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Messages - ultram

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Ask a Question / Re: Possible to set music loops to a specific time?
« on: April 29, 2018, 07:07:12 am »
You can start all loops at the begining of the scene. One loop = one channel.
Then for each channel, turn the volume to 0% or "pause" sound.
So all loops are pre-loaded. They are ready to start when you need it...just turn up the volume or "resume" sound.

Si tu peux me trouver un tutoriel et le partager sur stencyl ou sur ton site si tu en as un, ce serait super! ;-)

iPhone / iPad / Android / Looking for an In-app purchase tutorial...
« on: April 24, 2018, 08:35:43 am »

I'm looking for an In-app purchase tutorial for iOS & Android.
A simple button to "Purchase/Restore".

When the player press the button, he can makes a unique purchase to unlock levels by setting a variable with a particular value.
Then the game is saved to save the new value.

I find it unfortunate that the stencyl team do not make that kind of tutorial available...Xcode and Apple are complicated enough!!!

If someone can help me, i will be eternally grateful!!! =)


Windows / Mac / Flash / HTML5 / Re: Jump tutorial.
« on: March 27, 2018, 12:42:37 pm »
My tutorial has been updated: Don't be stuck in walls.
Play the last update of the game at the bottom of the tutorial to see the differences with the first version at the top...
Now the player does not stuck in the walls.

iPhone / iPad / Android / Re: Ghost'n Brothers preview
« on: March 23, 2018, 07:03:49 am »
It's quiet normal because you can only save every 5 levels! If you reach the level 6,  you could restart at the level 5. But the save process has not yet been completed after the level 5. I'm working on!
Thank you for your comment. Tomorrow, il will upload the last update taking into consideration all the comments made.


iPhone / iPad / Android / Re: Ghost'n Brothers preview
« on: March 22, 2018, 01:11:49 pm »
Ghost'nBrothers has been updated (.swf and .apk available)

You can also find my first stencyl tutorial about jump movment.

Windows / Mac / Flash / HTML5 / Jump tutorial.
« on: March 21, 2018, 02:55:30 pm »
I made this little tutorial because i found nothing on the web about jump movment.
Test the the jump movment and see the tutorial here:


1 - You press the button and the sprite JUMP, and then FALLS DOWN QUICKLY.
2 - You press the button and the sprite JUMP and then you hold the button pressed down and the sprite FALLS DOWN SLOWLY.
If you release the button, the sprite SPEED UP…If you press again, he keeps on falling slowly, etc.
3 - You hold the button pressed and the sprite JUMP and then FALLS DOWN SLOWLY.


Ask a Question / Re: iPhoneX help!!!!
« on: March 17, 2018, 06:19:42 am »
Ok, you're right...Image quality is good with the asset only at 1x.  But with a 10x15 tiles scene, the image is shifted to the left even with camera follow to center.
To center, i need to increase the width of the scene (10 x 21 instead of 10 x 15) and then, i use camera follow to center, and it works perfectly.
The only negative point with scale to fit(full screen), is that everything is smaller on screen!!! :((

Thanks you for your help


Ask a Question / Re: iPhoneX help!!!!
« on: March 17, 2018, 05:48:09 am »
I import arts @ 1x.
I will try to do what you suggest.

Ask a Question / Re: iPhoneX help!!!!
« on: March 12, 2018, 02:52:38 pm »
Device: iPhone 6
Orientation: Landscape
Scale mode: scale to fit (fill)
Scale: 1x
Scene: 10x15 tiles (32x32 per tile)

when i use "scale to fit (fullscreen)", the image quality is really not sharp enough and the game area is shifted to the left of the screen.
The best image quality is obtained with "scale to fit (fill)". Image is clear and sharp.

It is a mystery!!!

Image 1: scale to fit (fill), scale 1x
Image 2: scale to fit (fill), scale 1x, 2x, 3x, 4x        >>> poor quality
Image 3: scale to fit (full screen), scale 1x, 2x, 3x, 4x     >>> poor quality

Ask a Question / Re: iPhoneX help!!!!
« on: March 12, 2018, 12:51:43 am »
Ok, i will try tu use Scale to fit (full screen). I think my background size is too small. When stencyl repeat this background to fit the screen, every elements are moved to the left!

Thanks you for your help!

Ask a Question / Re: iPhoneX help!!!!
« on: March 11, 2018, 02:31:47 pm »
Sorry you're right! the image is not strectched.

I'm always using Scale to fit (fill).

Picture Scale to fit (fit) vs Scale to fit (full screen) on iPhone 6 with a 10 x 15 tiles scene
Scale to fit (full screen) is bad.

Ask a Question / Re: iPhoneX help!!!!
« on: March 11, 2018, 02:16:34 pm »
Perhaps i found a solution.
Instead of working with 10 x 15  tiles (ratio 1.5), i use 10 x 21 tiles (ratio 2.1 close to the iPhoneX ratio)
Then, I'm using a fictive and transparent actor in the center of the scene with the behavior "camera follow". So the game aera is perfectly centered on each devices around the position of the fictive actor.
With this solution i have pratically no loss of pixels on iPhoneX

Ask a Question / Re: iPhoneX help!!!!
« on: March 11, 2018, 01:37:27 pm »
Because it doesn't work.
Scale to fit (full screen) stretch images to fit the new ratio (from 1.5 to 2.165)
So the image is distorted...

Ask a Question / Re: iPhoneX help!!!!
« on: March 10, 2018, 05:11:30 pm »
Indeed, to place HUD elements into the safe area, i must set x & y properly to fit the differents screens (ipad(s), iphone(s)).
But iPhoneX  is a big concern, because the safe area is too small.

If we apply the ratio 1.5 to the iPhoneX, resolution becomes 1624 x 2436 (calculation: (2436 x 320)/480)) instead of 1125x2436.
>>>1624 is too large!
1624 - 1125 = 499 pixels.
So, 499 +/_ = 500!
1624 / 320 = 5, then 500 / 5 = 100 (50 pix left & 50 pix right)
The safe area is 480 x 220!!!!!
220....It is really small!

Thanks you apple!!!

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