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Messages - noxtudios

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I'll have a test play for you...

I have the following devices i can test on

Z3 Compact
Samsung Tab 2
Nexus 5
LG Pad 7"
Nexus 7

Ask a Question / Re: analytics for stencyl?
« on: January 11, 2016, 10:20:48 am »
If deploying to android, you could implement Google play games, and use the events section.. You can log any data, like number of kills, levels played / started / completed etc

This obviously means you'll only get stats on GPG users, but its what I plan to do.
Obviously provide some achievements  as incentives for users to use GPG :)

Edit, just read the flash only bit.. sorry.. Maybe there is a way to call a personal web site, to record stats.. unless there are other suggestions..

Extensions / Re: Joints Extension
« on: January 11, 2016, 04:20:58 am »
Thanks, have been using this alot..

Although seem to have found a bug, unsure if its with the physics or the joints

Imagine a platform, using a line joint, with a -10 to 10 limit, only travelling on the X axis.

When the platform motor is running as a negative speed (platform moving to the left)
Any objects on the platform stay on the platform when it hits the -10 limit.

When the platform motor is running as a positive speed (platform moving to the right)
Any objects on the platform get pushed off the platform at the speed of the motor when it hits the 10 limit.

This also happens on the vertical Y axis, moving up (negative speed motor) the objects stop at the top.
Moving down, positive speed motor, the objects are pushed into the ground at the speed of the motor, less noticeable like this though..


Further testing seems to suggest its when its pushed into the limit, if the platform has gravity, the gravity pushing the platform down into the Y axis, causes any objects on the platform to be pushed into the platform at the same speed the platform is moving at

edit 2:

In case anyone else has this problem, I just resolved this by setting motor speed to 0 when it hit the limit..

News / Re: 3.4.0 (Beta 2) - January 7, 2016
« on: January 09, 2016, 12:05:20 pm »
Can I direct your attention to my post on this release .,45896.0.html

Bug Archives / Re: Build 8868 - Bugs Found So far
« on: January 09, 2016, 11:20:31 am »
Further testing it seems that keep screen active now doesn't work..
It turns off the screen now after the set time in settings.

Was this intended?

Bug Archives / Build 8868 - Bugs Found So far
« on: January 08, 2016, 05:16:23 pm »
All i have done is update the install, and rebuild my app

So far, ads seem to display even if they are set to hide, this is just using banner, not the new ads, as i have not changed anything in the code, i have simply rebuilt using the new version.
The banner ads are now stretched across the top of the screen, where as before they were square, and in the centre.

Full screen scale to fit, causes issues on my device, graphical glitches where the home back buttons are, the tiles pop in and out before the edge of the screen, around the home button bar

Please see attached Screen.. White section = removed as work in progress

1. The Ad is all that way across the top now, before it was square in the centre (also shouldn't be displaying)
2. The right side, background colour is black, and tiles are disapearing well before the edge of the screen..

I had an issue with bad performance on android, i found it was due to....

One of the layers had a scroll factor of 0.25.. X and 0.5  Y and removing this fixes the performance!!
The Scroll factor creates bad frame rate drops on my android device.

I turned off scroll factors and it was 60fps! Can you at least test that on yours. This sounds like a bug to me...

Ask a Question / Re: Actors not colliding but bouncing off each other!
« on: December 31, 2015, 04:07:30 am »
What do you want to happen?

Do you want them to pass through each other, not bouncing off?
Do you want them to collide?

If you want them to collide and pass through each other, then make one of them a sensor

Could you put in multiple backgrounds and just set the opacity of each one to 0, then make the one you want 100..

Then change as needed..

Ask a Question / Java Latest Version (Upgrade or Not)
« on: December 09, 2015, 02:54:03 am »
I was just installing Stencyl on a laptop for portability.. and I have to install Java again..
I can install the same version that is on my desktop or upgrade to a new version, 60 vs 66, what benefits will there be in upgrading the java version?

Or should I stay on the same version as its better to stay with the same config across machines?

I was reading the Steam Greenlight FAQ just a couple of days ago, i don't recall it stating you needed the steam API, just that it was available. I could be wrong though

Resolved Questions / Re: Game Saves and Deploying App Updates
« on: December 02, 2015, 02:32:18 am »
Thanks for the responses..

I have tested the scenario, and the result is as rob said..

Any existing list is replaced with the users saved data, so if you add any new items to a list, or change any values, these will be gone when the user file is loaded.

Any new attributes that were not in the save file are kept.


Resolved Questions / [Resolved] Game Saves and Deploying App Updates
« on: December 01, 2015, 09:10:33 am »
I have had a good look for other posts but haven't found any so here is my question..

Scenario: Game deployed to iOS / Android as version 1

Version 1 has Game attributes (Examples)

HiScore - Number (0)
Level 1 - List containing
0 - 50
1 - 100
2 - 200
3 - 300

User plays game,  saves game (Attributes above are saved locally to the device)

Version 2 is Released with updates to Game attributes below
Level 1 - List containing
0 - 51  (updated)
1 - 101  (updated)
2 - 202  (updated)
3 - 303  (updated)
4 - 404 (New)

User Updates game to version 2

As I understand it the Users game will load the saved attributes and the following will be used in the game

HiScore - What the user had before
Level 1 - List now contains
0 - 50 (Version 1 value loaded from save)
1 - 100 (Version 1 value loaded from save)
2 - 200 (Version 1 value loaded from save)
3 - 300 (Version 1 value loaded from save)
4 - 404 (This is a new item in the list for version 2, and will persist? or will this item be removed because its not in the user save data?)

If all data is lost on load, assuming the solution would be to Load the user data, update the list values from code, then save again.. Thus making sure no new updated data is lost?


Ask a Question / Re: Why are my grid lines visible when I test the scene?
« on: November 11, 2015, 01:17:07 am »

I have retested with 2x and i am getting the issue still, its basically stopped me dead..
I have tested with different grid sizes and images, still no luck.

I'm surprised that more people have not reported this.

Attached a sample, this is just a standard default scene with imported green box as an actor

Ask a Question / Re: Why are my grid lines visible when I test the scene?
« on: November 10, 2015, 07:13:55 am »
Sorry to dig out an old tread, but this is the latest and only thread I can find..

I am also getting this issue importing actors and tiles using  4x import w/ the bicubic/bilinear smoothing on.
It adds a faint line around the image when used.

Did the OP ever find out what was causing it? Or a better solution to 2x import?

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