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Messages - Justin

Pages: 1 2 3 ... 201
1
Ask a Question / Re: Bengali language code
« on: September 26, 2023, 06:33:07 am »
Ok. That block uses the following code:
Code: [Select]
openfl.system.Capabilities.language

Here's a link to the documentation for that property: openfl.system.Capabilities.language

And here's a copy of the documentation:

Code: [Select]
/**
Specifies the language code of the system on which the content is
running. The language is specified as a lowercase two-letter language
code from ISO 639-1. For Chinese, an additional uppercase two-letter
country code from ISO 3166 distinguishes between Simplified and
Traditional Chinese. The languages codes are based on the English
names of the language: for example, `hu` specifies Hungarian.
On English systems, this property returns only the language code
(`en`), not the country code. On Microsoft Windows systems, this
property returns the user interface (UI) language, which refers to the
language used for all menus, dialog boxes, error messages, and help
files. The following table lists the possible values:

| Language | Value |
| --- | --- |
| Czech | `cs` |
| Danish | `da` |
| Dutch | `nl` |
| English | `en` |
| Finnish | `fi` |
| French | `fr` |
| German | `de` |
| Hungarian | `hu` |
| Italian | `it` |
| Japanese | `ja` |
| Korean | `ko` |
| Norwegian | `no` |
| Other/unknown | `xu` |
| Polish | `pl` |
| Portuguese | `pt` |
| Russian | `ru` |
| Simplified Chinese | `zh-CN` |
| Spanish | `es` |
| Swedish | `sv` |
| Traditional Chinese | `zh-TW` |
| Turkish | `tr` |

_Note:_ The value of `Capabilities.language` property is limited to
the possible values on this list. Because of this limitation, Adobe
AIR applications should use the first element in the
`Capabilities.languages` array to determine the primary user interface
language for the system.

The server string is `L`.
**/
public static var language(get, never):String;

Unfortunately, I guess the return value of "xu" is this working as intended.

If we take a look at how language is determined, we can see that it's doing this under the hood:

Code: [Select]
@:noCompletion private static function get_language():String
{
#if lime
var language = Locale.currentLocale.language;

if (language != null)
{
language = language.toLowerCase();

switch (language)
{
case "cs", "da", "nl", "en", "fi", "fr", "de", "hu", "it", "ja", "ko", "nb", "pl", "pt", "ru", "es", "sv", "tr":
return language;

case "zh":
var region = Locale.currentLocale.region;

if (region != null)
{
switch (region.toUpperCase())
{
case "TW", "HANT":
return "zh-TW";

default:
}
}

return "zh-CN";

default:
return "xu";
}
}
#end

return "en";
}

Looks like the answer lies with lime.system.Locale.currentLocale.language and lime.system.Locale.currentLocale.region.

Perhaps you can try putting those into a code block and see if they give you what you want.

2
Ask a Question / Re: Bengali language code
« on: September 17, 2023, 06:12:30 pm »
Can you be a bit more specific? Is this in the toolset somewhere? In the runtime engine somewhere?

3
Ask a Question / Re: Android game test
« on: September 17, 2023, 05:14:34 pm »
I think there was no reply to the original post because there wasn't enough information included. They said they attached their logs, but there were no logs attached to the post.

Just "I get an error when I test" is too unspecific to be able to provide any meaningful help.

4
Ask a Question / Re: الرجاء حل المشكلة
« on: August 09, 2023, 06:49:46 pm »
You need to click the "Generate Logs" button and upload it as an attachment here.

5
Chit-Chat / Re: If an intruder enters your home how would you react?
« on: February 26, 2023, 10:01:31 pm »
I like the way LIBERADO thinks.

I might play with the intruder.

6
Ask a Question / Re: problem with my android SDK
« on: February 23, 2023, 06:13:49 pm »
Oh, you're Tudry on Discord, right?

The logs you posted only include info about the build process, not anything after the game started playing.

To get the greatest amount of information in the logs related to playing the game itself, try one of the following:

a) Run the game from Stencyl, with the Run > View logs through Game Controller option disabled, and the game being played in debug mode (by running from Run > Run App in Debug Mode > Android (Debug)).

b) Run the game from Android Studio. It sounds like you've tried this already. If you want to try this again, can you share the error you got last time? I'm not familiar with a "Missing Runners" error and I'm not sure what that could mean. Seeing it for myself might help.

7
Ask a Question / Re: problem with my android SDK
« on: February 23, 2023, 12:55:21 am »
Not sure if you ever took Merrak up on his advice and asked on Discord or not. Posting here in case you're still having trouble with this, and for anybody else who finds this post.

The "The Android SDK is required" message actually shows if any of the Android SDK, Android NDK, or the JDK is missing. If you went through the Android Tools download dialog within Stencyl, you probably have the Android SDK and Android NDK, but not the Java JDK.

I'd recommend you download the latest private release of Stencyl for a few reasons:
1) Ability to target more recent Android versions, which you'll need if you want to publish to the Play Store.
2) Updates to the built-in purchases and Admob support (if you use them). This functionality won't work without the updates in the latest private releases.
3) Important bug fixes, such as prevention of a black screen on startup for users of more recent Android versions.
4) The version of the JDK used to run Stencyl is now packaged with everything it needs to build Android games. So if you don't specify an external JDK, that one will be used by default. This likely would have got you past the error dialog in this case.

As a subscriber, you have access to the private builds which you can find here: https://community.stencyl.com/index.php/topic,13789.0.html

As a subscriber, you additionally have access to the Help Desk section of the forum, as well as the #subscribers channel on our Discord, which both tend to receive quicker replies.

8
Ask a Question / Re: bullet wont create when facing left (PLS HELP)
« on: February 22, 2023, 12:59:44 am »
Is the bullet being created at all? Try placing a "print" block in a "when created" event for the bullet and see if it prints anything. Perhaps the bullet is being destroyed as soon as it's created.

9
Ask a Question / Re: Setting Up Proxy For Stencyl?
« on: December 25, 2022, 05:36:06 pm »
Can you start with what problem you're facing? Do you require a proxy for internet access? Is something in Stencyl now working as expected? What have you tried so far? I feel like the proxy settings should generally be pretty straightforward, so it would be helpful to hear what's going wrong on your end.

10
Ask a Question / Re: Generating a MacOS & iOS package
« on: December 12, 2022, 06:03:07 pm »
The chip doesn't matter. Stencyl can be run either way.

If you have an Apple Silicon chip (M1/M2/etc) you currently need to have Rosetta 2 installed to build games.

For exported macOS games, Apple Silicon isn't supported yet, so other Apple Silicon macOS users will also need Rosetta 2 installed to play your games.

11
Ask a Question / Re: Generating a MacOS & iOS package
« on: December 11, 2022, 09:23:21 pm »
Sorry, this is a bit vague. Are you talking about the way that Stencyl is distributed, or are you talking about distributing your games to other people?

For distributing your game to other people, Stencyl can export a .app container for macOS, and a .ipa container for iOS. After that, it's up to you to use the iOS App Store or Mac App Store to distribute your game.

There's no difference between Mac Mini and any other Mac hardware that's relevant to publishing Stencyl games.

12
Ask a Question / Re: HTML5 game not loading on GameJolt
« on: November 24, 2022, 05:44:03 pm »
Hm. The browser automatically caches downloaded content, that's not something that Stencyl does. The url is modified (when a new version of the game is built) in order to break that cache. Their wording is a bit strange, but I guess that's probably what they mean, since they're talking about urls.

You're right that the AudioContext issue isn't important.

If you're importing resources at 1x scale, then yes, you should absolutely have all other scales disabled for your project anyway. IIRC there may be some bugs in the last public release of Stencyl related to disabling higher-resolution scales. Try following these steps, in order, and you should be fine.

[Settings] > Web > Settings > Scales: make sure only 1x is checked
[Settings] > Settings > Advanced > Project Scales: make sure only 1x is checked
[Menu Bar] > Tools > Game > Clean Project
[Menu Bar] > Tools > Game > Cleanup Unused Files

13
Ask a Question / Re: HTML5 game not loading on GameJolt
« on: November 13, 2022, 01:08:08 am »
Are they talking about the part of the url at the end which is just a string of numbers? You can disable that by adding this to your advanced OpenFL settings. (Settings > Settings > Advanced > OpenFL Settings)

Code: [Select]
<haxedef name="lime_disable_assets_version" />

This is disabled by default in the subscribers-only 4.1.0 beta, so once Stencyl 4.1.0 is released and you update to it, you can remove that line from your project.


If that's not what they meant, sending me the message they sent you may help in understanding what's going wrong.

14
Ask a Question / Re: log
« on: November 04, 2022, 04:39:48 pm »
I see multiple errors in the logs, but I'm not sure which one you're posting these logs for help with. Please describe what you were doing when the error occurred.

15
Please post the logs from the web developer console inside the web browser when you test the html5 game.

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