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Messages - Justin

Pages: 1 2 3 ... 197
1
Ask a Question / Re: can´t run my game on IOS Device
« on: November 25, 2021, 03:30:44 pm »
Oh. Nice! All's well than ends well. :)

2
Ask a Question / Re: can´t run my game on IOS Device
« on: November 24, 2021, 02:54:50 pm »
Luyren's advice is good, but in this case I don't think that will fix the error you're seeing. It looks like you're running into an error codesigning, and it has something to do with how your certificates are set up on your computer.

Code: [Select]
Warning: unable to build chain to self-signed root for signer "Apple Development: Lars Asen (**********)"
/Users/larsasen/stencylworks/games-generated/Splasher/Export/ios/build/Release-iphoneos/Splasher.app: errSecInternalComponent
Command CodeSign failed with a nonzero exit code
** BUILD FAILED **

I'm not exactly sure how this can be fixed, but you can search for the error to see how other people were able to fix it and see if you can do the same.

Here's one example of a thread where others ran into the same issue.

https://developer.apple.com/forums/thread/86161

3
Ask a Question / Re: error compiling game. Build 10838
« on: November 14, 2021, 04:10:08 pm »
I haven't looked this up, but it's possible that in previous builds of Stencyl, it generated code like this:

Code: [Select]
_animationno = "" + _animattionno;
Whereas Stencyl is currently a little smarter than that, and instead generates this code:

Code: [Select]
_animationno = _animattionno;
I'm guessing something like that would cause the Haxe compiler to realize what's happening and throw the error.

4
Ask a Question / Re: Newgrounds integration
« on: November 10, 2021, 04:04:12 pm »
The newgrounds extension hasn't been implemented for HTML5, no. That's a community contribution that we would be happy to accept, if anybody was interested!

5
Ask a Question / Re: Publishing game to iOS errors
« on: November 10, 2021, 03:55:39 pm »
If the extension is disabled, then any forgotten blocks from the extension may cause an error when you try to build the game. But they won't stay in the game. On the other hand, if you don't disable the extension, it will still change how your game is built, even if all of its blocks have been removed from the game.

I seem to recall from the crazygames extension thread that you're using an older build of Stencyl. Perhaps 4.0.2? If you're using the built-in AdMob extension, that's another potential cause of that error, and that was fixed in 4.0.3.

If you're planning on publishing your game, though, I'd recommend going with the latest nightly builds of Stencyl, because of an iOS 15 + iPhone 12/13 crash that was fixed recently.

6
Ask a Question / Re: Lagging in a level with lots of blocks (Angry Blosics)
« on: November 10, 2021, 03:47:23 pm »
Does it have to be flash? Other targets are generally faster.

7
Ask a Question / Re: Publishing game to iOS errors
« on: November 07, 2021, 04:29:04 pm »
Those are all just warnings. They won't keep the project from being built. If it's not working as expected, please share your full logs, and perhaps there will be something else in there.

8
Ask a Question / Re: Crazygames SDK
« on: October 31, 2021, 08:24:31 am »
I'm not seeing that problem. Could you try again and upload your logs? Maybe something will show up there.

9
Ask a Question / Re: Crazygames SDK
« on: October 30, 2021, 07:27:37 am »
Sorry, looks like a couple of the more recent versions of the extension had some metadata that trips up older versions of Stencyl when trying to find the latest available version of the extension. I've fixed up the metadata so you should be able to download it now.

Since you opened the sample game without having the extension, you may have lost some of the design mode blocks from the test scene (if you saved it). In that case, delete the sample game and import it again. Losing blocks like this is no longer an issue in the more recent private builds of Stencyl, in case you feel inclined to update.

That's correct output for the sample game. You need to add /sdk.html?testAds=true to the end of the url that Stencyl opens when you test an html5 game in order to test crazygames functionality.

Not everything can be tested locally. Some things (like happy time) need to be tested on their servers.

10
Ask a Question / Re: Crazygames SDK
« on: October 27, 2021, 11:07:45 pm »
Hi. The crazygames SDK is available from the polydes repository.

In Stencyl, Extensions > Extension Repositories > [ Click to add repository] > http://www.polydes.com/repo

A sample game is available here. Click the green "Code" button, and then "Download Zip" to get it. Extract it, rename the folder from "crazygames-sample-game-master" to "crazygames sample game", and then you can add it to your "stencylworks/games" folder and restart Stencyl.

11
Ask a Question / Re: Behaviour Error for iOS
« on: October 27, 2021, 10:55:47 pm »
That's Objective-C code. That behavior must have been created back when the iOS target was 100% Objective-C, even in Design Mode. Perhaps it was called iStencyl back then? Or maybe Stencyl could target both Flash and iOS for a short time. I don't recall. But that was before Stencyl 3. All code is Haxe now, and if you want to use Objective-C you need to use a native extension.

Anyway, that bit of code does exactly the same thing the Flash code above it does. Perhaps there was something wrong with those blocks on iOS back then. I don't know. You can just get rid of the "do only on flash" and "do only on iOS" bits, and only keep the "set stroke color" block.

What might be a better idea, since this seems to be one of the built-in behaviors, is to just delete it and reimport from the built-in behaviors library. But that would require you to make a list of all the actor types that use it, and make sure to attach the new behavior to all the same actor types and make sure it has all the same settings on each actor type.

12
Ask a Question / Re: Out of memory yet again B10814
« on: September 29, 2021, 04:50:57 pm »
Here's a link to the conversation.

https://discord.com/channels/209323692205932544/227870283749523459/892612910872944642

To sum up:

1. Changing the amount of memory set in the batch file (as Luyren posted) works fine, and wasn't the issue here.

2. The only problem building games was when publishing HTML5 games, because that starts a new JVM to run the closure compiler, but isn't given a larger heap. This can be fixed by making a change to lime. Lime is found by default at %LocalAppData%\Stencyl\libs\haxelib\Stencyl\lime\<lime-version>. The file you need to change is src\lime\tools\HTML5Helper.hx.

Code: [Select]
var args = [
"-Dapple.awt.UIElement=true",
"-Xmx4096m", <--- add this line and set the number, again in MB
"-jar",
ConfigHelper.getConfigValue("PATH_CLOSURE_COMPILER"),
"--strict_mode_input",
"false",
"--js",
sourceFile,
"--js_output_file",
tempFile
];

13
Extensions / Re: iOS Tracking Transparency
« on: August 27, 2021, 06:08:08 am »
Sorry, my post wasn't quite accurate. This requires 4.1.0-beta3 or later. You can update to it from the private releases topic.

14
Ask a Question / Re: Can't generate APK - unity ads?
« on: August 03, 2021, 04:33:21 am »
Associated thread in the issue tracker.

http://community.stencyl.com/index.php?issue=2020.0

15
Chit-Chat / Re: help i cannot export my game to apk
« on: August 03, 2021, 01:54:22 am »
Not sure, I don't see an error at the end of the log file you posted. Could you try building an APK again, and then if that error dialog pops up, close it first and then try generating logs?

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