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Windows / Mac / Flash / HTML5 / Freddy Run 1 - a spooky running game
« on: December 13, 2021, 11:03:06 am »
Check out Freddy Nightmare Run 1  - an improved html5 remake of a running game released few years back for flash.
You can try the game here:

Game controls: check out instructions scene or have a look below:
 Up = jump;
Down = slide;
X = shoot;
P = pause

Ask a Question / Platformer Movement - low FPS
« on: July 16, 2021, 02:12:31 am »
Hello Stencyl mates, was wondering if there are some improvements that can be made regarding the Platformer Movement behaviours as for example I'm struggling to improve the FPS for a current project.
Testing on simple scene (details bellow) once the actor starts walking the FPS drops from 60 to as low as 36, rising up to 43, 45 going low again and so own, being most steady in the 40 - 45 FPS range.

Scene details only include:
- 1 layer - tileset
- 1 actor (featuring the following behaviours: Animation Manager, OnGround, Walking, Jumping, Ducking, Slowdown, Hurt, Cannot Exit Screen, Camera Follow, )
- no background
- no drawing inside scene for score, lives, coins etc .

The only modification done to the standard package downloaded from StencylForge was to the walking Behaviour by adding playing a step sound on frame 0 and frame 3 of each walking left or right animation (each animation has 6 frames ) inside WhenUpdating

Removing the sound code only improves to FPS to a maxim low of 45

Test was performed on HP EliteBook -  i7-3520M CPU @ 2.90GHz   2.90 GHz , 16GB RAM SSD , WIN10 64bit

Test was done using the integrated FlashPLayer.
Another test was done after uploading the HTML5 (FPS MONITOR enabled) on an actual server and the results displayed were constant 39FPS

Testing the HTML5 game (simple scene actual) from a Andoid phone playing in browser resulted in a constant 59FPS, yet the steps sounds were sometimes missing when constant holding  the virtual button down. sounding like it would only play on frame0, not frame 0 and frame 3

Also checking the Onground behavior looks like the WhenUpdating event runs every frame

Any help would be kindly appreciated!

Would appreciate a bit of help in coding a behavior that draws a line between 2 actors.
First actor(pulley) is fixed it's x and y coordinates are always the same while the second actor(platform) moves up and down only on the y axis.
the following code used in a whenDrawing event inside the actors behaviour shows nothing on the screen

Kindly have a look and if you have better understanding of how draw line block works please leave a reply.

Ask a Question / Joint extension help please
« on: March 11, 2021, 12:19:55 pm »
Hello I need to code a behaviour for 2 platforms that are connected by a rope and 2 pulleys  something similar to the ones found in Super Mario games  just like in the picture attached.  so that when the actor jumps on one platform  it will go down and the other will go up.
I have downloaded and installed the Joint extension, yet there is no info of how to use blocks, as the examples on stencylForge such as Joint Sandbox no longer works.
I believe I should use the pulley  joint type block and such, yet if someone already coded something similar and would like to share some info please help.
Looking forward to get some info.
Kind regards!

Paid Work / Extension request implement SDK
« on: January 14, 2020, 12:09:55 am »
Hello, I'm looking for someone to help me implement advertising SDK to my html5 game build with stencyl.
Please leave an answer here or pm to talk the details.
Payment by PayPal.

Hello dear fellows, I need some guidance in order to integrate sdk for html5 games for one of my games.
their sdk looks like this:
Code: [Select]
Add following rows into your index.html file, this will initialize SDK.
Fill gameId and and use SDK events (mute audio, pause game and after that resume game logic).

<script type = "text/javascript" >
   window.SDK_OPTIONS = {
      gameId: "your_game_id_here", // Fill the game_id
      onEvent: function (a) {
         switch ( {
            case "SDK_GAME_PAUSE":
               // pause game logic / mute audio
            case "SDK_GAME_START":
               // advertisement done, resume game logic and unmute audio
            case "SDK_READY":
               // when sdk is ready
            case "SDK_ERROR":
               // when sdk get error
(function (a, b, c) {
   var d = a.getElementsByTagName(b)[0];
   a.getElementById(c) || (a = a.createElement(b), = c,
   a.src = "", d.parentNode.insertBefore(a, d))
})(document, "script", "gamemonetize-sdk");

Invoke an advertisement in your game on following states: "play button", "continue game" , "new level" or when user complete every level:

Step 1 done. I have added the above code without any modification inside my index.html file.
Step 2 done. I have managed to make a call inside the behavior of my level select button so that when a user clicks on it the sdk will load and will display a test advertisement (short video of 10 seconds + audio ) that overlays the game as expected, yet the audio from the advertisement and the audio from the game will mix together.

I can't figure out how to  pause the game while the test ad is playing by writing some piece of code  in this section here:
Code: [Select]
               // pause game logic / mute audio
For example I use the Pausing behaviour from StencylForge to pause my game and by looking at the code it's generates inside the game.js file it looks like this:
Code: [Select]
g.pause = function() {
doing something like the code below on index.html doesn't work, it will break all, the sound from advertisement will play at the right moment, the game background music also plays over the sound generated by the ad, but the video for advertisement doesn't overlay, and does not take over the game graphics  :
Code: [Select]
                 g.engine.pause();  // pause game logic / mute audio

Same question for unpausing

Looking forward for some guidance.

I just upgraded to the latest Stencyl release 4.0.2 and none of my previous game works.
All scenes loads fine, works editing etc, but when trying to test a scene or compile the game for flash or html5 I always get the Failed: Building for Flash. (Return code: -1073741515) error.
logs attached.

Previus version of Stencyl worked perfectly for me I just upgraded because of the scene layering bug, that I had to solve using that python script.
Looking forward for some guidance to solve this issue.

My system is running windows 7,

Ask a Question / (SOLVED) Make an actor slide for 2 seconds problem
« on: November 18, 2019, 10:09:42 am »
Hello, to all, hope I can get a bit of help from someone more experienced as I got stuck on a behaviour I'm trying to build for a character.
So here is my problem:
I have a character to be used inside a running game: the controls are UP key - jump, X  key -fire, Down key - slide.
My  problem relates to sliding behavior in the following way.
As my character is set to continuoslly run by itself, Once I press the DOWN key I need the character to slide for 2 seconds, if the DOWN key is still being held preesed after the 2 seconds passed the character should get up automatically and continue with running animation.
If the DOWN key is released the character should automatically get up and continue running.
Once the DOWN key was released the character should be able to slide again etc.

My code works but not as aspected, I believe it's a timer related problem, so I kindly ask for some guidence in order to find a better way to build this behaviour.

Hello to all,
back in October 2016 I discovered Stencyl and I said to my self:
This looks really promising, so I started working on a project that I had in mind for a while. My coding skills were limited to basic C++ instructions that I learned in school so even though I had some introduction into programing it was still a challenge for me to apply this in order to create a game from scratch.
Thanks to some basic behaviours available on the Stencyl Forge, video tutorials posted by TheIndieStation and with the help of other great fellows here on this community I'm really excited to announce that my project is finally finished.
So here it is:
Freddy Nightmare Run 3 - a platform game where your character, a young boy that loves playing video games must survive inside his terrifying nightmare.

Test the game here --> Freddy Nightmare Run 3

Feedback and especially critics are "a must" :)
Few screenshots:

Ask a Question / ALT key bug in Stencyl
« on: May 11, 2017, 12:11:36 am »
Hello I have just managed to finish my fist platform game build in Stencyl, yet I encounter an odd problem,
I use the Platform movement resource with some slight modifications.
My default keys for moving the character are the RIGHT - move right,  Left-move left, Up - jump, Down - duck and X - fire.

If by accident you touch the ALT key while another key (arrow keys or the X) is pressed- the character will execute by itself the same command over and over and you are not able to control it anymore.

Ex you were pressing right to move right a touch the ALT key - the character will walk by itself and you can't stop it.
If you were pressing X to shoot and touch the ALT key - the character will shoot repeteadly and you can't stop it.

This is fore sure a bug as I have not defined any actions inside my game for the ALT key or any other keys beside the Arrows and the X

Hello guys, I would like to ask if possible for a bit of help regarding protecting a flash game from websites that blocks the outgoing links such as "more games" button inside a flash game.
As you probably know or heard more and more portals that publish flash games blocks the outgoing links inside Flash games, this way the users won't be able to visit the sponsor/developer page when clicking the "more games" button or credits section or even the advertising.

There are solutions in AS3 posted online, yet I don't know Haxe and can't rewrite the code.
Here is an example:
Code: [Select]
var checkNetwork:Object;

function Website(event:MouseEvent):void {
checkNetwork =;
navigateToURL(new URLRequest(""));
catch( $e:* ){
mcError.x = 0;
mcError.y = 0;

button1.addEventListener(MouseEvent.CLICK, Website);


Hello to all,
Still in the process of trying to finish my first platform game and I need a bit of help regarding adding an "invincibility" behaviour to main main character.

Currently I have my Player actor aka Hero set up like this in term of animations
- walk (left + right) ; jump (left+right); shoot (left _ right); Hurt(left+right); Die (left+right); Dead (left +right); duck (left + right);

Once my Player gets hurt by an obstacle (ex. spikes) he gets trown a bit back and up in the air.

Inside my hurt behavior I would like to add a part to handle invicibility like this:
-After the Player takes damage, start to Flicker and become invincible for 3 sec. While invincibility is ON I would like the player to be able to pass through enemies and obstacles.

My problem is that I don't know how to make the Player be able to pass through enemies and obstacles (not register collisions) while invincibility is on.

Currently my Hero Character aka Player can collide with : Tiles, Enemies, Obstacles, Enemy Fire and Collectibles

I've searched the forum and found an option of using multiple collision boxes for the Player, yet I don't know which code blocks to use in order to switch to a collision box that is inside a group that won't collide with the Obstacles/Enemies/Enemies Fire group for example when the invicibility is ON.

I attach my Hurt Behaviour here in case one that can help needs to have a look and also to ask if there is a more optimized/elegant way to code it.

Hello to you all, here I am asking again for your support as I'm having difficulties building a specific behavior for my Hero Actor for a platform side scrolling type of game:

While trying to reduce the number of actors on screen I thought to use a trick similar to that of the climb Ladder behaviour, where the collision doesn't actually happen between the actor and the stair/ladder tile or image, but rather between the actor and the region that surrounds the stair/ladder tile or image.

Problem description:
I'm using a tileset that has a built in obstacle in the form of spikes tiles that can easily be placed over other tiles and such
So I place a few spikes  here and there at some points when designing the level and draw a region around each of them and name this region with the name SPIKES1, SPIKES2.. SPIKESn.
Now I would like to code a behaviour for the Hero character so that when it will enter a region that contains in it's name the text "SPIKES" , he will get hurt, change animation, remove life etc.

Looking at the Ladder behaviour available on StencylForge I see that it has some custom code blocks looking something like C++, while I can understand what the code does I really don't know the syntax and how to replicate this to use it for my need.

So if one has some time to help, I would really appreciate it.
Kind regards!

Hello I would need a bit of help as I'm trying to write a behavior for an actor obstacle inside a game.
The obstacle/ actor reffers to a balancing axe hanging on the roof that needs to move 90 degress to left and right in a semicircular motion.
Axe has no animation so I would like to know if it's possible to have it rotate around a point and such in order to gain this kind of semicircular movement
Picture attached for a better understanding.
Real noob here so any help is kindly appreciated.

Ask a Question / Flash game not resizing accordingly to the windows size
« on: October 29, 2016, 03:21:07 am »
Hello I'm playing around with Stencyl for a few days while trying to create my first platform game.
I currently use a 672x480 screen resolution and 48x48 pixels tileset,
My settings are the following:
Scale set to 1x
Scale mode set to  : Scale to fit (Letterbox).

Everything works good except that when exporting the game as .swf ,  if I resize the SWF player or Browser window by making it wider or such, the game won't resize according to the window new dimensions.
The game remains exactly 672x480 aligned to the top left corner and the rest of the available space fills with black.

Most flash games that are published online have this option to resize automaticaly and I would like to make mine the same, yet somehow I can't seem to make it work.

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