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Messages - FortySe7en

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Ask a Question / Re: Clearing memory
« on: March 12, 2013, 12:24:34 pm »
yep, that's reproductable:
The moment I reach 69 MB on my iPhone 5, my frame rate drops significantly (from 54-59 to 10-30 fps depending on action).
Going beyond 71 MB is getting jiggy as hell.

The only thing that seems to affect that is switching scenes EDIT: I jumped around 30 levels, no problems, I think it's the colision related memory leak.

Ask a Question / Re: Clearing memory
« on: March 10, 2013, 12:12:10 pm »
I'm experiencing memory issues myself. I've never got my game to crash on my iPhone 5 but it's getting slower and slower, and memory grows from 50 megs onwards, up to 69 when somehow my frame rate drops dramatically.
I'm kind of hopeless, if I don't find a fix I won't be able to publish and finish the game I've been working 7+ months on.

Old Questions (from 1.x/2.x) / Implementing Flurry Analitics
« on: March 06, 2013, 11:24:07 am »
Has anyone tried implementing Flurry APIs into a stencyl 3.0 game?
Is it a matter of 'copy paste'ing' their API code and then using some code blocks to call events or is that a bit more complicated?

Any and all answers are very appreciated!

Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: January 09, 2013, 03:05:25 pm »
Really amazing stuff!
Now I got to reconsider putting together a game that uses pathfinding as my next one, I felt a bit helpless when I tried to grasp Astar myself.

Resolved Questions / Re: Port to BlackBerry
« on: December 11, 2012, 07:16:04 am »
Well, it surely isn't worth Jon's time! At least that's how I see it.

Resolved Questions / Re: Port to BlackBerry
« on: November 24, 2012, 11:50:12 am »
once u cross $1k in sales.
Meaning, never...
Sorry to burst the bubble but BB is extremally hard to make money on, then, you have the company going bancrupt anytime soon.

Fixed in new build from 20 nov that includes fullscreen fixes.

When using Full Screen scale mode, the 'screen width & heights' supplied by Stencyl are incorect (in a 2x app, things were using double the value I believe).

Attached are example screenshots, one with 'perfect fit' another with 'full screen'. From iPhone 4s (960x640, 2x).

You can see the resulting problem, because I'm using screen's width & height to position my GUI, it gets positioned far beyond it's destination.

I hope it's a simple case of not adapting a correct screen scale to the calculations (like with labels before).

Here's also a part of the log:
Code: [Select]
[LOG] [iOS] Universal.hx:88: Stage Width: -1
[LOG] [iOS] Universal.hx:89: Stage Height: -1
[LOG] [iOS] Universal.hx:90: Screen Width: 960
[LOG] [iOS] Universal.hx:91: Screen Height: 640
[LOG] [iOS] Universal.hx:92: Screen DPI: 326
[LOG] [iOS] Universal.hx:182: Engine Scale: 2x
[LOG] [iOS] Universal.hx:270: Scale X: 1
[LOG] [iOS] Universal.hx:271: Scale Y: 1

Obviously I wanted Full Screen to work properly so I can test iPad builds to their best posibility.

Completed / Re: White sprites when running on ios and android
« on: October 18, 2012, 02:21:12 pm »
You'll need to split an animation into 2 animations or reduce size/frame count.
I know that's a work around and not a solution, but still, might help

Thanks for the answer!
For now I've made my label have a wonderful height of 1 pixel :). Works for single line of text.

Old Questions (from 1.x/2.x) / Label Not Displayed Correctly Flash->iOS
« on: August 28, 2012, 02:08:03 pm »
I have an issue with Label behavior.
Apparently, no matter what I do in terms of aligning and label height, I get different results on iOS and in Flash. Everything (text wise) is displayed higher in iOS than in Flash, it's roughtly the height of the text.
Is there any way to fix it other than do 'do only in flash' blocks to fix positioning manually?
Best Regards, 47

Ask a Question / Using x2 size (retina) assets in flash builds
« on: July 31, 2012, 02:16:51 pm »
Hey Everyone!
I'm extremely sorry if this was asked before (search does not produce good results).

Question is:
- Can we somehow 'hack in' or 'turn on' x2 scale assets (retina) for flash builds? This way we can judge how the game will look on retina, while playing in flash.
- If it's impossible (which is my guess), is it planned for Stencyl 3.0? (along with support of x4 assets for ipad3)

Paid Work / Re: Pathfinding
« on: July 19, 2012, 03:14:48 am »
That's exactly what I needed.
I'll get it soon and try to employ in my fresh concept.
Well done!
Thanks a lot!

Old Bugs (1.x/2.x) / Re: [iOS] Touch Blocks Missing from Block Editor
« on: April 15, 2012, 02:40:41 am »

Damn, I feel like a noob, I read about enabling iOS exporting in 2.0, but didn't think it'd affect input blocks as well. I'm still developing in flash and planing to test and buy a license once I'm sure of my results.
Thanks for a fast reply!

I have a fresh install of the 13.04 nightly build (but issue persists for a while, on all beta & nightly versions of 2.0 I've installed since 2 months or so).

I do not see touch input blocks on the block editor. Below a screenshot (taken from example game, which is converted to mobile).
If I copy/paste blocks from other behavior, I think I can use them, but still, no way to access them normally...

I've been trying to solve it myself, reinstall stencyl, try different projects... nothing helps, I give up :)

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