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Messages - Krimm

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1
Ask a Question / Re: HTML5 Compiling Failure
« on: September 27, 2022, 05:06:49 am »
Hey Justin, thanks so much for looking in to this! That makes sense, since the games that failed to build are all single word project names, but the ones that didn't fail are multiple words that contain a space in them. I ultimately managed to get around this issue by making a new project that has a space in the name, not realizing that was what fixed it.

2
Ask a Question / HTML5 Compiling Failure
« on: September 14, 2022, 12:15:27 pm »
I'm currently working on a simple new HTML5 game, which I can test build to HTML5 no problem, but when I try to publish to HTML5, I get the "Encountered errors while building your game" message. The logs are attached.

I've tried cleaning the project, but that didn't work. I can build to HTML5 in new projects, and I can build to HTML5 in older projects as well that are far more complex, so I'm not sure what I'm missing.

Edited to mention I'm on build 4.1.0 b11050

3
Chit-Chat / Re: Merrak's WIP Games Showcase
« on: May 07, 2022, 04:08:07 pm »
I'd definitely be interested in this! Happy to return the favor as well if you ever needed it.

4
Hey Robin,

I'm having a similar issue, in that I can't get the UnityAds extension to work. I'm currently on build 10562 on Mac OS Catalina. Whenever I try to build to Android, I get the following error.

Quote
stencyl.sw.util.StreamGobbler   [haxelib] AAPT2 aapt2-3.5.1-5435860-osx Daemon #3: shutdown
stencyl.sw.util.StreamGobbler   [haxelib] AAPT2 aapt2-3.5.1-5435860-osx Daemon #2: shutdown
stencyl.sw.util.StreamGobbler   [haxelib] AAPT2 aapt2-3.5.1-5435860-osx Daemon #1: shutdown

I tried the solution posted above, by doing the following steps:

Quote
1- go to engine-extension folder
2- Open [EXTENSON_NAME]/dependencies/build.gradle
3- Replace:

repositories {
      maven {
                url "http://repo1.maven.org/maven2/"
      }
}
With:

repositories {
      jcenter()
      google()
}

But the version of the extension I have already has that in the build.gradle file. Any idea what the issue could be?

5
Ask a Question / Re: Can't build to Android, version b10557 Mac
« on: June 23, 2020, 04:05:52 pm »
As a follow up to this, I worked with Justin, one of the engine devs, who found the issue to be the plaf\haxe\extensions\ads folder to have several outdated/incorrect URLs in there. As such, I downloaded the 4.0.2 public release to replace that folder, and am now receiving the following error.

6
Ask a Question / Can't build to Android, version b10557 Mac
« on: June 22, 2020, 06:14:30 pm »
I haven't been able to build to Android at all in the new build. I was originally getting an error indicating that the game was trying to build to HTTP instead of HTTPS (which I'm told was apparently an earlier issue), so I went into literally every single build.gradle file in my computer, and replaced anything that was http with https. After doing so, I am still getting the following error (see log-2020-06-18_4.zip).

Thinking that maybe it was an error with an extension, I even tried going into an older game I've already successfully built to Android, and I got the exact same error (see MA_log-2020-06-19.zip).

I brought it up on the Stencyl discord several times, but it seems to be a difficult enough thing to fix that I figure it's best to have a dedicated forum post for it.

7
Ask a Question / Re: Generating Android Certificates on Mac not working?
« on: September 15, 2019, 08:11:08 am »
I've discovered the issue - in the "Create a Certificate" prompt, I was adding my company name with a comma. For whatever reason, this was causing the certificate to not be generated correctly. After changing the company name to not include the comma, it created the certificate and I was able to link it.

8
Ask a Question / Generating Android Certificates on Mac not working?
« on: September 12, 2019, 09:06:34 am »
I'm working on trying to make my app for Android, but when I try to make the certificates for it, it doesn't seem to work. It says it's generating the certificate, but it's generating it to /Users/alex/stencylworks/android-sdk//stencyl.keystore, which is not a real address, and there is no file anywhere in there.

I have my android NDK, SDK, and JDK setup as follows.



What am I doing wrong? Where can I find the certificate? I've also attached my log for the most recent build attempt.

9
Ask a Question / Re: Drawing an Ellipse, can Custom Blocks help?
« on: August 01, 2017, 02:11:33 pm »
Well that was way easier. Awesome! Thank you so much!

10
Ask a Question / Drawing an Ellipse, can Custom Blocks help?
« on: August 01, 2017, 01:33:28 pm »
I'm working on a space game with orbits that are best represented as ovals, but drawing ovals is not a block built into the Stencyl drawing section. I'm only loosely familiar with Haxe, but I saw that there is a graphics.drawEllipse as seen here:
 http://api.haxe.org/flash/display/Graphics.html#drawEllipse.

Is there any way I can take advantage of this? Can I use a custom block to draw an ellipse, or will I need to make an engine extension in order to do this? I've tried drawing ovals using the draw polygon feature, but it makes very bulky ovals without adding a ton of points.

Can anyone help?

11
Resolved Questions / Re: After updating Stencyl, no projects compile at all
« on: September 30, 2015, 06:39:25 pm »
That fixed it, thank you so much!

12
Resolved Questions / After updating Stencyl, no projects compile at all
« on: September 30, 2015, 06:30:55 pm »
I just upgraded Stencyl to the newest version (the version released Sept 24th, 2015 at the top of the page). After updating, I can no longer run any of my games and just get this error. I tried cleaning the project, restarting, and running projects updating them to 3.4 format. I even tried making a new project, and even that won't compile. I am on 64-bit Windows 7 SP 1, 8 gig ram.

13
Ask a Question / Re: How can i add score for every time actor dies
« on: July 30, 2015, 03:48:13 pm »
You could probably use a global variable number, and just add 1 to it whenever that actor dies. That would keep the number constant despite whatever actors do or don't die.

14
Ooooooooohhhh... Right... I got it now :P That is definitely different from the last time I used backgrounds; I was changing the settings in the actual BG, not in the scene the BG was in. Thank you so much! I really appreciate you putting up with my ignorance, haha.

15
I've included a .gif of what is happening to clarify what I'm talking about. As you can see, as I move around the scene... the background stays stuck where it is. The gray, green and yellow blocks are tiles, and the black lines are (part of) the background.

http://i.imgur.com/Ri8wLFW.gif

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