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Messages - Imalter

Pages: 1 2 3 ... 7
Chit-Chat / Re: So you want to be a Game Designer ?
« on: January 14, 2013, 04:00:28 am »
Awesome, thanks! Never stumbled upon it before.

Old Questions (from 1.x/2.x) / Re: Cannot connect to
« on: November 04, 2012, 12:44:30 pm »
Thanks! Everything works fine now.

Old Questions (from 1.x/2.x) / Re: [iOS] Can't connect to
« on: November 04, 2012, 12:39:11 pm »
Thanks! Working fine now.

Old Questions (from 1.x/2.x) / Re: Cannot connect to
« on: October 30, 2012, 03:45:33 am »
Keep getting that error...

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

Old Questions (from 1.x/2.x) / Re: Cannot connect to
« on: October 28, 2012, 12:17:05 am »
Same problem for any new or old build. Though i can download .ipa file to my PC.

Becoming a real problem. I have a group of actors that collide all the time, but i only need to start detecting it on Button Press. Continous collision detection drops my FPS significantly and i have to use workarounds instead of just using "Check if actor1 is overlapping with actor2 function".

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) / Re: [iOS] Crash on switching scene
« on: July 29, 2012, 11:06:28 am »
Check your e-mail, i sent you the game. Hope you'll figure it out...

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.

Got the same problem. The game on iOS crashes while transitioning to almost empty scene with "Segmentation fault". (Checked again. Even empty scene causes crash for me.)

Also make sure that you made a "Development" provisioning profile, "Development" certificate and you are building AdHoc.
P.S. in case you are building for AppStore you should have "Distribution" profile and certificate.

Old Questions (from 1.x/2.x) / Re: Alarm Clock App
« on: July 23, 2012, 10:57:32 am »
Basing on that code and some more info i transformed it to a way of calculating the time between two events in seconds. I use that for my game to simulate progress when the game is turned off. Maybe i'll put it on StencylForge someday, but for now let it stay here in case some1 gets it.

I call this function once a second and that is precise enough for me.

TempTime - local string variable with the current time.
TempTime2 - local string variable storing previous time stamp.
TempNum - local num variable that gets the time difference after the function execution.

I set TempTime2 = EMPTY on start, and in that case time difference will be 0, not to cause any time leaps.

Code: [Select]
NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init];

//Setting TimeTemp to current date.
[dateFormatter setDateFormat:@"yyyy-MM-dd-hh-mm-ss"];
tempHolder = _TempTime;_TempTime = [dateFormatter stringFromDate:[NSDate date]];
[_TempTime retain];
[tempHolder release];

//Checking if TempTime2 is "EMPTY" and setting it to current time if true.
if([self sameAs:_TempTime2 two:@"EMPTY"])
tempHolder = _TempTime2;_TempTime2 = _TempTime;
[_TempTime2 retain];
[tempHolder release];

//Transforming strings to NSDate format.
[dateFormatter setDateFormat:@"yyyy-MM-dd-hh-mm-ss"];
NSDate *startDate = [dateFormatter dateFromString:_TempTime2];
NSDate *endDate = [dateFormatter dateFromString:_TempTime];

//Executing calendar function to get proper time difference.
NSCalendar *gregorianCalendar = [[NSCalendar alloc] initWithCalendarIdentifier:NSGregorianCalendar];
NSDateComponents *components = [gregorianCalendar components:NSSecondCalendarUnit

//Retrieving time difference in seconds.
NSInteger seconds = [components second];

//Uncomment if you want to see Debug info.
//NSLog(@"NSInteger value :%d", seconds);

//Setting TimeNum to dime difference
float _TempNum = (float)(seconds);

[dateFormatter release];

I checked this article in stencylpedia:
And it says that it's better to begin with 320x480 if you want to support 3G devices.
The problem is i didn't want to support them, but i was confused by the 1x, 2x settings for scenes, game and the assets. Finally i had to redo my scenes and reimport my assets at 320x480 so that it would run and look fine on Retina displays.

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?

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