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Topics - Imalter

Pages: 1 2
Old Questions (from 1.x/2.x) / [iOS] Can't connect to
« on: October 30, 2012, 03:44:41 am »
The link i get in e-mail after building my game does not work. I can't dowlnoad the build and i keep getting an error: Can't connect to

Got iOS v 5.1

I have a productivity problem with collision engine.
I need to detect a collision between two groups on button click. Đ•ach group has around 10 objects.

The problem is that if i use "Collision between actor and a group" and "Actor and actor type" group, it greatly affects framerate in flash even when no collision is happening!

You can check that on the first screenshot update takes 15ms, though print is never executed. On the second it's 8ms.

The irony is that i don't need to check for collisions every frame! i need to do it only once.

In Multimedia Fusion there's a function "If actor1 is overlapping actor2" that solves the problem. Is there such one in Stencyl?

Old Bugs (1.x/2.x) / [iOS] Crash on switching scene
« on: July 28, 2012, 02:28:03 pm »
The game crashes on a device right after switching scene. First there was only a button and a background in the scene, but i removed them and now that's just a blanc scene. I'm not sure if i can get full logs, cuz i'm developing on windows. Console screenshot attached. If that's not a common issue, i can send you the game, it's not heavy.

I'm implementing a save/load sequence and i want to make sure that the game state is always saved at the moment player presses "Home"
 button, and always loaded when the game is resumed. Is it possible to detect this event?

Trying to manage events in my game, using groups? But it only selects one actor in a group.
I.e. i have a block that should print all names for actors belonging to a group, but this only prints 1 name.

Anyone else has this problem, or am i doing something wrong?

Tested in flash, but want to use for iOS.

Hello! Just set up everything needed for an AdHoc build (using Windows). Everything seems fine with the profiles and certificates, but i keep getting an error in an output file. The "error" string says:
Code: [Select]
CpResource "graphics\U0002x\atlas0@2x.xml" "Build/Release-iphoneos/\U0002x\atlas0@2x.xml"
    cd /Users/StencylBuild/temp
    setenv PATH "/Applications/"
    builtin-copy -exclude .DS_Store -exclude CVS -exclude .svn -exclude .git -exclude .hg -strip-debug-symbols -resolve-src-symlinks -strip-tool /Applications/ "/Users/StencylBuild/temp/graphics\U0002x\atlas0@2x.xml" /Users/StencylBuild/temp/Build/Release-iphoneos/
error: /Users/StencylBuild/temp/graphicsxtlas0@2x.xml: No such file or directory

Archives / Lists, Indexes, Item numbers
« on: July 15, 2012, 04:29:50 am »
There is a non-uniformity in the way Lists are used:

When creating a new element i a list via Global Atributes, you can see that there's an Index field starting with 0. But when i use functions like Get item # X from list and so on, it considers the first element in a list as #1.

Probably Index field could be replaced with Item # field starting with 1.

Sorry, just checked again Item# starts with the 0 item so that's ok

Tried using this function to set an Attribute "Child" actor when "Parent" actor creates it.
The function was logging an error "Can't find variable X in behaviour Child_behavior" until i used _X instead of X.
That worked fine and X has changed in Child.

Old Bugs (1.x/2.x) / x1 and x2 resolutions are messed
« on: July 15, 2012, 01:54:56 am »
Hello! It's been a while since i've last made something on Stencyl :)
Working on an iOS game prototype and i've run on a bug/issue with screen resolutions:

1) The resolution settings are totally obscure.
Case one: I want the game to be 640x960 and run as 640x960 in flash, downscale to 320x480 on iPhone 3G. My art is high rez.

What settings should i choose? 640x960 and Scale x1? Or scale x2? What is scale anyway?

Case two: I want the game to be 640x960 and run as 320x480 in flash, downscale to 320x480 on iPhone 3G. My art is high rez.

Same problem - what settings should i choose?

2) When importing an actor's image i can choose it's scale x1 or x2. Not comletely clear what i should choose, but the problem is: i can not change that later. I have to delete the animation and import it again if i chose wrong.

3) In an animation frame import window i can choose x1 or x2 scale, but that only works before i select the image.

Case: I open animation import window and see scale set to x2 (Retina). I import an image, and then set scale to x1. Press "Add", but the image still adds as x2.

Attributes seem to be used in the wrong order in iOS code for "insert item at number in list".
item-position-list in behavior, item-list-position in code.
Using it generates error in compiler.
Screenshots attached.

Old Bugs (1.x/2.x) / [Bug] Crash on adding attribute to empty list [b39]
« on: September 06, 2011, 06:52:25 am »
Game crashes on the point when i use "add X to List".
Game sent by e-mail.
Behavior: ElectroField
Marked with >>>>

Old Bugs (1.x/2.x) / [Bug] Wrong iOS code for "not equal" (i guess) [b39]
« on: September 06, 2011, 05:59:24 am »
Can't run the game that contains "if X not = Y" block. Game crashes with error:
Code: [Select]
9/6/11 5:55:54.076 AM AppScaffold: Error: -[Design_0_0_notequal obj:isSameAs:]: unrecognized selector sent to instance 0x71c08d0
9/6/11 5:55:54.126 AM AppScaffold: *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[Design_0_0_notequal obj:isSameAs:]: unrecognized selector sent to instance 0x71c08d0'
*** Call stack at first throw:
0   CoreFoundation                      0x016515a9 __exceptionPreprocess + 185
1   libobjc.A.dylib                     0x017a5313 objc_exception_throw + 44
2   CoreFoundation                      0x016530bb -[NSObject(NSObject) doesNotRecognizeSelector:] + 187
3   CoreFoundation                      0x015c2966 ___forwarding___ + 966
4   CoreFoundation                      0x015c2522 _CF_forwarding_prep_0 + 50
5   AppScaffold                         0x00003720 AppScaffold + 10016
6   AppScaffold                         0x0000ccce _ZN12b2FixtureDefD0Ev + 896
7   AppScaffold                         0x000117e1 _ZN12b2FixtureDefD0Ev + 20115
8   AppScaffold                         0x0003b09d _ZN11b2WeldJointD1Ev + 40671
9   AppScaffold                         0x0003c0c5 _ZN11b2WeldJointD1Ev + 44807
10  AppScaffold                         0x0003c4c7 _ZN11b2WeldJointD1Ev + 45833
11  CoreFoundation                      0x015c1c7d __invoking___ + 29
12  CoreFoundation                      0x015c1b51 -[NSInvocation invoke] + 145
13  AppScaffold                         0x0006eaff _ZN17CollisionListenerD1Ev + 100257
14  AppScaffold                         0x0006518a _ZN17CollisionListenerD1Ev + 60972
15  CoreFoundation                      0x015b9519 -[NSArray makeObjectsPerformSelector:withObject:] + 265
16  AppScaffold                         0x00066f1d _ZN17CollisionListenerD1Ev + 68543
17  AppScaffold                         0x0006732a _ZN17CollisionListenerD1Ev + 69580
18  AppScaffold                         0x000702ee _ZN17CollisionListenerD1Ev + 106384
19  QuartzCore                          0x010fea88 _ZN2CA7Display11DisplayLink8dispatchEyy + 128
20  QuartzCore                          0x010febcd _ZN2CA7Display19EmulatorDisplayLink8callbackEP16__CFRunLoopTimerPv + 145
21  CoreFoundation                      0x016328c3 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 19
22  CoreFoundation                      0x01633e74 __CFRunLoopDoTimer + 1220
23  CoreFoundation                      0x015902c9 __CFRunLoopRun + 1817
24  CoreFoundation                      0x0158f840 CFRunLoopRunSpecific + 208
25  CoreFoundation                      0x0158f761 CFRunLoopRunInMode + 97
26  GraphicsServices                    0x01f061c4 GSEventRunModal + 217
27  GraphicsServices                    0x01f06289 GSEventRun + 115
28  UIKit                               0x00631c93 UIApplicationMain + 1160
29  AppScaffold                         0x00002e6f AppScaffold + 7791
30  AppScaffold                         0x00002e05 AppScaffold + 7685
9/6/11 5:55:54.127 AM UIKitApplication:com.yourname.gamename[0x50b7]: terminate called throwing an exceptionAudioStreamBasicDescription:  2 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved

Demo project attached.

Completed / Not compiling (custom behavior) [PUNTED]
« on: September 01, 2011, 06:17:23 am »
I have a custom behavior that works fine on PC, but the game doesn't build on Mac.

Code: [Select]
Behavior: OnLevelStart
Source File:
Line: 117
Reason: 'scripts' was not declared in this scope

Behavior: OnLevelStart
Source File:
Line: 117
Reason: 'withArgs' was not declared in this scope

Full compiler logs attached

Requesting features:
1) Arrays (at least 2d arrays)
Would be comfortable to use them as global attributes instead of many "Lists".
They could contain any type of data and requre to use "<something> as <type>" construction.
2) Lists now can contain a lot of data types, but not all of them in fact can be read.
i.e. I use a list to store a number of Actor types to get a save-load effect. When i try to use a construction "Create actor of type <get from list X at position Y> at M, B" - i can't read actor type from list.

I've overcome that in flash in my Launch the Zombie game by creating a behavior in code mode, but i don't know Obj.C that good.

I have an invisible actor, that draws text and kills self in 2 seconds.
At the moment when actor should die game crashes.

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