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Topics - gstevenshome

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Ask a Question / Loading Image Scale Problem
« on: December 03, 2015, 03:01:10 am »

I loaded an image from my server into a scene and attached it to the screen at x50 y50.  I used the "load image from URL" block to load it, and then "attach instance of image to screen" block to attach it.  It worked fine,  but when testing on a few different Android devices, it seems to be scaling it differently on different devices.  On my nexus 7, it scaled it as if I had imported it with 2X, but on a different Android it was half the size on the screen as if I had imported it as 4X.

Any ideas why that happened as I can't see any options to set what scale it imports an image with on the "load image from URL" block?

Thanks in advance!

Ask a Question / Resource bundle in framework not copied to IOS app.
« on: December 01, 2015, 02:32:22 am »
I have created a Stencyl IOS extension for the Tapjoy SDK. The blocks are calling the SDK functions successfully and everything is almost working, however, the SDK framework contains a resource bundle (a handful of Javascript files) which are not being copied to the final app or copied to the wrong folder structure.

Has anyone had any experience of extensions containing additional resource bundles and how to get them into the final app?

Any other pointers?

Ask a Question / Simple Physics
« on: October 06, 2015, 03:29:03 pm »
Hi Guys.  I'm guessing this is a very simple one, but i've been trying for hours now, so thought I'd ask.

I have the need for a very simple collision detection between two actors in my game, but I don't need any physical interactions between those actors. So, I set my project to Simple Physics to increase performance. 

I have two actors, both with simple box collision boxes.  Both in groups that are set to collide with each other, and then a collision event in one of them which is supposed to move the game a new scene when that actor type collides with the other actor type.  However, it doesn't do anything when the two actor types collide.  (If I set it to box2d, it works fine as it should)

Am I doing something wrong?  From what I read, I should be able to do basic collision detention in simple physics using box collisions (not polygons etc and not physical interactions) - and thats all I need, but it's not working.

Let me know if anyone has any ideas!


Ask a Question / CPMSTAR interstitial ad extension
« on: February 06, 2015, 08:58:56 am »
I have been trying to download the CPMStar Interstitial ads extension, but I cannot find the download link anywhere on the extension download page -,26486.0.html   Does anyone know where I can download this?

Ask a Question / How do I detect Amazon Kindle?
« on: October 28, 2014, 01:46:06 am »
Hi,  I've published my game on the google play store fine, and now want to submit to the amazon store for kindle users.  However, i want the game to detect if it's an amazon kindle user when it opens and there isn't a block for it.  I have blocks to detect if it's web, ios, android etc, but not kindle. Does anyone know how to do this?  Thanks in advance 

Ask a Question / Does Auto Rotate work on Android?
« on: October 24, 2014, 02:30:14 am »
Hi.  Just a quick question.  I have Auto Rotate checked in my game settings for a landscape game and it auto rotates on IOS (turning device upside down flips the game the right way up), but it doesn't work on android.  Am I missing something somewhere?  Thanks in advance!

Resolved Questions / [SOLVED] IOS Publish Problem
« on: October 23, 2014, 09:04:30 am »
Hi Guys,   I'm still getting problems when trying to build an IOS version of my game.  It was all working fine yesterday - I had all my certificates and provisioning profiles set up and it was building to my IOS device perfectly with 'Test Game' .  It was then letting me create the IPA file for testing (adhoc) and then the IPA file for the app store (distribution) - and everything was working great.

However, today I made some updates for the Android version and updated it on the google play store, and then made the same changes to IOS (just basic gameplay changes).  Now, it pushes fine to my device if I use 'Test Game' to IOS Device , but when I try actually publishing the IPA file, I now keep getting the same error message every time:

Program /usr/bin/codesign returned 1 : [/var/folders/8x/9p805dwx24z81bsx_3wpn5940000gn/T/XxmEgj1NXA/Payload/Ghost cannot read resources

I've now tried everything.  Restarted the mac. Renamed the project completely to clear caches and tried rebuilding.  Recreated and reexported all of my certificates and provisioning files again.  Nothing makes any difference - the same problem over and over again.

Google searches say it's something to do with the certificate signing, but I'm really lost now and would really appreciate it if anyone knows what this is or managed to fix this before!


Resolved Questions / [SOLVED] iOS Device Certificate problem
« on: October 22, 2014, 06:28:04 am »
Hello guys.  I'm getting a certificate error when I try to export a project to my IOS device once I've successfully gone through all of the certificate set up instructions:

The logfile error is:
[LOG] Code Sign error: No code signing identities found: No valid signing identities (i.e. certificate and private key pair) matching the team ID “(null)” were found.

From the troubleshooting guide i'm told it's likely to be the following:
Q: You see an error in the logs about "no identity found"
A: Several possibilities similar to the above.
- Your certificate expired (check Keychain Access or the Apple Developer Portal).
- You exported the Development, rather than Distribution certificate or provisioning profile.
- You didn't specify a password when exporting the p12 file or entered in an incorrect password.

I'm a subscribed member, so we should be able to export to iOS.  My iOS distribution certificate is valid and wont expire until 2015.  I'm definitely using the Distribution certificate and not the development certificate and I specified a password which I then used in Stencyl setup.  I've tried it a number of times, on a number of different projects (my game, and also a brand new blank project) and tried it on 2 different computers and getting the same error each time. We tested it on a computer using xcode 5 and another using xcode 6.  I basically get the same error on every project on every computer.   I've even deleted all of the certificates and started the while process again, to no avail.

Any ideas out there as i'm a bit stuck now!  Thanks in advance.

Abandoned Bugs / Error when building via xCode
« on: October 22, 2014, 04:05:32 am »
I get the following error when trying to build in xCode:

error: use of undeclared identifier '__hxcpp_set_debugger_info'

Pages: 1