion failed: 14E46 12H141: assertiond + 12334 [EDAF3958-87C7-3C61-A8E6-24689FBBE168]: 0x1
Jul 19 15:12:24 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: Unable to deliver -[UIRemoteApplication showTopMostMiniAlertWithSynchronizationPort:] message to port 0: (ipc/send) invalid destination port
Jul 19 15:12:57 Ori-Pessachs-MacBook-Pro assertiond[43533]: assertion failed: 14E46 12H141: assertiond + 12334 [EDAF3958-87C7-3C61-A8E6-24689FBBE168]: 0x1
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro Tres Caballeros[43643]: assertion failed: 14E46 12H141: libxpc.dylib + 69007 [55209BF0-C183-332C-B272-05E5362CC077]: 0x7d
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro.local backboardd[43530]: CoreAnimation: updates deferred for too long
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro assertiond[43533]: assertion failed: 14E46 12H141: assertiond + 12334 [EDAF3958-87C7-3C61-A8E6-24689FBBE168]: 0x1
Jul 19 15:12:58 --- last message repeated 1 time ---
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: [MPUSystemMediaControls] Updating supported commands for now playing application.
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: BSXPCMessage received error for message: Connection invalid
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro com.apple.CoreSimulator.SimDevice.DF37F662-6F12-46C2-B9B5-2BEE61CE23BB.launchd_sim[43515] (UIKitApplication:com.yourname.gamename[0x7c02][43643]): Service exited with abnormal code: 1
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: Application 'UIKitApplication:com.yourname.gamename[0x7c02]' exited voluntarily.

Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro assertiond[43533]: assertion failed: 14E46 12H141: assertiond + 12334 [EDAF3958-87C7-3C61-A8E6-24689FBBE168]: 0x1
Jul 19 15:12:58 Ori-Pessachs-MacBook-Pro.local SpringBoard[43529]: Unable to deliver -[UIRemoteApplication showTopMostMiniAlertWithSynchronizationPort:] message to port 0: (ipc/send) invalid destination port
 

17
Ask a Question / Getting the actual screen resolution
« on: July 13, 2015, 07:46:27 pm »
Hi,

I'm trying to write some code to position on-screen controls in a mobile game. I need to know the actual resolution of the screen, so I can figure out which portion of my game is actually displayed (because I don't want to put game controls off-screen.)

My game's scale mode is set to Scale to Fit (letterbox) and I made the game's resolution wide enough so that instead of getting black bars on the sides of my display, the edges are actually clipped. This works very well for me, since I make sure that the action is limited to the areas of the screen that are likely to be displayed on any device.

The problem is that I want the game controls (a D-pad and a couple of buttons) to be near the edges of the physical screen.

getScreenWidth() returns the game's resolution as set in the Game Settings->Settings->Display. This is of no use to me, obviously. I took a quick look at Engine.hx, but nothing jumped at me. How do I get any useful information about the device's screen dimensions?

Thanks!

Ori


18
Bug Archives / Collision problem when actor can't rotate
« on: June 29, 2015, 09:00:31 pm »
I have a platformer scene, where the floor is made up of tiles, and it has a gap that's three tiles wide. I place an actor in that gap - I have actors for platforms and for floor segments that the player can destroy.

The player actor is set up so it can't rotate ("Can Rotate?" in the physics tab is set to "No.")

When the actor reaches the gap in the floor and hits the object I place there, it stops as if it hit a wall. The collision boxes are aligned perfectly, and if I lower the object by one pixel, the actor can walk onto it, but not off it. So something is obviously off with the collision detection.

If I set the actor so that it is able to rotate, I don't get this problem. But I don't need the actor to rotate.

What's going on here, and how can I fix this?

Thanks,

Ori

19
Bug Archives / Unexpected error when compiling for Mac
« on: June 29, 2015, 08:41:46 pm »
See the attached log.

20
Bug Archives / Unexpected error
« on: June 21, 2015, 12:02:08 pm »
See logs. I got this when trying to run a game.

I noticed the the line numbers shown in error dialogs do not correspond with line numbers shown in the code preview when editing a behavior. Why is that? Is a fix being planned?


21
Bug Archives / Tabs stay highlighted in the UI
« on: June 17, 2015, 05:51:49 am »
I noticed that with version 3.3 (and 3.3.1) tabs stay highlighted when I switch between them.  See the attached screen capture.

I'm running java version 1.8.0_45 (64 bit) on a Mac.


22
Bug Archives / Unexpected error after a failure to compile
« on: June 13, 2015, 03:17:29 pm »
The error happened after I compiled the game with a missing argument in a block. The exception dialog kept popping up, and I couldn't edit the code to correct the problem.

23
I open the actor, switch the the Behaviors tab, click Add Behavior, select the behavior to add, and I get an unexpected problem dialog. Here are the logs.

My subscription is coming up for renewal in a couple of days, by the way.

24
Fixed Bugs (3.x) / Pencyl won't run
« on: May 22, 2015, 10:01:57 pm »
Hi,

I was never able to get Pencyl to run. Here's the exception I'm getting:

Level:     INFO
When:      2015-05-22 22:56:22:871
From:      stencyl.sw.util.StreamGobbler

[java] Exception in thread "main" java.lang.UnsupportedClassVersionError: pencyl/Pencyl : Unsupported major.minor version 51.0

25
I get a modal dialog that shows this message:

Unexpected problem on thread pool-2-thread-4: InputStream cannot be null
java.lang.IllegalArgumentException: InputStream cannot be null
   at javax.xml.parsers.DocumentBuilder.parse(DocumentBuilder.java:120)
   at stencyl.sw.util.FileHelper.readXMLFromStream(FileHelper.java:530)
   at stencyl.sw.editors.snippet.designer.EditArea.<init>(EditArea.java:764)
   at stencyl.sw.editors.snippet.designer.EditArea.XMLToCode(EditArea.java:706)
   at stencyl.sw.io.write.resource.SnippetsWriter.convert(SnippetsWriter.java:840)
   at stencyl.sw.io.write.resource.SnippetsWriter.convert(SnippetsWriter.java:793)
   at stencyl.sw.io.write.resource.SnippetsWriter$1.run(SnippetsWriter.java:526)
   at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:895)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:918)
   at java.lang.Thread.run(Thread.java:695)

26
I have an actor that's being moved using a slide block (actually, a call to moveTo() in a code block) and another actor that's attached to it using a separate actor behavior (in the attached actor) that sets the second actor's (x, y) coordinates to the first actor's coordinates, in the "updated" event.

This works, mostly, but the second object seems to drag a bit (by a pixel/frame) behind the first object. I would like the two actors to move together, with no visible drag.

Is this the expected behavior? If it is, is there another way of achieving the same effect? I believe the documentation called the problem I'm trying to solve "the Zelda problem." At this point, I can think of a few other, less polite names to call it...

27
Completed / Feature request: Time stamps in logs
« on: June 30, 2014, 10:10:31 am »
Some types of bugs are unnecessarily difficult to figure out without sub-second time stamps in the debug log. Anything that's timing related, in particular. It would be helpful if the standard trace() logs included a time stamp.

28
Resolved Questions / Very odd TimedTask behavior
« on: June 28, 2014, 10:07:56 pm »
I'm having a problem with a TimedTask that's set to run every 5 seconds, but occasionally decides to run every 10 ms, instead. I poked around in the engine source and found that the timer member of the TimedTask instance reaches zero, and then -10, -20, etc. etc.

What's more, doExecute() doesn't seem to return to the update() method. I tried modifying TimedTask.hx to catch exceptions around doExecute(),  but that didn't make a difference - doExecute() just seems to somehow quit without returning, although I'm pretty sure that can't (and probably doesn't) actually happen.

Any ideas what's happening here?

29
Having recently spent 3 days refactoring a trivial amount of code, it became clear that Stencyl needs a way of quickly packaging a scene's (or actor's) events as a behavior. Copying and pasting individual custom blocks and events doesn't really do the trick, since any calls to custom blocks are not modified to make the call relative to the new behavior.

30
Suggestion Archives / Feature request - resize code blocks
« on: June 20, 2014, 08:15:59 pm »
The size limitation on code blocks makes editing non-trivial code very difficult. I find the width especially troublesome - the default tab width in a code block is 5 characters, so editing nested blocks becomes very difficult very quickly.

It would be nice to be able to either enlarge the code block dynamically for easier editing, or to use an external editor without having to cut and paste the whole method after each edit.

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