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Messages - sugarontop

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Ask a Question / Image Instance vs Image
« on: October 03, 2014, 02:14:13 am »

I have a problem with the code attached. The problem is that the image gets changed for the actor PixelActor, but unfortunately when I try to get the image back to reuse somewhere else it gets the old initial image of PixelActor. Any ideas how I can:
-create an actor with a default image
-change that image
-grab the new image from the actor to use it in other places?

Ask a Question / Image actions
« on: September 02, 2014, 01:34:30 am »

I have two images: image1 and image2. I want to grow image1 by 50% and then draw it on image2. In order to grow image1, I need to make an instance of it (I cannot apply grow effects on images directly as I don't see a block for it). The problem is that if I make an instance of image1 and grow it, afterwards I cannot draw the image instance on image2. Any ideas without having to use a temporary actor to do all this?

Ask a Question / Re: Slider control
« on: August 29, 2014, 05:32:34 am »
Sounds solid, I'll try. What about having the slider fill the selected section? Apply a mask image on top calculated?

Ask a Question / Re: Color Picker
« on: August 26, 2014, 11:27:05 pm »
Thank you!

Ask a Question / Color Picker
« on: August 26, 2014, 06:44:04 am »
How can I get the color of a pixel on the screen? Is it possible?

Ask a Question / Slider control
« on: August 26, 2014, 06:25:15 am »

Are there any controls (I am interested in a horizontal slider, web like) in Stencyl? If so where can I get them?

Ask a Question / Passing BitmapData through extension
« on: May 25, 2014, 05:26:30 am »

I want to make a Native Extension to save images to phone library and I am struggling into passing the BitmapData through different files. This is what I did so far, starting with the Native-Test:
-in NativeTest.hx I pass down to showAlert the argument img:BitmapData
-in ExternalInterface.cpp I pass down one argument value img and then I do showSystemAlert(val_data(img))
I am stuck at What kind of parameter type I should put here to be able to do something like this:
   UIImage *imageToBeSaved=[UIImage imageWithData:img];
       UIImageWriteToSavedPhotosAlbum(imageToBeSaved, nil, nil, nil);
Where img is the parameter of the function.

Any clues?

Paid Work / Re: Pay for extension
« on: May 20, 2014, 06:33:29 am »
Oh, I forgot to say the budget. So 50 USD, via paypal, to whom wants to do this. Any takers?

Basically it should be fairly simple and I can also help with the specific native code. The only problem I have is that I don't have time to write the extension myself (never did one).

Paid Work / Pay for extension
« on: May 20, 2014, 06:23:28 am »

I am ready to pay for an extension that saves an image to the phone's gallery/loads an image from the phone's gallery, both for iOS and Android.

Any takers?

Ask a Question / Re: mix sounds before playing
« on: April 28, 2014, 11:56:14 pm »
I am using channels. My problem is:
-Stencyl has 32 channels, thus I can play 32 sounds simultaneously
-For an event I generate 2 sounds simultaneously. Those two sounds are played on two channels. That means I can play sounds for 16 events simultaneously.

I want to be able to play sounds for 32 events simultaneously. That means that I need to be able to mix the 2 sounds generated by an event at runtime before playing them on a single channel in order not to take up 2 channels.

Check the logs. usually that's where you get the reason of the error that gets you stuck in compiling.

Ask a Question / Re: mix sounds before playing
« on: April 28, 2014, 05:29:32 am »
If you play the sounds on the same channel, when you play the second, it stops the first. I want to combine them.

That's the reason I was asking for the mix before play at runtime option.

Ask a Question / mix sounds before playing
« on: April 25, 2014, 06:03:49 am »

I have a game that requires to play quite a lot of sounds (on each collision between different actors). When each collision occurs I need to play simultaneously two sounds.

-is it possible to somehow mix the two sounds before playing them? (my biggest issues is that we have limited channels)
-another way is to mix the sounds myself in all possible combinations and put them into files. The problem is that I got quite a lot of files and it's a pain to import them all in Stencyl. Is there any way to mass import resources in Stencyl (a script or smth maybe). The sound files have the same name as the sound object I want to create+mp3/ogg extension.

News / Re: Stencyl 3.1 - What's coming next? (Updated April 11th)
« on: April 24, 2014, 01:35:39 am »
Get Sound by Name

Super cool! Thanks a million!

Any chance to be able to save images to the phone's gallery/load images from the phone's gallery?

Journals / PopCorn
« on: April 23, 2014, 02:51:19 am »
We finally launched the game guys! Feel free to download it and give us feedback:

Google Play:

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