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Messages - runimals

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Old Bugs (3.x) / Re: Image API - Blending error on Android
« on: April 24, 2014, 01:26:26 am »
Hi again!

Sorry for that, but I did not try the retain function on Android as a result the fix is not all the good it must to be.

If you are using a mask smaller than the image, you will see some noise outside the mask. I'll fix it doing this changes:

public function retainImageUsingMask(dest:BitmapData, mask:BitmapData, x:Int, y:Int)
      x = * Engine.SCALE);
      y = * Engine.SCALE);
      dummyRect.x = 0;
      dummyRect.y = 0;
     // dummyRect.width = dest.width;
      //dummyRect.height = dest.height;

      dummyRect.width = mask.width;
      dummyRect.height = mask.height;

      //dummyPoint.x = 0;
      //dummyPoint.y = 0;
      dummyPoint.x = x;
      dummyPoint.y = y;
      dest.copyChannel(mask, dummyRect, dummyPoint, nme.display.BitmapDataChannel.ALPHA, nme.display.BitmapDataChannel.ALPHA);

On this way, you just gettin a rect with the same size that the mask.

Old Bugs (3.x) / Re: Image API - Blending error on Android
« on: April 22, 2014, 01:55:42 am »

thank you for your response. I will take care of that.

I found another bug: when you are using "retain {image} using {image} at...", the "x" and "y" parameters doesn't works. I did a quick look on the code and I found this:

"public function retainImageUsingMask(dest:BitmapData, mask:BitmapData, x:Int, y:Int)
      x = * Engine.SCALE);
      y = * Engine.SCALE);
      dummyRect.x = 0;
      dummyRect.y = 0;
      dummyRect.width = dest.width;
      dummyRect.height = dest.height;
      dummyPoint.x = 0;
      dummyPoint.y = 0;
      dest.copyChannel(mask, dummyRect, dummyPoint, nme.display.BitmapDataChannel.ALPHA, nme.display.BitmapDataChannel.ALPHA);

The X and Y parameters are not used at all.  I fixed it on this way:

public function retainImageUsingMask(dest:BitmapData, mask:BitmapData, x:Int, y:Int)
      x = * Engine.SCALE);
      y = * Engine.SCALE);
      dummyRect.x = 0;
      dummyRect.y = 0;
      dummyRect.width = dest.width;
      dummyRect.height = dest.height;
      //dummyPoint.x = 0;
      //dummyPoint.y = 0;

      dummyPoint.x = x;
      dummyPoint.y = y;

      dest.copyChannel(mask, dummyRect, dummyPoint, nme.display.BitmapDataChannel.ALPHA, nme.display.BitmapDataChannel.ALPHA);

But I'm not sure if there the correct fix for that.

Thank you for your attention

Old Bugs (3.x) / Image API - Blending error on Android
« on: April 16, 2014, 02:41:57 am »

I was working on the Image API for drawing a texture over another by using Add blending or Multiply blending and it worked perfectly on Flash, but when I tried on Android it  did not work correctly.

It uses normal blending for the draw (I tried different blendings and always uses normal). And, when I changed the blend mode of the instance, the draw function used the new blend mode from the instance and ignore the blend mode I set up on the draw function.

This behavior happens on Android. On flash works perfectly, but I don't know on IOS.

Great to see admob native support.

I´ve been checking today's update and some questions arise:

1) Why are Adwhirl libs still there?

2) Why are you using still old AdMob libs?
I'm using updated version 6.0 for a long time and all is working fine. I remember I had to update android sdk to android-13 version 3.2 and change build target to android-13 to avoid a compilation error, but now it works flawlessly. The old version fails frequently with some 4.1.X devices.

Another weird thing.
After doing some testing it seems admob ad is beeing shown from the beginning, without a "show ad".

Hope to help!

Fixed Bugs (3.x) / Re: [Flash] Scaling Does not Scale Preloader
« on: June 06, 2013, 01:15:45 pm »
Same issue here.

Chit-Chat / Re: Stencyl 3.0 Reliability and Release Date
« on: May 24, 2013, 08:36:55 am »

It is really working fine over Android.

Extension Ideas / IOS and orientation [QUESTION]
« on: May 07, 2013, 10:46:20 am »
Hi mates,
Im working on some IOS extensions and I have found a common trouble with orientation changes.

I would need a way to get the screen orientation from haxe.
Is this possible?

And also, how can I listen for the rotation event? Event.RESIZE seems to not work.

Is an issue related with my android admob method, and as your extension uses my method it has also the same problem. Some kind of ads are not clickable in 4.1.X.

I think you are right about the reasons you stated. It seems is a mixed problem between the view and the ad.
Eitherway I'm happy with this, numbers are going fine.
So I would wait for 3.0 release in order to fix this minor things.

About IOS extensions...
Work in progress.


some friends have reported me some problems with the ads using 4.1.X.

It seems that they can click the ad but the ad doesn't open although the click is beeing recognized.
Have you also experimented this kind of problem?

I'm not sure what can be happening.

Many thanks for this @Abliblablobla, you saved me some integration work creating the extension  :P

It will be really helpful if we could create in Stencyl some custom config menus for the extensions.
Jon should think about this. Maybe an Options button for each extension where you could fill some string/number variables, like the behaviors.
This way, all the configuration steps would be easier for the "non-programmer" user.

I'm now working in another great extension. Stay tuned.

Extension Ideas / Re: Sending data to an extension
« on: April 11, 2013, 02:52:11 pm »
OK, I will try.  ;)

For what I need now I believe I will have enough if the source data are global vars (game attribute) because I believe is the easiest way to input just a couple of strings.

But if you can develop it further, using other data sources, please explain it. Extensions are really interesting.  :)

Extension Ideas / Sending data to an extension [QUESTION]
« on: April 11, 2013, 04:30:22 am »

I would like to know how to send data to an extension variable in order to setup ad ids, usernames,  etc...


Game Ideas / Re: Use Stencyl to make an Arcade Machine??
« on: March 26, 2013, 08:26:33 am »
jffilion83, post a screenshot I want to see that.  :)

Ask a Question / Re: logic -> code
« on: March 07, 2013, 03:59:52 pm »
Yes Tuo, thats exactly what Im referring. The generic code mode.

I supose this code is executed at the start of the game before entering the game loop but Im just guessing.

Any official info about it?
It should be documented.

Ask a Question / logic -> code
« on: March 07, 2013, 10:58:51 am »
Hi mates,

Im asking myself which is the use of the Code Section under Logic (in the dashboard)?

I cant find it anywhere.

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