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Topics - AlexVsCoding

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Been having this issues on a number of projects now, I was able to work around it, but the HMTL5 projects that I'm exporting are crashing people's computers/browsers. When I open the project, this is the error I immediately have pop up:

Can't really proceed until I get to the bottom of it, on the latest version of Stencyl as far as I know (10522). Tested on both mac and windows, same issues/errors occur. Any help would be appreciated. 

Code: [Select]
java.lang.RuntimeException: java.lang.IndexOutOfBoundsException: Index: 3, Size: 0
at java.desktop/javax.swing.SwingWorker$ Source)
at java.desktop/javax.swing.SwingWorker$ Source)
at java.desktop/ Source)
at java.desktop/javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
at java.desktop/javax.swing.Timer.fireActionPerformed(Unknown Source)
at java.desktop/javax.swing.Timer$ Source)
at java.desktop/java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.EventQueue$ Source)
at java.desktop/java.awt.EventQueue$ Source)
at java.base/ Method)
at java.base/$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/ Source)
Caused by: java.lang.IndexOutOfBoundsException: Index: 3, Size: 0
at java.base/java.util.ArrayList.rangeCheckForAdd(Unknown Source)
at java.base/java.util.ArrayList.add(Unknown Source)
at stencyl.sw.editors.scene.layerviews.ActorLayer.addActorToLayer(
at stencyl.sw.editors.scene.layerviews.InteractiveLayerView.addActorToLayer(
at stencyl.sw.editors.scene.liteview.LiteEditorSceneModel.addActorToBuckets(
at stencyl.sw.editors.scene.liteview.LiteEditorSceneModel.addActor(
at stencyl.sw.editors.scene.liteview.LiteEditorSceneModel.<init>(
at stencyl.sw.editors.scene.liteview.LiteDesigner.<init>(
at java.desktop/javax.swing.SwingWorker$ Source)
at java.base/ Source)
at java.desktop/ Source)
at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.base/java.util.concurrent.ThreadPoolExecutor$ Source)
at java.base/ Source)

Hey Folks,

Trying to test/export to window desktop but having trouble with even starting testing, since I get the following errors:

[haxelib.exe] Error: Could not automatically setup MSVC
[haxelib.exe] Missing HXCPP_VARS
[haxelib.exe] Warning: Could not find Visual Studio 2017 VsDevCmd

Logs are attached below if you're wanting more information.

I've followed this tutorial and re-installed Visual Studio (Via Tools -> External IDE -> Reinstall Visual Studio) but haven't had any luck so far:,47294.0.html

I'm unsure whether I can go backwards from 2017 to 2015. Whilst in Stencyl you can direct the engine to the folders you're using/what SDK you're targetting for android, as far as I can tell I can't change the target from 2017 to 2015 without outright uninstalling those more modern tools (which VS 2017 I use for Unity). Is there a way to set the version of Visual Studio Stencyl uses manually?



Previously I was having issues with focus being lost and the music I had in my iOS games was not restarting.

The latest version of Stencyl fixed that (10046), but it also appears to have broken the music function. Here are two major things that have changed:
1. Music continues from the place it was, rather than from the start (unless explicitly told to go to position 0)
2. Looping music stops after a while and changing back to a scene once looping music has started means other tracks in that scene refuse to play.

My current setup is this:

intro menu music
loop menu music

intro gameplay music
loop gameplay music

Intro shop music
Loop shop music
intro gameplay music (short)

When I transition to the various scenes, the intro music plays fine (and goes back to the start and I can easily alternate between the scenes and their respective music plays.

If however the music (via a "If channel finishes playing" block) switches to play the loop track, returning to this scene results in silence from the music channel.

If you could let me know ASAP whether this is a known issue with this build (And has been fixed) or whether you need more info, I'd appreciate the suggestions. I'm midway through a feature and there's key things I need to update but this issue is stopping me from releasing my update.

Thanks for any help you can provide!

In my quest to figure out why Corporate Salmon is running significantly slower than before, I figured I'd ask what I think should be a reasonably straightforward answer (That I can't find in the Stencyl documentation) - Do deprecated blocks, such as the "Always active" block in 3.5:
A: Continue to work
B: Slow the game down

Reason I ask is because Corporate Salmon still uses all of those blocks and like a stupid person, I put the always blocks in the actors, rather than use the behaviour (Meaning I have to change it for the 150+ actors that have that block in).

Any ideas if this is the case?


Hey, so amongst other issues I'm currently having within Stencyl, here's the crucial one that I need addressing to diagnose my problems is the debugger isn't working properly. It shows the compiling game but nothing once the game is booted, except the following message:

"[ios-deploy] 2018-10-02 12:41:42.810 ios-deploy[9437:48716] [ !! ] Unable to locate DeviceSupport directory. This probably means you don't have Xcode installed, you will need to launch the app manually and logging output will not be shown!"

I have Xcode installed (9.3) and the last statement I'm unsure whether this is meant to be an OR statement (you need to launch the app this way OR this won't work) rather than AND.


Hey Folks! Just letting you know, I'm going to be picking up doing Stencyl Tutorials, starting with revamping all my old content! Check out my video discussing the topic and my plans going forward and stay tuned for more info soon!

iPhone / iPad / Android / SHUMP - A schmuplatformer.
« on: May 08, 2018, 03:41:52 pm »

What is SHUMP?

Baboom is a Schmuplatformer*

*Schmup + Platformer = Schmuplatformer

What inspired you to make SHUMP?

The reason for developing the game has come from a lack of satisfaction with vertical platformers (upwards movement I should note, Downwell is superb). They often feel clumsy and falling down and losing progress rarely feels good. Shooting platformers in particular handle poorly, where juggling not falling off and killing enemies tend to clash (Particularly on mobile where axis shooting isn't often an option).

My solution for worrying about shooting was to make firing a default, adopting the schmup function of constantly firing. This on mobile allowed me to focus on player movement and save 1/4 screen space for required buttons.

This combined with my messing around with a minimalist bullet hell at the time made it clear that a bullet hell platformer was the way forward for the project!

What platforms do you plan to release this on?

As with my previous projects, I'll be primarily be launching on iOS, but will be looking at doing a browser version of the game. On top of this, me and Katy will be designing an arcade coin-op cabinet for the game that we'll be placing in local pubs/venues. As with the rest of my projects, I'll be considering android but until Google Play improves it's curation systems for indies, there's not enough incentive to release there. Other platforms would be dependant on how this goes and possibly would involve rebuilding the game in Gamemaker.

What is your timeline for the project?

It has been 6 months since I released Corporate Salmon, so there is a matter of urgency to get this project done as fast as possible. I'm currently working to get the majority of the work done by May, with the intention of submitting it to Apple early to mid-June (Release July). Apple has introduced a pre-order system which I may investigate adding it to there to create a tangible deadline to finish the project by.

Where can I find out more about the project?

I post a lot of content on my Twitter before putting it on here, so if you're interested in the scoop, go there!


Sailing across the glittering expanse, your ship is dragged to the depths by a writhing mass of tentacles.

You paddle to shore and surrounded by the local inhabitants, a single palm tree heavy with coconuts sways in the wind.

COCAPULT is an arcade platformer in which you pelt a relentless tide of jellyfish and other wildlife with coconuts.

Plenty of Fish in the Sea: A variety of different enemy types from air and sea to tackle!

Gifts from the deep: Drag floating crates back to shore and unleash coconut powerups!

Every Coconut Counts: Bouncing coconuts off multiple enemies will make your ammo go further and bag you more points!

I've currently been working on this project for just over a week and have been making some solid progress so far! My aim is to get it submitted to Apple by the end of April and make this a significantly quicker turnaround in comparison to my previous project, Corporate Salmon.

Here's what I've achieved so far:
- Basic gameplay implemented (Seamless movement methods + Catapult function)
- Difficulty curve constructed
- Tutorial/Story Intro implemented
- Mobile user interface implemented
- 3 powerups + crate dragging
- Enemy hit multiplier
- Game over/high score screen

Here's what I intend to implement over the next 2 months:
- Wave system
- Upgrade window
- Boss battle
- At least 2 other enemy types
- 2 other power-ups
- Trajectory line projection
- Challenge bonuses
- Notifications system
- Control refinement
- Music/audio implementation
- Device scaling/optimisation
- iMessenger Sticker packs (optional)

A lot of the above systems were created in my last project, Corporate Salmon so should make dealing with them in this project a lot easier!

Keep an eye on this thread for more updates coming soon!

Hey Folks,

Currently in the process of porting Corporate Salmon to Android. I managed to successfully get another game working on my Android device, but upon trying the same with Corporate Salmon, it's throwing a bunch of errors.

I've attached the logs, I'm honestly drawing a blank on this one, only thing I could find on the forums was the suggestion of cleaning the project.

Let me know if you can help or you need any extra information!




Don your best suit and flop to the top of a fishy financial escalator in Corporate Salmon!

Here's the gist of Corporate Salmon...

Get ready for work...

Collect revenue...

Meet with colleagues...

Make profits...

Get fired...

Buy suits to feel better.

I've been working on the project for 2-3 months (As well as flitting between other projects), I expect this one will be in development for another month or so.

If you hadn't guessed from the format of the game (And my previous projects) this is a game for mobile, I'll be making it free with ads (With the option to pay to remove them). I'll probably also chuck up a version of the project on a flash portal as well!

Any thoughts on what you see so far would be greatly appreciated, as well as any questions you have. There should be more info coming soon in the next few weeks!

I will try and keep this page nice and up to date with what I'm up to, I find posting fixes/updates helps me keep track of where I'm at, particularly in the later stages of development where progress isn't measured in huge leaps and bounds. Twitter is my usual stomping grounds, for super up to date stuff check out what I'm posting on there.





Hey Folks, my name is Alex Johansson and I'm a games developer based in Cambridge, UK.

I've been building games for over 5 years primarily using the software Stencylworks.
I've built around 80 different games over that period of time.

I've also had 2000 hours of experience teaching the software to 7-24 year olds.
I give educational consultancy and produce curriculum content as well as running workshops.

My export capabilities include iOS, Android, Flash/HTML5 and Desktop.
I also build custom controllers using Makey Makey, check out my Youtube channel for more content.

Here's where you can play some of the games I've made:

Get in touch via alexjohansson at hotmail dot or via Twitter
I'm currently open to doing freelance work, be that working on a project or Stencyl Tutoring. Get in touch!

Here's what some of the press have said about the games I've built:

"Johansson has produced a unique, multi-faceted game
offering two different but equally appealing experiences
well worth your time."


"Pinball is dead, long live wormball.
It’s everything you love about pinball,
except 100% more disgusting and with
dancey music included."

Rock Paper Shotgun

"Morse’s salvation, then, is its code.
For all the power that you wield in the game...
and there sure is a lot of it...
you cannot simply make things happen
on a whim because Morse code is complicated."


Stencyl Jam 16: "Spooky" / WORMBALL - Pinball meets Snake.
« on: October 10, 2016, 10:24:14 am »

Hey Folks,

It's a little late posting it, but at the weekend I developed WORMBALL, a pinball snake mashup using Stencyl. Here's the brief, GIF heavy summary of development:

Basic Ball and Flipper Mechanics. (Originally set out to build a pinball game with tower defence mechanics).


Whilst creating particle trails, made a worm. Enthusiasm explodes for the project.

Added some bumpers and googly eyes that follow the player, as well as the beginning of collectables that the worm can eat.

Added a spawn, score, stamina for the paddles (To stop the hoarding of collectables) and made the bumpers release pellets.

Added decals and an overlay - Failed miserably to implement a camera that panned in time with the height of the player smoothly.

Opted for a static camera, added health and hunger, along with portals. Opted for a more modest less blinding font.

Switched the collectables to a more distinct colour, added icons for hunger and life. Added worm shake, title page and controls.

Added decay to the brain bumpers to reduce the torrent of collectables, added instead poppable spots and harsher paddle stamina.

Other than that, I've got a tablet version working and just need music and sound doing!
If you're interested in finding out when WORMBALL is released, keep an eye on my Twitter feed:

Once the browser version is released, I'll be taking the phone/tablet version further with more levels and mechanics, as well as building a custom cabinet to play the game with.

Ask a Question / Unresolved issue with code sign errors.
« on: March 20, 2016, 05:33:02 pm »
Hey Folks,

I've been tinkering with iOS development for some time now and can currently get games working on my devices. I currently need to start testing on other people's devices (Using adhoc). This is an issue because following the instructions laid out by Stencyl actually causes the app to no longer work (A problem that I've had on a recurring basis for a long time):

"Code Sign error: No matching provisioning profiles found: No provisioning profiles with a valid signing identity (i.e. certificate and private key pair) matching the bundle identifier “com.alexvscoding.blank” were found."

To get games working usually on my iPhone, I export using the development provisioning profile (Contrary to Stencyl's guide) which at least lets me test on my own devices, unlike the above that bears no fruit.

Any help or suggestions with getting adhoc working would be greatly appreciated as it's stopping a lot of my projects from reaching their final stage.


Hey Folks,

Had finished the last update for the Narcissus build and I noticed that the latest version of Stencyl was out. After saving a backup of the game, I opened Narcissus in 3.3 and when I ran the game the graphics failed to scale (but retained their positions). Here's an example of what I mean:

How it should look:

How it actually looks:

It might be worth mentioning that this project has been developed with 3.1 up till this point.

Any help with this would be super handy.


(Logs are Attached)

Hey Folks,

Have ironed out all other bugs from Narcissus and prepping for Valentines day release, but there's one bug that refuses to fix. When testing Narcissus on iPad, I've put a piece of code in place to check if the game has been closed (if lose focus, pause game). Whilst it's worked a couple of times (very infrequently), it crashes when the process is repeated. Also performance for the first second or so of gameplay after being unpaused after the app has been re-opened, Narcissus suffers a drop in framerate then returns to normal.

Any suggestions or help with how to address this would be greatly appreciated as I'm on a very, very tight deadline (game needs to be shipped to the app store in less than a week to make the 20 day admin checks).



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