Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mdotedot

Pages: 1 ... 93 94 95 96 97
Resolved Questions / Re: Stencyl doesn't start up
« on: February 12, 2014, 03:12:15 am »
Hi Ernestotrajano,

I'm on Mavericks as well.

Try with another java:

java version "1.6.0_65"
Java(TM) SE Runtime Environment (build 1.6.0_65-b14-462-11M4609)
Java HotSpot(TM) 64-Bit Server VM (build 20.65-b04-462, mixed mode)

Best regards from

Ask a Question / Re: Increase Lives
« on: February 12, 2014, 03:06:06 am »
Have you tried to put the lives=5 before the switch of the scene?

Hello Okk,

You can change the data but it requires a bit of Engine knowledge.
I made an extension for Stencyl 3.0 which uses haXe as the underlying code-base. This extension can add an image at runtime from an URL.

Basically an Animation is an Image that contains all the frames next to each other. You have to tell the engine how many frames you have and based upon the width of the sprite it will make the frames for you. If you alter the image, this will probably alter the number of frames.
A property of the stencyl framework is the number of frames that the sprite contains, so it would be starting point there to adjust it. (Animation class)
Check out the API which you can access using the Help->View Api inside Stencyl.

If you do not want to delve too deeply, you can always work-around it by using the same amount of frames and equal height/width of the actor in question.

Hope this helps a bit.

Best regards from

Extension Ideas / Re: GUI Extension for OpenFL
« on: February 11, 2014, 10:34:04 pm »
Hello 1MrPaul1,

Thank you for your kind words!

The GUIDemo.stencyl is a file you can import in Stencyl and you can check out all the blocks in the different triggers for the different elements.
Granted, the demo does not show all the different little settings you can do.
But it will get you started!

However if the demand for tutorial(s) is great enough I probably make some!

Best regards from

Extension Ideas / GUI Extension [Unsupported]
« on: February 10, 2014, 11:17:58 am »
Stencyl 3.0 (OpenFL) GUI Extension

This extension is becoming obsolete when 3.1 is available.

With the 3.1 Image API and the keyboard event (Add event -> Input -> Any key) there is no need for a seperate extension anymore.

Both TextField and ListBox behaviors on StencylForge are updated, please use these behaviors instead of this extension.

I will leave this information here for future reference and if anyone still wants to use it.

The GUIDemo on StencylForge is made private!

Previous version was for Stencyl 3.0 November release = non-OpenFL version.
This is the OpenFL version!

Flash Demo


Stencyl exported file:

Step-By-Step demonstration of Parse and Database Extensions:

Demo also on StencylForge Download name: GUIDemo

Installation instructions:
As with all extensions you need to put the folder inside the plaf/extension directory from Stencyl.
- Unzip the file in the extension folder
- It will produce a gui folder
- Create a new game
- Goto Settings - Extensions - click on Enable behind GUI
- Stencyl will tell you to close your current game and reopen
- After you have re-opened your Game you will find some blocks in the Custom panel

Basically you have two options to create the GUI Element:

You can either create 'normal' Stencyl Actor with the [create [actor type] ]-blocks or you can create
the elements dynamicly by using the [create actor] custom block. The resulting actor should be stored in
an attribute for future use.

The following step is to make the new actor into a GUI element.
Use the [For [Actor] create -list of elements- X: Y: Width: Height] block.

You can select between the different GUI Elements.

Next you can set properties on the actor. The propertylist works with [anything] blocks and you have to
realize that in that block a textvalue should be enclosed with quotes : "OK"
(Use the 'as number', 'as boolean' for example to make sure that the type matches what you want to achieve)

If you want to retrieve properties you can use the block [For [actor] get property [-property-list-]
For instance the 'Value' of a TextField actor can be retrieved or the 'Selection' of a listbox or radiobutton.

In order to react on Clicks or do when update/draw things there is a [For [actor] on [click/draw] do [trigger]]
block. The trigger can be a scene trigger or an actor trigger. But remember that the trigger fires acros both.
If you have a trigger on your scene level with the same name as in your actor there will be conflicts!!

The extension is in the public domain, to be accessed and modified freely. (Use at your own risk)

Big thanks to Rob1221!

Tested on:
* Flash
* iOS (iPhone 3gs, iPhone 5s, iPad mini)
* Android (Galaxy Tab Note, SII, SIII, Note 2014 Edition)
* Windows Native
* Mac Native

Best regards from

May 3rd:
Made obsolete by upcoming 3.1

Edit: for nightly builds round 9 March 2014:
Change GUI.hx :
Code: [Select]
Line 198:

var _actorType=new,_atlas,_name,_groupID,_spriteID,_behaviorValues,_bodyDef,0,_autoScale,_pausable,_ignoreGravity);

Line 224:

var theActor:com.stencyl.models.Actor=new com.stencyl.models.Actor(engine, 1000+(++engine.nextID),_groupID, _theX,_theY,0,_width,_height,_sprite,_behaviorValues,_actorType,_bodyDef,_isSensor,_isStationary,_isKinematic,_canRotate,_shape,_typeID,_autoScale,_ignorGravity,0);

Ask a Question / Re: How to lay down the foundation for Multiplayer
« on: January 29, 2014, 08:47:19 pm »
Hello Okk,

For multiplayer online see this post:,27313.msg158903.html#msg158903
If you still want to persue this i would strongly suggest taking a look at turn-based since that is kind of do-able for a single person, multiplayer realtime action not!

Local keyboard or multi-touch is much easier to implement.

Hope this helps.

Best regards from

Ask a Question / Re: Changing Background
« on: January 23, 2014, 08:24:26 pm »
Hello UnrealCanine,

You can change your background during game play, but it involves some code.
This should you give some start. The
  • means the first background.

First create a Custom Code block (+Add Event->Advanced->Custom Code)
Code: [Select]

static var;
Next create a When Created block (+Add Event: Created)
Code: [Select]
var rect:Rectangle=new Rectangle(40,40,50,50);[0];

Hope this helps.

Best regards from

Extension Ideas / Re: On-Line Database Extension (
« on: January 23, 2014, 09:54:26 am »
Thank you for your kind words.
If you have the license it is best to test by running on Windows/Macintosh.
When ready publish to Flash/HTML5/iOS/Android and put flash/html5 on a https location like a public dropbox folder.

Best regards from

Extension Ideas / Re: On-Line Database Extension (
« on: January 23, 2014, 09:39:47 am »
Hi SadiQ,

Yes it will connect to HTTPS connection and therefore you hit a cross-domain (=port as well) safety situation. So you have to put flash on a https URL in order to get it to work!

Best regards from

Extension Ideas / On-Line Database Extension ( = Abandoned
« on: January 23, 2014, 08:32:45 am »

For those of you who have moved to the new OpenFL version of Stencyl 3.0 here are the links for the OpenFL versions. Documentation is almost identical. (Now the fieldnames appear in the result-list since Flash and iOS/Android handle them in another order)


Parse + GUI Extension demo:

HighScore (Flash) example:

HighScore Behavior

Video showing step-by-step actions for the HighScore Behavior : High Score Behavior

Step-By-Step demonstration of Parse and GUI Extension:

Stencyl 3.1 TextField behaviour example:

--- Non-OpenFL information ---
Currently the version only works on the non-OpenFL version of Stencyl 3.0.
It should work with the Stable version from November but if there are issues please send feedback!

Works on: Android, iOS, Windows, Macintosh, Flash and HTML5 (both https published)

Documentation + examples + HighScore behavior :

Best regards from

Edit: Video demonstration
Edit(2014-08-18]: Stencyl 3.1 TextField behaviour demonstration addition
Edit(2015-02-28]: Abandoned due to reasons of to charge for future usage

Ask a Question / Re: Would you pay mothly for a "improved Stencyl"?
« on: January 19, 2014, 03:38:55 am »
The community aspect of StencylForge is cool. I would hate to have to pay extra for it.

What I would like is that publishers of really good content get a bonus / reduction of the stencyl subscription.  (Like if you have x-downloads of a behavior you get x-cents reduction of the year subscription)

Windows / Mac / Flash / HTML5 / Re: Narcissus
« on: January 10, 2014, 10:20:08 pm »
Exactly the fun I thought it would be!
I hope for a great future!

Best regards from

Windows / Mac / Flash / HTML5 / Re: Narcissus
« on: January 09, 2014, 07:18:38 am »
Cool graphics and a lots of plays in the Stencyl Playstore allready!

Can I kindly ask for a mobile version?!?
It would be awesome to play this on a tablet/phone!

Keep up the good work!

Best regards from

Resolved Questions / Re: making a 2 players pong style game
« on: January 09, 2014, 06:07:52 am »
That is for 2 players on the same keyboard / screen!

Anything involving a network and 'real-time' action is far from easy!

Best regards from

Chit-Chat / Re: Stencyl and Servers and MULTIPLAYER
« on: December 30, 2013, 03:53:15 am »
Hello gamegirlx,

You can use Stencyl to make an application that listens to in-bound traffic, but you have to use code-blocks for that. Sockets are usually the way to go. (watch out for firewalls and port-forwarding especially when you are using ports that aren't standard ports like 80 and 443)
You can also use the haXe programming (used in Stencyl 3.0) to create a stand-alone application that does the logic.

If you are able to put the logic into a Stencyl application and need only data from the internet you can have other ways of doing that.
You mentioned Google Docs -> google Data API gives you the ability to tap into that.

In the past I've written a turn-based application that worked with a LAMP server (Linux, Apache, MySQL and PHP) but will not do this anymore since the band-width-costs are too expensive and home-based connection is'n't stable.

This time I'm going for the route. At the moment I'm writing a Stencyl 3.0 extension to have the ability of interfacing with it. I'm using the REST API to access the data.
The real problem is with the way Flash does not allow headers to connect to a REST type of API.
I'm working around that using ExternalInterface.calls to javascript and am confident I will nail this in the future (not on all browsers, but close)

In the first place I want to make an extension that can interface with and not really a multiplayer-API so the extension will not directly solve real multi-player capabilities.
Apart from the mentioned lag you need some logic in working with the multi-player aspect of things:

1. Lobby-kind of connection system where players select a room/area. Differs from the type of game, but if you have a chess-application there can't be more than 2 players in a session.
2. Turn-based logic that uses some kind of time-based action
3. If more than 2 players what happens when one players leaves / quits / has internet problems, does the turn go to the next player?
4. Keep track of the 'active player' in turn-based game. And when active player leaves? See 3.
5. Use a sort of heart-beat connection so that each player knows about the status of the others
6. Without a server application you have to watch out for cheating players
7. Fine-tune the time that the application wants the data from the server and keep data + frequency of connection low.

* forget about real-time-network connections like mmorpg <- this is really advanced stuff! *

The most difficult part with multi-player is not the technical side of things like a server (sockets) visit URL statements but rather the game-logic! What to do with bad/slow connections, players cheating, avoiding band-width costs and that kind of things.
If you have tackled the logic in Stencyl then it will be rather easy to connect to either an on-line database such as Google and Parse.

Hope this helps.

Best regards from

Pages: 1 ... 93 94 95 96 97