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Topics - Alan1

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1
Resolved Questions / Need Help With FGL's GameTracker API [SOLVED]
« on: July 21, 2015, 08:26:57 pm »
I'm trying to install but having no luck. When trying to test the game it stops part way through, "Generating SWF". When trying to publish, the following message appears:

Quote
Unable to export SWF to the requested location.(Check your logs. Usually, the cause is an incompatible sound file.)
(I currently have no sound files in the game file I'm using)

Here's what I've done so far:

I copy-pasted the .as files into separate Freeform behaviours. Wasn't sure what to use for the, "Classname" or if it was even important. Tried using their respective file names as well as, "GameTracker" for both. Didn't appear to make a difference.

From FGL's instructions:

Quote
Once you have a list of the data that you would like to collect, the next step is to initialize the API to make it ready to use. Start by creating an instance of the GameTracker class somewhere in your code.

My guess is that this is the same as

Quote
You must call new GameTracker(); before it can be used!

So, I placed, "new GameTracker();" into a code block and Create wrapper(see attachment)

If I remove this code block, it tests and publishes fine. I also tried copying the FGL folder into my game folder as per

Quote
Copy the FGL directory into your game folder so that your code can access the FGL.GameTracker package.

But without the Freeform behaviours, I get this error message:

Quote
Behavior contains fields that are either empty or filled with bad data...Call to a possibly undefined method GameTracker.

I'm still using v2.20, so my guess is either I missed something or FGL's GameTracker will not work with 2.2.0.

Here are the links to FGL's instructions

https://www.fgl.com/view_library.php?page=gametracker
https://www.fgl.com/GameTrackerAPI.php

Anyone have any thoughts?

2
Ask a Question / Testing Site Lock
« on: July 17, 2015, 12:49:37 am »
If I add ONLY stencyl.com to the site lock list, then upload to FGL, it shouldn't work on FGL, right?

It does. Did I miss something or is something not working right? Also tried www.stencyl.com and http://www.stencyl.com.

(NOTE: still using 2.0)

3
Ask a Question / Cleanup Unused Files...
« on: March 14, 2015, 08:12:02 pm »
...does not appear to work. Maybe I'm missing something.

I get the confirmation message: "Stencyl has completed optimization of your game's size."

However, when I check the folder size in my stencylworks > games, there is no change.

Also, when I check further I can still see files that I have deleted long ago. PNGs from early tests which have since been replaced a number of times. A copy of each version appears to have been kept.

Shouldn't these files be gone?
Is there another reliable way to get rid of redundant files including ones I'm unable to verify(.xml, .design, .scn etc.)?

Running 2.2.0(b502) on Mac OS X 10.5.8

4
Resolved Questions / Lists. WTF? [SOLVED]
« on: October 10, 2014, 12:17:26 pm »
My problem appears to boil down to understanding the following:

[object Object]

I've been racking my noodle trying to figure out why a new game attribute list I've created isn't working quite right. So, I created some print blocks to investigate.

Fig.1 = default values set
Fig.2 = print blocks created at runtime
Fig.3 = result of print blocks when the scene is tested directly(clicking "Test Scene" button)
Fig.4 = result of print blocks when the scene is tested via full game(clicking "Test Game" button)

This is a new list, so I know it only appears in the one behaviour which is only a getter. It is only set in the "Settings" panel as per Fig. 1. Since I haven't set it anywhere else, I can't figure out what changes between testing the scene and the entire game. There are still 2 items in the list, but testing the entire game results in some change which appears to nullify the values of those two items.

Can anyone tell me what [object Object] means?


5
Ask a Question / A Question For The Mods
« on: October 06, 2014, 01:36:26 pm »
First of all, a thank you to Photon for removing the thread I requested regarding my demo.

I'm trying to remove all traces of my very briefly published demo since I learned it may affect my chances for sponsorship. However, when I submit a Google search using the game title, the link to the demo still shows up although I removed the game about two weeks ago. My question is how long will the game title be associated with this empty page? Can the title be removed from Stencyl's end? Thanks a bunch.

6
Chit-Chat / Need Opinions On Monetization Strategy
« on: September 15, 2014, 12:44:03 pm »
Now that my first game is partially done and at a presentable stage, I've released a two, medium-to-hard difficulty level demo.

[REMOVED]

My first choice is to publish an iOS game since that's where most of the money seems to be right now but sadly not possible for me at the moment. So I'm starting the research for monetization options for a Flash game and feeling a little overwhelmed by the multitude of options, most of which I don't understand just yet. Newgrounds, Kongregate, Armor, FGL, Sponsorship, Ads, API's, all the blog articles throw terms around like I already understand everything. To add to things, Mochi(whatever that is) is gone and many articles still reference this network(?). Anyway, I still have much reading and research to do, no question. But I figured in the meantime I'd elicit some expert thoughts on the matter to help make my research efforts a little more focused and effective.

So if this was YOUR game, how would you go about monetizing it? And more importantly, what are you basing this strategy on? Thanks for any and all help.

7
Resolved Questions / Measuring Performance [SOLVED]
« on: June 21, 2014, 11:58:15 am »
From Stencylpedia:

"Part of game development is creating logic that not only works but is optimized for fast, smooth gameplay that meets or exceeds the 60 frames per second mark."

So where is the best place to monitor and evaluate this figure?

For example, when using Flash Player and right-clicking on Show Profiler there are three numbers: Current, Average and what appears to be peak FPS in the top left corner. When I press the "~" (debug console?) I appear to get current FPS.

On top of this, I get different sets of numbers between Flash Player, Flash Debugger and the browser(which appear to be the same numbers when published to Stencyl Arcade).

Which do YOU use?
(and why?)

8
Ask a Question / Turn Self/Point Self & Decimal Numbers
« on: April 24, 2014, 02:47:47 pm »
Using both turn-self-by and point-self-towards results in a decimal number (e.g. 90.00000250447816). Is this normal or a bug? Using round has no effect.

9
Ask a Question / Complex Tile Collision Shapes
« on: March 30, 2014, 11:09:44 pm »
Is there any way to create a concave or compound shape within one tile space? I've tried putting separate segments on different scene layers but the top layer overrides the bottom layer's collision shape. I also tried using smaller tiles but anything smaller than 32 x 32 creates other problems:

http://community.stencyl.com/index.php/topic,30712.0.html

10
Ask a Question / Framerates Drop When Adding Layers
« on: March 29, 2014, 11:53:00 pm »
Framerate drops 10-15 FPS for every layer added to a scene. Can't figure out why. Any ideas?

11
Resolved Questions / Speed Of Mouse[SOLVED]
« on: March 18, 2014, 08:43:50 am »
Trying to get x and y speed of an actor that follows the mouse("x-speed of Self"). Getting a big goose egg(0). Anyone know why? Getting x and y of self and mouse just fine. Is the speed value only available if generated by the physics engine rather than user input? Just a guess. Thanks.

12
Resolved Questions / Trap Door[SOLVED]
« on: February 25, 2014, 07:16:32 pm »
I have it mostly working. However, I need to confirm that

1. Hinge Joints can only be attached to the very center of the actor IMAGE.
2. The center of mass of the actor cannot be changed.

I have the door hinge in the center of the image and a transparent portion for the rest of it. So the transparent portion of my door basically acts as a counter balance for the visible part of the door. It doesn't fall, it just keeps swinging around in circles. Gravity on, masses set.

Is there a better way, or did I miss something? Thanks.

13
Resolved Questions / Blinking/Flashing Text[SOLVED]
« on: February 21, 2014, 11:05:46 am »
I'm trying to get the player's health, shown as a percentage, to blink on and off once it reaches a critical level. I'm using the Draw Text block:

do every 1 seconds
->set Draw Opacity to 0
->do after .5 seconds
-->set Draw Opacity to 100


Rather than a regular blink, I'm getting a random flicker. Have I missed something?

14
Ask a Question / Enters or Leaves a Region
« on: February 17, 2014, 01:02:08 pm »
I'm trying to understand the "Enters or Leaves a Region" block. I'm trying to get a boolean to remain TRUE until the player exits the region. Its default is FALSE and I only have it set to FALSE upon player exit. However, it sets to FALSE before this happens. While the player is inside the region and walking or in a jump, it stays TRUE. Once the player starts to fall from the jump or I use my jetpack, it sets to FALSE, even if the player is still entirely inside the region. I can't figure out the common factor which sets it to FALSE. Anyone able to shed some light on this(or have a link to documentation)? Many thanks.

15
Resolved Questions / Actor Attribute[SOLVED]
« on: February 17, 2014, 11:47:37 am »
Trying to minimize the use of game attributes wherever possible.

I have an 'enemy' actor that responds to the player entering a 'patrol' region. I'm currently using the "Is Inside Region" boolean, however if the enemy actor dies and respawns, the player attribute resets to null and the new enemy actor no longer recognizes the player within the region. Using the "Enters/Exits Region" blocks do not work the same way - player needs to exit and re-enter before the new enemy responds and I need the new enemy to respond to the player already inside the region.

I can easily* solve this with yet another game attribute, however before I do I'd like to explore my current solution to the max. Anyone know if there is a way to have each new 'enemy' actor possess the same player attribute as the original one set in the scene editor(Inspector)? OR is this a limitation of the actor attribute? I'm also open to other solutions if there are any. Many thanks.

* Having trouble with that too  :-\

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