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Messages - adytt

Pages: 1 2 3 4
1
Ask a Question / Re: Platformer Movement - low FPS
« on: July 26, 2021, 02:34:00 pm »
Where did you get that behavior from?
It's available freely on StencylForge

2
Ask a Question / Re: Full Screen HTML5?
« on: July 26, 2021, 02:32:09 pm »
yes there is but that needs to be triggered by the website hosting the game , can be done by user clicking a button such as this website uses http://www.funintablet.com/ 
More info can be found here: https://www.html5gamedevs.com/topic/7644-making-browser-fullscreen-solved/

3
Ask a Question / Platformer Movement - low FPS
« on: July 16, 2021, 02:12:31 am »
Hello Stencyl mates, was wondering if there are some improvements that can be made regarding the Platformer Movement behaviours as for example I'm struggling to improve the FPS for a current project.
Testing on simple scene (details bellow) once the actor starts walking the FPS drops from 60 to as low as 36, rising up to 43, 45 going low again and so own, being most steady in the 40 - 45 FPS range.

Scene details only include:
- 1 layer - tileset
- 1 actor (featuring the following behaviours: Animation Manager, OnGround, Walking, Jumping, Ducking, Slowdown, Hurt, Cannot Exit Screen, Camera Follow, )
- no background
- no drawing inside scene for score, lives, coins etc .

The only modification done to the standard package downloaded from StencylForge was to the walking Behaviour by adding playing a step sound on frame 0 and frame 3 of each walking left or right animation (each animation has 6 frames ) inside WhenUpdating

Removing the sound code only improves to FPS to a maxim low of 45

Test was performed on HP EliteBook -  i7-3520M CPU @ 2.90GHz   2.90 GHz , 16GB RAM SSD , WIN10 64bit

Test was done using the integrated FlashPLayer.
Another test was done after uploading the HTML5 (FPS MONITOR enabled) on an actual server and the results displayed were constant 39FPS

Testing the HTML5 game (simple scene actual) from a Andoid phone playing in browser resulted in a constant 59FPS, yet the steps sounds were sometimes missing when constant holding  the virtual button down. sounding like it would only play on frame0, not frame 0 and frame 3

Also checking the Onground behavior looks like the WhenUpdating event runs every frame

Any help would be kindly appreciated!



4
Thank you very much guys, both of your answers helped and now everything works perfectly.

5
Would appreciate a bit of help in coding a behavior that draws a line between 2 actors.
First actor(pulley) is fixed it's x and y coordinates are always the same while the second actor(platform) moves up and down only on the y axis.
the following code used in a whenDrawing event inside the actors behaviour shows nothing on the screen

Kindly have a look and if you have better understanding of how draw line block works please leave a reply.

6
Ask a Question / Re: Joint extension help please
« on: March 17, 2021, 12:11:22 pm »
I managed to make it work by adding some invisble actors at the top and bottom edges that colides with the platforms, so that the platforms won't cross the maximum and minimum spots.

7
Ask a Question / Re: Joint extension help please
« on: March 17, 2021, 06:17:36 am »
I have figured out how to create the puley joint by using this block of code attached bellow  and it seems to work.

When jumping on a platform it will go down while the other will go up.
However I need some help to make the platforms stop once they reach the maximum or minimum travel distance up or down as for now they move above the limits defined.
I believe this needs to be coded  in an "always event" yet I don't now if there are specific blocks build in this extension that can be used.

8
Ask a Question / Joint extension help please
« on: March 11, 2021, 12:19:55 pm »
Hello I need to code a behaviour for 2 platforms that are connected by a rope and 2 pulleys  something similar to the ones found in Super Mario games  just like in the picture attached.  so that when the actor jumps on one platform  it will go down and the other will go up.
I have downloaded and installed the Joint extension, yet there is no info of how to use blocks, as the examples on stencylForge such as Joint Sandbox no longer works.
I believe I should use the pulley  joint type block and such, yet if someone already coded something similar and would like to share some info please help.
Looking forward to get some info.
Kind regards!

9
Ask a Question / Re: StencylForge - Empty downloads
« on: March 31, 2020, 11:00:21 am »
Problem to forge downloaded behaviours opening as empty is a bug in the latest public release and has been highlighted , if you use an older build of stencil  it will work just fine/

10
Windows / Mac / Flash / HTML5 / Re: INDIE GAME DEV STUDIO The Game
« on: January 24, 2020, 12:01:44 pm »
Man that's quite interesting

11
Ask a Question / Re: Behaviors don't work.
« on: January 20, 2020, 07:12:34 am »
I have also encountered this problem when importing behaviours from stencylforce to the newest build of stencyl. 4.0.2
Just try to edit/open each behaviour before attaching in to an actor, save, and then attach the behaviour to actor.
Another problem that I encountered was that when I have opened a behaviour it actually showed nothing inside, no blocks of code, nothing, I believe this is a bug of the newest stencyl build, when it comes to use old behaviours from stencylforge.

in order to solve this you should use an older version of stencyl to check and see the code inside behaviours export it and import it to stencyl 4.0.2

12
Extensions / Re: Poki SDK
« on: January 14, 2020, 01:33:49 am »
Hey rob, just left you a private message, please have a look into it

13
Paid Work / Extension request implement SDK
« on: January 14, 2020, 12:09:55 am »
Hello, I'm looking for someone to help me implement advertising SDK https://gamemonetize.com/sdk to my html5 game build with stencyl.
Please leave an answer here or pm to talk the details.
Payment by PayPal.
Regards!

14
nobody?

15
Hello dear fellows, I need some guidance in order to integrate gamemonetize.com sdk for html5 games for one of my games.
their sdk looks like this:
Code: [Select]
STEP 1:
Add following rows into your index.html file, this will initialize GameMonetize.com SDK.
Fill gameId and and use SDK events (mute audio, pause game and after that resume game logic).

<script type = "text/javascript" >
   window.SDK_OPTIONS = {
      gameId: "your_game_id_here", // Fill the game_id
      onEvent: function (a) {
         switch (a.name) {
            case "SDK_GAME_PAUSE":
               // pause game logic / mute audio
               break;
            case "SDK_GAME_START":
               // advertisement done, resume game logic and unmute audio
               break;
            case "SDK_READY":
               // when sdk is ready
               break;
            case "SDK_ERROR":
               // when sdk get error
               break;
         }
      }
   };
(function (a, b, c) {
   var d = a.getElementsByTagName(b)[0];
   a.getElementById(c) || (a = a.createElement(b), a.id = c,
   a.src = "https://api.gamemonetize.com/sdk.js", d.parentNode.insertBefore(a, d))
})(document, "script", "gamemonetize-sdk");
</script>

STEP 2:
Invoke an advertisement in your game on following states: "play button", "continue game" , "new level" or when user complete every level:
sdk.showBanner();
.

Step 1 done. I have added the above code without any modification inside my index.html file.
Step 2 done. I have managed to make a call inside the behavior of my level select button so that when a user clicks on it the sdk will load and will display a test advertisement (short video of 10 seconds + audio ) that overlays the game as expected, yet the audio from the advertisement and the audio from the game will mix together.

I can't figure out how to  pause the game while the test ad is playing by writing some piece of code  in this section here:
Code: [Select]
case "SDK_GAME_PAUSE":
               // pause game logic / mute audio
               break;
For example I use the Pausing behaviour from StencylForge to pause my game and by looking at the code it's generates inside the game.js file it looks like this:
Code: [Select]
g.pause = function() {
  g.engine.pause()
 };
doing something like the code below on index.html doesn't work, it will break all, the sound from advertisement will play at the right moment, the game background music also plays over the sound generated by the ad, but the video for advertisement doesn't overlay, and does not take over the game graphics  :
Code: [Select]
case "SDK_GAME_PAUSE":
                 g.engine.pause();  // pause game logic / mute audio
               break;

Same question for unpausing

Looking forward for some guidance.

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