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Messages - Dom818

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Extensions / Re: iOS Video Player
« on: February 05, 2015, 01:58:06 pm »
Thanks a lot for updating it. A lot of different things have been taking up my time. I'll add it to the first post for ease of downloading.

Extensions / Re: iOS Video Player
« on: January 21, 2015, 10:23:48 pm »
Starting February 1st, Apple requires all iOS apps to include 64-bit support. We've added this support to the core toolset and extensions, but users using your extension will need an updated version from you to continue using your extension in their games.

Please see the following forum topic for instructions on how to update your extension. All questions regarding the upgrade should be posted on that topic. Thanks!,38276.0.html

Thanks for letting me know Jon. I'll look into what it will take to bring this up to the new standards. Hopefully I can get it done before the switch.

Extensions / Re: Date Extension
« on: September 09, 2014, 09:39:25 am »
This might be a stretch, but would I be able to use this to tell when the next full moon would be (e.g. so a moon in the game matches the Moon phase in real life), or that just too impossible

I can probably use Innes' link to build a moon phase function (either in the extension of as a behavior you import).  I'll think about which one I'll do and make it soon (probably tonight as long as homework allows).

Also, thank you Innes for the information on moon  phases. It is very helpful.

The fix seems to have worked for me. I'm running the Yosemite Preview 3.

Extensions / Re: Date Extension
« on: June 27, 2014, 04:48:39 pm »
is it possible to make a countdown timer using the date?

Yeah, it's possible. You would need to save a time stamp at when you start the countdown plus how long you want the timer to be. Once you have that, subtract that time by the current timestamp to get how much time is left. You can then use conversion blocks if you want to display the time left.

I've had these issues for quite a while on my 15" Retina Macbook; can't quite remember when they started, but they still exist on OS X Yosemite. I think I have both Java 6 and 7 installed.

Hmmm... I just tried stencyl on my 15" retina Macbook Pro with Java 7, and I did not see this. You should try upgrading to java 7, it might help!  :)

I thought part of Stencyl did not work well with Java 7 (like Android exporting). Does that still work?

Extensions / Re: Date Extension
« on: June 10, 2014, 06:11:51 pm »
Where can I download this from?    ???

You can find the download on the first post of this thread.

Resolved Questions / Re: Implement haxe code into a game
« on: June 08, 2014, 03:35:03 pm »
Hmm, I'm stumped like Rob is...

Can you post the actual code that Stencyl is generating for those events (copy all the text from the code preview (binoculars in the bottom right hand corner) and paste it here)? Maybe something isn't generating correctly.

You could also try cleaning the project from the Run menu.

Resolved Questions / Re: Implement haxe code into a game
« on: June 08, 2014, 12:12:38 pm »
Can  you post a screenshot of where you put the code block? I'm not quite sure why that would happen at the moment.

Resolved Questions / Re: Implement haxe code into a game
« on: June 08, 2014, 11:41:40 am »
The code you have posted is an entire class. I'm not sure how much coding skill you have, but you actually don't need all the code you posted. The three lines of code within the main function are all you would need to put in a code block. You may also have to have a custom import to get some of the code working (not sure if Stencyl imports have file io).

Suggestion Archives / Re: Vector Capabilities
« on: May 27, 2014, 08:20:11 am »
I'd been meaning to get around looking at this for some time now myself, actually. It may help someone to note that the SVG library appears to already be included with Stencyl. The files are in workspace/Stencyl/plaf/haxe/lib/svg/... (in my install anyway).

Cool, looks like we wouldn't need to bundle any files then for an extension.

Suggestion Archives / Re: Vector Capabilities
« on: May 26, 2014, 06:13:34 pm »
A quick search shows that OpenFL has a library for SVGs. If that were to be wrapped into an extension, we could theoretically load and view vector graphics from the extras folder.

I might look into this in my free time, vector graphics would remove the need for many different scales of the same image.

Extensions / Re: Date Extension
« on: May 18, 2014, 10:51:15 am »
Glad it works for you!

Extensions / Re: Date Extension
« on: May 17, 2014, 05:09:26 pm »
Yep, sound good ! Thanks for the integration, it's cool for us !

An updated version with the blocks I specified above has now been uploaded to the first post. Try it out and let me know what you think.

Extensions / Re: Date Extension
« on: May 13, 2014, 06:09:36 pm »
Hi Dom,
I'm at home now, sorry for the brief email, some blocks useful for me, that you can add in your extension if you want to for the others guys !

I also have a "born" block, useful for calculate an age of a virtual pet, it's - Born (Born = Timestamp at X date)


Here's what I'm thinking of adding:
-get timestamp
-get (hours, minutes, days, etc ) using timestamp ()
-convert (number) to (hours, minutes, days, etc)

Using this setup, you could use the saved timestamps, subtract them, and use the convert block to find how much is in between. Sound good?

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