Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - davidvonallmen

Pages: 1 2
Ask a Question / Re: Stencyl database connecting (tutorial series)
« on: August 28, 2013, 08:12:40 pm »
Would very much welcome it. I have a game I'm planning out that would need that. Very kind of you to offer to do that for everyone's benefit.

On this walkthrough for making provisioning profiles Step 3 number 6 it says "Download both the Development and Distribution certificates" but when I'm on iOS Certificates on the Apple Developer site the Certificate I just created has only one download button, and it downloads one .cer file and when I double click that my keychain has the iPhone Developer: (my name) but not the iPhone Distribution one. So I've only got one .mobileprovision file.

Up until that point the instructions of the walkthrough were easy enough and I've been through them a dozen times and can't see where I've made errors. Did the whole thing over from the beginning and wound up with the same result.

Can anyone tell me what I'm doing wrong?

Ask a Question / Image scaling in 3.0
« on: August 18, 2013, 02:48:33 pm »
From what I've read you create your graphics at 4x resolution of mobile, then build the scene for iPhone size, and set the mobile settings to scale up for larger devices. Done, done, and done.

So when I created my graphics in Photoshop they looked like the larger image below.

When I see them in the scene or when testing on Flash, they look like the smaller image - i.e. pixellated as all hell.

Am I doing something wrong or does Stencyl just do a complete crap job of scaling?

Got it. As always, thanks for taking the time to reply, Rob.

Ask a Question / does "send Self to layer with ID: " just not work?
« on: July 21, 2013, 01:09:55 pm »
I have not for the life of me been able to get the "send Self to layer with ID: " command to work in the game I've been working on. To test I set up a test game that had three layers (ID's 0, 1, 2) and put overlapping circles on them, then had a scene behavior create a third in Front and on mouse clicks I should have seen the top circle get partially covered over by the circle on layer ID:2 that had it had previously partially covered. But nothing. Look at the code below - it's not like it's complex enough that I could have screwed it up.

Does this just not work in Stencyl 2.2? Otherwise, what could I be missing here?

Ask a Question / Re: If current animation name contains...
« on: July 16, 2013, 07:36:55 pm »
and now that I've had time to test it, yes it does work.

For anyone else reading this, the bit I was missing is the following trick:

In Numbers&Text > Text > Find/Replace you will see the "index of [text] in [text]" logic. This returns the location of a letter inside a string of text. If that letter is not found, it returns -1.

So, if the letter r appears in the name of the animation state, the logic in the image below returns true.

Ask a Question / Re: If current animation name contains...
« on: July 16, 2013, 03:05:37 pm »
Rob, thanks that looks like that will work out.

Ask a Question / If current animation name contains...
« on: July 16, 2013, 02:50:35 pm »
I want to make some IF logic that looks at the name of the current animation and based on that, executes the code below, but I'm not sure the logic exists in Stencyl

For instance, the animation state for an actor might be named "ROY" (for red, orange, yellow) and I want logic that says

IF current animation for self contains R
add red to colorsList

Is there anyway to check the name of an animation for strings?


Archives / Create actors on a specific layer
« on: July 16, 2013, 08:49:34 am »
Love this program, but the function for

create Actor Type at (x:# y:#) at Front

is really clunky, would be much smoother to be able to create the actor on a specific layer instead of "Middle" and then having to put another line of code to move it to a layer.

Ask a Question / back, middle, front?
« on: July 15, 2013, 07:42:34 pm »
I'm creating a lot of actors and trying to move them to different layers so that the proper ones are on top.

I can't find any documentation that explains what exactly Front, Middle and Back mean in the context of "create [actor] at (x: # y: #) at [Front, Middle or Back]" behavior.

Can anyone point me to where this is explained?


This would depend on how you are writing the code for the runner's perpetual movement.

Is it just x speed of actor = # ?

If so, why not have hills trigger something like x speed of actor = some other # and then the flat sections return him to original speed? Using the physics you described seems unnecessarily complicated.

Or, what could be more fun is during the time he's running uphill, loop x speed of actor = x speed of actor -1, and then on the flat loop x speed of actor = x speed of actor +1 until it gets back to normal speed.

That worked. I owe you one, Rob.

Resolved Questions / Re: otherwise if limit? - RESOLVED
« on: June 25, 2013, 04:30:59 pm »
Thanks, guys.

I really don't have that many, and each executes very simple code, its just that I was winding up with some results I could not explain and after 4 hours of exhausting every other possibility wondered if there was cut off point at which the next otherwise if did not get checked and therefore even if true the code did not run.

With more experiments I found the problem was completely different from what I expected and have a solution now.

I have an actor called "multi" (a multicolored circle) that, when created, adds items to a list type behavior attribute called "internalColors" (creates a list of all the different colors in that circle). What items are added to that list is dependent upon the circle's animation state when created.

If a second multi is created, with different colors, the first and second multi should have their own lists. I set up internalColors as a behavior attribute (local variable) not a game attribute (global variable).

However, when a second multi is created, its items are added to the first multi's list, and the first multi's items are added to the second multi's list. I had each write above themselves what is in their list and when the first is created it has the proper colors in its list, then when the second is created the list above the first updates to include those items that were supposed to only go into the second.

Is there something I'm not understanding about list behavior attributes? I've been working with Stencyl for a few months and never had any problem list this with any other attribute type.

Resolved Questions / otherwise if limit? - RESOLVED
« on: June 25, 2013, 02:02:17 pm »
Is there a limit to how many "otherwise if" you can chain together?

Pages: 1 2