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Topics - dripple

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Ask a Question / Is HTML5 Export comming back one day?
« on: March 05, 2015, 03:12:50 am »
I am still looking for a HTML5 export. Even if it's not the best, it's better than nothing and might / will work for some sort of games, like table games. With Construct 2 coming to the Mac, I think the competition is getting stronger  :D

Fixed Bugs (3.x) / Bug in latest (Mac-) build: Class not found
« on: December 28, 2014, 07:07:13 am »
Happens after opening a game (and closing it later) or when I try to open a scene (but doesn't open any window)
Code: [Select]
Unexpected problem on thread AWT-EventQueue-0: stencyl/sw/editors/snippet/designer/dropdown/JavaConverter
java.lang.NoClassDefFoundError: stencyl/sw/editors/snippet/designer/dropdown/JavaConverter
at ext.Main.onGameClosed(
at stencyl.sw.actions.Actions.gameClosed(
at stencyl.sw.util.UI$YesNoCancelDialog.<init>(
at stencyl.sw.actions.ActionManager.actionPerformed(
at stencyl.sw.actions.SAction.actionPerformed(
at javax.swing.AbstractButton.fireActionPerformed(
at javax.swing.AbstractButton$Handler.actionPerformed(
at javax.swing.DefaultButtonModel.fireActionPerformed(
at javax.swing.DefaultButtonModel.setPressed(
at javax.swing.AbstractButton.doClick(
at java.awt.MenuItem.processActionEvent(
at java.awt.MenuItem.processEvent(
at java.awt.MenuComponent.dispatchEventImpl(
at java.awt.MenuComponent.dispatchEvent(
at java.awt.EventQueue.dispatchEventImpl(
at java.awt.EventQueue.access$400(
at java.awt.EventQueue$
at java.awt.EventQueue$
at Method)
at java.awt.EventQueue$
at java.awt.EventQueue$
at Method)
at java.awt.EventQueue.dispatchEvent(
at java.awt.EventDispatchThread.pumpOneEventForFilters(
at java.awt.EventDispatchThread.pumpEventsForFilter(
at java.awt.EventDispatchThread.pumpEventsForHierarchy(
at java.awt.EventDispatchThread.pumpEvents(
at java.awt.EventDispatchThread.pumpEvents(
Caused by: java.lang.ClassNotFoundException: stencyl.sw.editors.snippet.designer.dropdown.JavaConverter
at Method)
at java.lang.ClassLoader.loadClass(
at java.lang.ClassLoader.loadClass(
... 38 more

Suggestion Archives / PLEASE allow to disable the scaling of assets
« on: November 24, 2014, 02:52:19 am »
Please give us a setting to disable the scaling of the assets so we can do this on our own. A simple tick-box on the asset-importer would be great.

With one of the later updates, at least on my 15" retina MacBook, the UI of Stencyl has some glitches:

- sometimes flickers while drawing
- rarely empty dialog backgrounds for a very short period, then the dialog gets painted (very short, but noticable)
- all dialogs have lost their rounded corners (black rectangled background)

(15" MacBook Pro, retina display, running Mavericks with Java 6 installed)

Completed / Favorites in block picker
« on: May 05, 2014, 06:37:36 am »
Sorry for highjacking this thread but how many work is it to put the favorite blocks in the context menu?
This would really add some value to the favs, as they are somehow awkward to use in the moment (with the palette the the bottom right it's way more work to get the mouse there than looking for the blocks directly).

At the moment, Stencyl accepts a single file / assets and creates its own scales. That's convenient, but it's a compromise.

With some discussions in the past and now trying to do a mobile game, I come across with the following Idea:
Keep the current behavior by default, but allow the developer to overwrite single (or all assets) with it's own prepared versions.

This is very handy when it comes to more detailed images in higher resolutions but with different detail levels on smaller resolutions. Think of borders / outlines, textures and such. Even having a complete different character designed for smaller devices would be possible.

There could be different solutions to achieve this:
  • Use a multi uploader in every asset dialog (Actors, Tiles, Fonts... that would be the perfect solution)
  • Have a property setting in every asset, i.e. "generate / update scale: [_] 1x [√] 1.5x [√] 2x [_] 4x" and create only the missing assets if they are not provided by the developer.
  • Check on export if one of the images was updated externally and use this version (might not work properly?)

Completed / Make code preview more useful
« on: May 02, 2014, 02:48:48 am »
It took me a while get into this, but now I get used to look into the source files generated to find the bug and look into my code blocks to fix it. I never checked the red line in my behavior *blush*

I never got the  idea of the code preview as it doesn't match either the blocks (order of the methods) or the final sources.

(Split up from this bug report:,25248.0/topicseen.html)

Extension Ideas / [Request] Native FMOD Extension
« on: April 11, 2014, 02:16:49 am »

As some others here, I struggle a little bit with the current audio support. It works, but could need some more love. As you might remember, I already asked for lightweight sound formats as MOD or MIDI to support longer soundtracks, background musics and tracks for interstitials to create a deeper immersion without blowing up the size of the game, but I haven't investigated in it any further.

My next idea / attempt is to have an extension that wraps the (native) FMOD APIs into Stencyl. FMOD (Website) is a full production chain for Game Sound Design and Development / Creation and is widely used by Game Studios and already supported by a range of game engines such as Unreal, Unity and even Game Maker. It is a commercial product but free for Indies.

Beside the full audio production environment, the runtime supports lot's of different audio and file formats:
Advanced Compressed Sample and Streaming Support
FMOD Ex includes advanced support for compressed sample formats such as mp2, mp3, ADPCM, CELT, Vorbis and XMA... and much more.

File Format Support
FMOD supports a huge range of audio file formats including: wav, midi, mp3, XMA, celt, flag, ogg and mod just to name a few.

It supports all important platforms, but for what I can see, there's no Flash-Support. But even without Flash, this will be a great enhancement especially for mobile devices and shift Desktop games a new level of experience.
Platform Support
FMOD Ex has the largest range of supported hardware, including:
- Windows (32bit and 64bit)
- Macintosh (PPC, x86)
- Sony PS3, PSP, PS Vita
- Microsoft Xbox 360
- Nintendo Wii, Wii U
- Apple iPhone, iPad
- Android
- Linux (32bit and 64bit)
Google Native Client

Is anyone interested in developing this extension(s)?
Or can we convince the Stencyl team to implement this into the core? :)

Chit-Chat / What's the perfect job for you in the gaming industry?
« on: April 01, 2014, 12:52:06 pm »
Looking for the perfect job in the gaming industry?
Take this chart to find the job that suits you best.

(Don't take it to serious  :D )

There's a very annoying bug in the scene designer: it draws randomly a line of tiles between the last position I placed a tile and the actual mouse position where I want to place a new tile. This destroys the layout totally and I have to start over again as undo doesn't work. I lost a couple of hours in the past weeks only with this bug. From my point of view, this is a blocker bug.

Stencyl Jam 14 / Castle Keeper - progressive puzzler
« on: March 17, 2014, 05:24:23 am »
Finally, I made it and committed in time to Newgrounds.

You're the last surviving sorcerer's apprentice of Sorth, the Dark Lord of Castle CantSayTheNameOrIHaveToDie. Whilst cleaning the library, you dropped the "Dark Grimoires of Sorth" to the ground and all banished creatures could escape. Now it's on you to clean up the mess.

Make your way through the castle and look for all escaped creatures and push them to their pentagrams to ban them back into the Dark Grimoires of Sorth.

Stencyl Arcade:

How to play
Use the cursor keys and the space bar to select and push the creatures around and solve more then 50 puzzles. It might look easy first, but will twist your mind in later stages. Every creature has to be pushed to the pentagram of their color, and press space to release it and ban it into the book "Dark Grimoires of Sorth".

The first stage, The Village, introduces you to the game play and how to solve the puzzles, i.e. how to move around and finding the right order. Collect hearts (gives you extra lives) and potions (avoid dying on deadly skulls) in later levels and pick up the clock if you're running out of time.

TIP: From time to time, you might need help from other creatures to solve the puzzle. You can even awake already banned creatures if you need them.

With every next stage, the game introduces up to seven new creature types and obstacles like arrows (redirect your creature in a given way), bumpers (pushes the creature back), portals ("teleports" the creature of that color between portals), blocker stones (can be only removed by creatures of that color), keys ("unlocks" a locked pentagram of that color) and deadly skulls that kill your creature (this will cost you a life if you don't have collected the potions and pushes the creature back to start).

(Development Thread can be found here)

Ask a Question / No collisions with Actors in stored in Attributes?
« on: March 06, 2014, 02:51:36 am »
Sounds strange, but let me explain.

Initially, my GameController (Scene behavior) hat two public attributes: a cursor<Actor> and availbableTime<Number>. While designing the first rooms, I attached the Cursor-Actor to the attribute and entered the time via the properies tab.

So far so good, after I got the game mechanics technically working, I started to develop the game play and score bands for the stages and rooms. I did this using the good old paper and pen methods, not in Stencyl. After now having lots of lists, I decided to change my code to use this lists directly instead of changing the properties in each scene. To get rid of the cursor property also, I added the following lines:

So, instead of setting the scene.Cursor via the properties tab, I look for a Cursor actor in the scene and assign it to the existing attribute. With my other code, I haven't changed anything.

So the cursor keys are still working and I can move the Cursor around.
But my cursor now stopped to detect collsions?

As I said, using the scene property (make it visible again) works perfect.


(I would consider it a bug, as the code palette remembers it's size)

Please remember the width of the right panel. If you're dealing with larger tiles ets or portrait dimensions of the tile set, you always have to expand the panel after reopening a scene.

Completed / Feature request: Keyboard shortcut for "Test Scene"
« on: March 05, 2014, 05:45:05 am »
It would be great to have a keyboard shortcut for the "Test Scene" Button, i.e. the Shift- or Alt-Modifier to the "Test Game"-shortcut.
Shouldn't be a big deal?

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