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Messages - AlexVsCoding

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Been having this issues on a number of projects now, I was able to work around it, but the HMTL5 projects that I'm exporting are crashing people's computers/browsers. When I open the project, this is the error I immediately have pop up:

Can't really proceed until I get to the bottom of it, on the latest version of Stencyl as far as I know (10522). Tested on both mac and windows, same issues/errors occur. Any help would be appreciated. 

Code: [Select]
java.lang.RuntimeException: java.lang.IndexOutOfBoundsException: Index: 3, Size: 0
at java.desktop/javax.swing.SwingWorker$ Source)
at java.desktop/javax.swing.SwingWorker$ Source)
at java.desktop/ Source)
at java.desktop/javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
at java.desktop/javax.swing.Timer.fireActionPerformed(Unknown Source)
at java.desktop/javax.swing.Timer$ Source)
at java.desktop/java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.EventQueue$ Source)
at java.desktop/java.awt.EventQueue$ Source)
at java.base/ Method)
at java.base/$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/ Source)
Caused by: java.lang.IndexOutOfBoundsException: Index: 3, Size: 0
at java.base/java.util.ArrayList.rangeCheckForAdd(Unknown Source)
at java.base/java.util.ArrayList.add(Unknown Source)
at stencyl.sw.editors.scene.layerviews.ActorLayer.addActorToLayer(
at stencyl.sw.editors.scene.layerviews.InteractiveLayerView.addActorToLayer(
at stencyl.sw.editors.scene.liteview.LiteEditorSceneModel.addActorToBuckets(
at stencyl.sw.editors.scene.liteview.LiteEditorSceneModel.addActor(
at stencyl.sw.editors.scene.liteview.LiteEditorSceneModel.<init>(
at stencyl.sw.editors.scene.liteview.LiteDesigner.<init>(
at java.desktop/javax.swing.SwingWorker$ Source)
at java.base/ Source)
at java.desktop/ Source)
at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.base/java.util.concurrent.ThreadPoolExecutor$ Source)
at java.base/ Source)

Hey Folks,

Trying to test/export to window desktop but having trouble with even starting testing, since I get the following errors:

[haxelib.exe] Error: Could not automatically setup MSVC
[haxelib.exe] Missing HXCPP_VARS
[haxelib.exe] Warning: Could not find Visual Studio 2017 VsDevCmd

Logs are attached below if you're wanting more information.

I've followed this tutorial and re-installed Visual Studio (Via Tools -> External IDE -> Reinstall Visual Studio) but haven't had any luck so far:,47294.0.html

I'm unsure whether I can go backwards from 2017 to 2015. Whilst in Stencyl you can direct the engine to the folders you're using/what SDK you're targetting for android, as far as I can tell I can't change the target from 2017 to 2015 without outright uninstalling those more modern tools (which VS 2017 I use for Unity). Is there a way to set the version of Visual Studio Stencyl uses manually?


iPhone / iPad / Android / Re: List Of Apple Featured Mobile Games
« on: November 22, 2018, 09:41:46 am »
SHUMP got a worldwide feature!

98% sure Yo Let's Stretch also got a worldwide feature!

Here's the issue in video format! Note that after the intro track hits the loop (at 0:39) when the scene is re-entered, the music no longer plays.


Previously I was having issues with focus being lost and the music I had in my iOS games was not restarting.

The latest version of Stencyl fixed that (10046), but it also appears to have broken the music function. Here are two major things that have changed:
1. Music continues from the place it was, rather than from the start (unless explicitly told to go to position 0)
2. Looping music stops after a while and changing back to a scene once looping music has started means other tracks in that scene refuse to play.

My current setup is this:

intro menu music
loop menu music

intro gameplay music
loop gameplay music

Intro shop music
Loop shop music
intro gameplay music (short)

When I transition to the various scenes, the intro music plays fine (and goes back to the start and I can easily alternate between the scenes and their respective music plays.

If however the music (via a "If channel finishes playing" block) switches to play the loop track, returning to this scene results in silence from the music channel.

If you could let me know ASAP whether this is a known issue with this build (And has been fixed) or whether you need more info, I'd appreciate the suggestions. I'm midway through a feature and there's key things I need to update but this issue is stopping me from releasing my update.

Thanks for any help you can provide!

Using deprecated blocks should be fine, until it isn't. As long as they work for you, don't worry about it, but eventually deprecated blocks may stop working.

Most blocks that get deprecated should have direct alternatives in the main set of blocks, so remapping deprecated blocks to new ones should be done automatically, but perhaps we've missed a few cases. If you want to list what deprecated blocks are still showing up for you, we can take a look and see if we can automatically switch them in a later version.

Thanks for the quick response, the only one I can still see in the game is "Make Always Active". I've since switched them all out (And whilst performance appears to be unaffected, it's something off the list of potential issues. Thanks again!

In my quest to figure out why Corporate Salmon is running significantly slower than before, I figured I'd ask what I think should be a reasonably straightforward answer (That I can't find in the Stencyl documentation) - Do deprecated blocks, such as the "Always active" block in 3.5:
A: Continue to work
B: Slow the game down

Reason I ask is because Corporate Salmon still uses all of those blocks and like a stupid person, I put the always blocks in the actors, rather than use the behaviour (Meaning I have to change it for the 150+ actors that have that block in).

Any ideas if this is the case?


Hey, so amongst other issues I'm currently having within Stencyl, here's the crucial one that I need addressing to diagnose my problems is the debugger isn't working properly. It shows the compiling game but nothing once the game is booted, except the following message:

"[ios-deploy] 2018-10-02 12:41:42.810 ios-deploy[9437:48716] [ !! ] Unable to locate DeviceSupport directory. This probably means you don't have Xcode installed, you will need to launch the app manually and logging output will not be shown!"

I have Xcode installed (9.3) and the last statement I'm unsure whether this is meant to be an OR statement (you need to launch the app this way OR this won't work) rather than AND.


Hey Folks! Just letting you know, I'm going to be picking up doing Stencyl Tutorials, starting with revamping all my old content! Check out my video discussing the topic and my plans going forward and stay tuned for more info soon!

iPhone / iPad / Android / Re: BABOOM - A schmuplatformer.
« on: May 10, 2018, 04:14:28 am »

iPhone / iPad / Android / Re: BABOOM - A schmuplatformer.
« on: May 09, 2018, 03:09:54 am »
Looks very interesting, best of luck!

I gotta offer a bit of feedback from the gifs you posted though: the particles of the enemies you kill, falling towards the bottom of the screen, don't seem to be bullets that can damage the player, right? It looks like they would only throw me off, and in a game that requires precision like a bullet hell, that could add needless frustration. I'd change that to a simple explosion or something that doesn't add clutter to the screen or to the player area.

Thanks for the feedback! I've had this shared by other testers/devs as a point of feedback regarding the death particles, it's something I'll be looking at finding a solution for over the course of today. Thankfully all my in game death particles are standardised (handled by the same behaviour) so should make it easy to experiment with different solutions!

iPhone / iPad / Android / SHUMP - A schmuplatformer.
« on: May 08, 2018, 03:41:52 pm »

What is SHUMP?

Baboom is a Schmuplatformer*

*Schmup + Platformer = Schmuplatformer

What inspired you to make SHUMP?

The reason for developing the game has come from a lack of satisfaction with vertical platformers (upwards movement I should note, Downwell is superb). They often feel clumsy and falling down and losing progress rarely feels good. Shooting platformers in particular handle poorly, where juggling not falling off and killing enemies tend to clash (Particularly on mobile where axis shooting isn't often an option).

My solution for worrying about shooting was to make firing a default, adopting the schmup function of constantly firing. This on mobile allowed me to focus on player movement and save 1/4 screen space for required buttons.

This combined with my messing around with a minimalist bullet hell at the time made it clear that a bullet hell platformer was the way forward for the project!

What platforms do you plan to release this on?

As with my previous projects, I'll be primarily be launching on iOS, but will be looking at doing a browser version of the game. On top of this, me and Katy will be designing an arcade coin-op cabinet for the game that we'll be placing in local pubs/venues. As with the rest of my projects, I'll be considering android but until Google Play improves it's curation systems for indies, there's not enough incentive to release there. Other platforms would be dependant on how this goes and possibly would involve rebuilding the game in Gamemaker.

What is your timeline for the project?

It has been 6 months since I released Corporate Salmon, so there is a matter of urgency to get this project done as fast as possible. I'm currently working to get the majority of the work done by May, with the intention of submitting it to Apple early to mid-June (Release July). Apple has introduced a pre-order system which I may investigate adding it to there to create a tangible deadline to finish the project by.

Where can I find out more about the project?

I post a lot of content on my Twitter before putting it on here, so if you're interested in the scoop, go there!

Hey Folks!

I had the opportunity to show the game for the first time at the CambridgeGameDev earlier in the week. I took along a copy of the game on tablet and one with a custom controller and here's what I found out from the attendees (Here's a Tweet from the event!):
- There needs to be more incentive to fetch crates/powerups from the ocean (Potentially a clearer trajectory line/bonus points for collecting?)
- I need to increase the sizes of buttons on mobile (Folks were struggling on TABLET to push the buttons, would be even worse on phones)
- Buttons that link to storefronts/rating the game have the wrong input function (If touch is held down rather than when pressed) so when touched it opens 10+ tabs in the browser and crashes the game! Is a quick fix but worth mentioning.
- Suggestion for a day/night cycle? This one I might consider but might be quite difficult abiding by the colour palette I've chosen (A LOT of vibrant colours).
- Increasing the collision boxes of the jellyfish (Some shots that looked like they should've hit didn't)
- Close range shots are hard to pull off (May have to look at slowing down the player movement further in the centre?)
- Not clear to some players what the crate powerup in the ocean did (Many not risking to venture out/trying to hit it with the coconuts)
- The initial concept for an enemy type rejected from gauging the audience, suggestions to avoid muddying the mechanics.
- Mixed response on the question of a trajectory angle, one person suggested having a curved line based on the angle, but have it fade out before it reaches the water (No idea how on earth I'll figure that one out but I'll give it a go!)

The reception of the game was positive and as well the early tutorial seems to have done the trick, I didn't have to explain the controls to anyone and most people picked it up. Is worth noting this was with games developers so may not be representative of more casual audiences.

I'll be working through these and adding them to my list of to do's over the next week, my intention is to get a build ready for GDC to randomly show at events. Since I'm only expecting a very short turnaround on this project, it's not worth approaching publishers about the project but any press I can get is always good!


Hey Folks!

So one of the side things I'm wanting to do with this project is to design it so it can be played at conferences in an installation format. One of the parts of this was designing a custom controller, which I've begun the process of with a neat little cardboard gamepad! I can assure you the wires on the back are looking a lot less messy (replaced with regular colour coded wiring and heat shrunk into an individual sleeve). I'll likely be documenting the development of this component in this thread as well. My endgame would be a coin-operated cabinet I can host in local pubs and take to various festivals and events.

Stay tuned for more soon!


Sailing across the glittering expanse, your ship is dragged to the depths by a writhing mass of tentacles.

You paddle to shore and surrounded by the local inhabitants, a single palm tree heavy with coconuts sways in the wind.

COCAPULT is an arcade platformer in which you pelt a relentless tide of jellyfish and other wildlife with coconuts.

Plenty of Fish in the Sea: A variety of different enemy types from air and sea to tackle!

Gifts from the deep: Drag floating crates back to shore and unleash coconut powerups!

Every Coconut Counts: Bouncing coconuts off multiple enemies will make your ammo go further and bag you more points!

I've currently been working on this project for just over a week and have been making some solid progress so far! My aim is to get it submitted to Apple by the end of April and make this a significantly quicker turnaround in comparison to my previous project, Corporate Salmon.

Here's what I've achieved so far:
- Basic gameplay implemented (Seamless movement methods + Catapult function)
- Difficulty curve constructed
- Tutorial/Story Intro implemented
- Mobile user interface implemented
- 3 powerups + crate dragging
- Enemy hit multiplier
- Game over/high score screen

Here's what I intend to implement over the next 2 months:
- Wave system
- Upgrade window
- Boss battle
- At least 2 other enemy types
- 2 other power-ups
- Trajectory line projection
- Challenge bonuses
- Notifications system
- Control refinement
- Music/audio implementation
- Device scaling/optimisation
- iMessenger Sticker packs (optional)

A lot of the above systems were created in my last project, Corporate Salmon so should make dealing with them in this project a lot easier!

Keep an eye on this thread for more updates coming soon!

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