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Messages - Justin

Pages: 1 2 3 ... 197
Ask a Question / Re: Textbox extension - assign to a variable?
« on: Yesterday at 05:28:34 pm »
Use the [get text of textfield of name] block provided by the extension to get the text currently in the text field.

Ask a Question / Re: Creating Attributes in a Behavior
« on: December 24, 2021, 10:29:25 pm »
It's only converted to text when you print/draw it. What's in the list is a region, no need to worry about that.

The problem here is the timing of the "when the mouse is pressed" event registration.

1. A scene is entered / an actor is created.
- 1a. "When created" events are executed.
- 1b. Other events are not executed, but their conditions are registered. This is when "get item #1 from InventoryItems" is evaluated.

So for the region to exist at index 1 in your list by the time that the event is registered, it would need to be added to the list in your "when created" events.

Perhaps instead of using events, you could loop over the regions and check which if them was pressed (perhaps within a general "mouse was pressed" event, to avoid performing the calculations every game step).

Ask a Question / Re: Creating Attributes in a Behavior
« on: December 23, 2021, 07:36:35 pm »
If you're stuck on creating a region itself, there's this block

But it sounds like maybe you just want a lot of attributes to refer to regions? You can put regions into a list or map attribute. For readable code, perhaps use a single region attribute to temporarily hold list items retrieved from the "get/set item in list" block in your loop.

Ask a Question / Re: Windows build not working
« on: December 23, 2021, 06:31:35 pm »
Code: [Select]
2021-12-23 17:38:37,644 INFO  [Thread-34] stencyl.sw.util.StreamGobbler: [haxelib.exe] Design_63_63_LoadSavedCats.cpp
2021-12-23 17:38:37,644 INFO  [Thread-34] stencyl.sw.util.StreamGobbler: [haxelib.exe] ./src/scripts/Design_63_63_LoadSavedCats.cpp(315): error C2177: constant too big

Check "Load Saved Cats" for a very large number, and try to decrease it if possible.

Stencyl is not packaged for any specific Linux distribution. tar.gz files are a common archive format used by all flavors of Linux. You need to extract Stencyl from the .tar.gz file to access it.

Here's from a quick google search for "ubuntu extract tar.gz without terminal". The top two answers may help you.

Ask a Question / Re: can´t run my game on IOS Device
« on: November 25, 2021, 03:30:44 pm »
Oh. Nice! All's well than ends well. :)

Ask a Question / Re: can´t run my game on IOS Device
« on: November 24, 2021, 02:54:50 pm »
Luyren's advice is good, but in this case I don't think that will fix the error you're seeing. It looks like you're running into an error codesigning, and it has something to do with how your certificates are set up on your computer.

Code: [Select]
Warning: unable to build chain to self-signed root for signer "Apple Development: Lars Asen (**********)"
/Users/larsasen/stencylworks/games-generated/Splasher/Export/ios/build/Release-iphoneos/ errSecInternalComponent
Command CodeSign failed with a nonzero exit code

I'm not exactly sure how this can be fixed, but you can search for the error to see how other people were able to fix it and see if you can do the same.

Here's one example of a thread where others ran into the same issue.

Ask a Question / Re: error compiling game. Build 10838
« on: November 14, 2021, 04:10:08 pm »
I haven't looked this up, but it's possible that in previous builds of Stencyl, it generated code like this:

Code: [Select]
_animationno = "" + _animattionno;
Whereas Stencyl is currently a little smarter than that, and instead generates this code:

Code: [Select]
_animationno = _animattionno;
I'm guessing something like that would cause the Haxe compiler to realize what's happening and throw the error.

Ask a Question / Re: Newgrounds integration
« on: November 10, 2021, 04:04:12 pm »
The newgrounds extension hasn't been implemented for HTML5, no. That's a community contribution that we would be happy to accept, if anybody was interested!

Ask a Question / Re: Publishing game to iOS errors
« on: November 10, 2021, 03:55:39 pm »
If the extension is disabled, then any forgotten blocks from the extension may cause an error when you try to build the game. But they won't stay in the game. On the other hand, if you don't disable the extension, it will still change how your game is built, even if all of its blocks have been removed from the game.

I seem to recall from the crazygames extension thread that you're using an older build of Stencyl. Perhaps 4.0.2? If you're using the built-in AdMob extension, that's another potential cause of that error, and that was fixed in 4.0.3.

If you're planning on publishing your game, though, I'd recommend going with the latest nightly builds of Stencyl, because of an iOS 15 + iPhone 12/13 crash that was fixed recently.

Ask a Question / Re: Lagging in a level with lots of blocks (Angry Blosics)
« on: November 10, 2021, 03:47:23 pm »
Does it have to be flash? Other targets are generally faster.

Ask a Question / Re: Publishing game to iOS errors
« on: November 07, 2021, 04:29:04 pm »
Those are all just warnings. They won't keep the project from being built. If it's not working as expected, please share your full logs, and perhaps there will be something else in there.

Ask a Question / Re: Crazygames SDK
« on: October 31, 2021, 08:24:31 am »
I'm not seeing that problem. Could you try again and upload your logs? Maybe something will show up there.

Ask a Question / Re: Crazygames SDK
« on: October 30, 2021, 07:27:37 am »
Sorry, looks like a couple of the more recent versions of the extension had some metadata that trips up older versions of Stencyl when trying to find the latest available version of the extension. I've fixed up the metadata so you should be able to download it now.

Since you opened the sample game without having the extension, you may have lost some of the design mode blocks from the test scene (if you saved it). In that case, delete the sample game and import it again. Losing blocks like this is no longer an issue in the more recent private builds of Stencyl, in case you feel inclined to update.

That's correct output for the sample game. You need to add /sdk.html?testAds=true to the end of the url that Stencyl opens when you test an html5 game in order to test crazygames functionality.

Not everything can be tested locally. Some things (like happy time) need to be tested on their servers.

Ask a Question / Re: Crazygames SDK
« on: October 27, 2021, 11:07:45 pm »
Hi. The crazygames SDK is available from the polydes repository.

In Stencyl, Extensions > Extension Repositories > [ Click to add repository] >

A sample game is available here. Click the green "Code" button, and then "Download Zip" to get it. Extract it, rename the folder from "crazygames-sample-game-master" to "crazygames sample game", and then you can add it to your "stencylworks/games" folder and restart Stencyl.

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