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Messages - captaincomic

Pages: 1 2 3 4 5 ... 241
31
Ask a Question / Re: All my games have jerky motion?
« on: March 30, 2016, 04:29:37 pm »
I didn't see letmethink's pull request earlier. Merged now in build 9072.

32
Added support for custom block fonts in build 9070.

33
Thank you very much! A lot of people had reported compilation problems with VS2015, this might explain why.

34
I'm a big fan of open-source software (and the open-source movement/community). But I don't know whether there would be a market for making money if Stencyl were open-source. Coming to think about it, I really don't know much about this market at all, ha :)

Btw. one reason I like Stencyl so much and have started contributed to it, is that it has always been very open and welcoming, even tough it is closed source.

Quote
The stencyl engine is already open source.

But not really...... i can't take Stencyl and fork it to something new and better!
The engine really is open-source: https://github.com/Stencyl/stencyl-engine Feel free to fork and contribute!

35
For the record, this started ever since I installed HaxeFlixel a couple of weeks ago. I have since uninstalled it, but the problem remains.

Here's the (first) error that comes up:
C:/Program Files (x86)/Stencyl/plaf/haxe/lib/stencyl/1,00/com/stencyl/models/Actor.hx:3274: characters 2-25 : Class<motion.Actuate> has no field unloadForTarget

It looks very much like a leftover from HaxeFlixel is interferring here (maybe a different version of the Actuate library). I would try completely uninstalling Stencyl and anything haxe related and then trying again.

36
Abandoned Bugs / Re: log related issue
« on: March 14, 2016, 05:27:12 pm »
Quote
Your game could not be built, because one of your images is too large to be included. Check your backgrounds and actors with large sprite sheets. (max_string_size reached)

See: http://community.stencyl.com/index.php/topic,46847.0.html

37
Fixed Bugs (3.x) / Re: Problem with sound uploads in b8988?
« on: March 09, 2016, 09:55:03 am »
Okay, I'm not on Windows now, so I cannot test this. But at least it works.

38
Ask a Question / Re: set word attribute to " "
« on: March 09, 2016, 09:21:49 am »
The drawing is done in every frame anew, so you don't need to "delete" anything, you would just not draw it. E.g.

If Menu is true:
Draw text Donuttotal

without an otherwise.

39
Suggestion Archives / Re: Mini-Suggestion Thread
« on: March 09, 2016, 09:15:47 am »
To be able to start Stencyl in any stencylworks we choose
Now in Linux, for example,  is created a hidden folder .Stencylworks which contains the global.workdir
It contains as well by default
  • global.engine.extension.style=true
  • global.extension.style=true
  • global.workdir.style=true
I have yet to experiment !
If I put global.workdir.style to false ..
and may be as well I can choose to have local engine-extension folder ..
That would be good ! I am going to try right away ! I let you know .. It is going to be a + to people willing  to experiment on extensions.
===
It doesn't work, the file Stencylworks.prefs is just squashed and if I change the permission .. I have to click twice for the message ..I have to start again .. sign the agreement etc. Quicker to  manually  change the global.workdir 
I have not try for the extensions ..

I'm not sure if that is what you're asking for, but since build 8876, you can set a different workspace to be used for each installation of Stencyl. To do so, create a file called LocalStencylWorks.prefs in your installation directory (not in the workspace) under the prefs folder, with the following contents:
Code: [Select]
local.workdir.enabled=true
local.workdir=/path/to/your/workspace

Then it will use /path/to/your/workspace instead of your global (per-user) workspace setting.

40
Ask a Question / Re: set word attribute to " "
« on: March 09, 2016, 05:35:42 am »
Just leave it empty ( the block set word to )
That works. Because it has been requested/asked several times, I'll also add blocks for emty text and space constants.

41
Resolved Questions / Re: Actor dimension error
« on: March 08, 2016, 07:05:26 am »
Yes, if you deselect the larger project scales, the generated images will be much smaller, so that makes sense. I have no idea why renaming the actor would make a difference though.

42
Done in build 9013.

43
Abandoned Bugs / Re: compiling errors(apple)
« on: March 07, 2016, 05:57:54 pm »
Hm, okay. If it's not too much work you can try what dgcharlston did:
Creating another app seemed to have worked, I'll have to look at how I installed it because thats obviously something wrong with the directory. Luckily it wasn't a lot of coding done so i've just re-created the app

44
Resolved Questions / Re: Actor dimension error
« on: March 07, 2016, 05:52:25 pm »
Yes, your actors are too big. You need to use smaller sprites or split up the animation. BMJ has explained it well here:
http://community.stencyl.com/index.php/topic,46374.0.html

45
To clarify what the block does, it will spell "random interger between _ and _" in future versions.

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