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Messages - sideofcode

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Game Art / Re: Looking for a collaborator
« on: March 18, 2015, 11:01:33 am »
Pyschographics: I just sent you a PM.

Paid Work / Re: ----STENCYL DEVELOPERS (Skype) GROUP---
« on: March 17, 2015, 12:42:04 pm »
I'm interested in participating. My Skype ID is sideofcode.

Ask a Question / How to check if Game Center is asking to sign in? [iOS]
« on: January 05, 2015, 12:42:32 am »
Is there a way to check if Game Center is asking the user to sign in? For example, is there some custom code I could use to find out what the device is doing with respect to trying to sign in?

If the Game Center sign-in screen is showing, then I'd like to pause the game so that the user doesn't miss anything. On the other hand, if the user is already signed in, or if there's no internet connection (so Game Center simply can't launch), or if the user has canceled the Game Center sign-in screen, then I'd like things to proceed. My game doesn't have a main menu screen so it basically starts unpaused. So, the game play (and countdown timers, etc.) start immediately after the splash screen fades away, but the Game Center sign-in screen gets in the way.

Really? I haven't seen this particular feature mentioned elsewhere. In particular, I just looked through the entire roadmap topic (,31060.0.html) and saw no mention of sharing using native iOS functionality. (The roadmap topic does mention Facebook and Twitter, but no details are indicated. Also, using the native functionality would open the door to WeChat, WhatsApp, etc., none of which are mentioned.)

Anyways, if you (or anyone) has any knowledge of whether (and when) this is going to get built in, I'd love to know.

Chit-Chat / Re: Kids these days, don't know their roots.
« on: December 21, 2014, 08:55:09 pm »
There's an interesting article by Andy Baio on about how he raised his son on video games, "compressing 25 years of gaming history into about four years".

So, for the parents out there, any other takers?

I'd really like to see this feature (for iOS): A block that implements iOS's own UIActivityViewController to share using message, email, Twitter, Facebook, or whatever other platforms that are already on the device. (And perhaps use a code block or some other block to specify any excludes.)

Looks like this:

As it stands, it seems that we need to separately implement each method of sharing that we want to provide: one button/behaviour for Twitter, one for email, one for iMessage, one for Facebook. Using the built-in system for sharing would give us all the relevant options in one shot, while providing the user with an interface that they're likely already familiar with.

Okay, cool. Also, one more bits of info, in case it's relevant: The last build that I have for which extensions still work okay is 7956. (I don't always get a hold of every nightly because download speeds from China can be horribly slow.)

Extensions / Re: Attribute Saving [Extension]
« on: December 09, 2014, 07:10:20 pm »
@JHKeller: Hey, you might be experiencing the same problem I'm having (see, My logs and a sample game are posted in that topic.

Also, my previous post on the Attribute Saving extension (,22217.msg205787#msg205787) hasn't been addressed, so consider this a bump.

Fixed Bugs (3.x) / extensions not working in last few builds (up to 7967)
« on: December 09, 2014, 06:57:11 pm »
In the last few nightly builds (for Mac), I've found that Extensions aren't working at all. That is, no blocks show up in the Extensions tab (yes, I've checked that Extensions are enabled in the Settings) and any Extension blocks that were in loaded games completely disappear.

Sorry for not reporting this right away—I assumed the problem would be quickly fixed, so I went to an earlier build so that I could continue working on my game. However, it seems that no one else has reported this problem. Perhaps it's just me and my system (boy, that sucks), but nevertheless seems like a problem that should get straightened out.

After installing build 7967, here's what happened. I first tried to load an old game and confirmed that all the Extension blocks are gone (yet the Extensions were still enabled in Settings). Then, I created an entirely new game, added the Labels extension, reloaded the game, and still no extension blocks available. I've attached a copy of that test game and my recent logs.

Oh, one more thing. For the last couple of builds, when opening Stencyl for the first time, I've been getting that message saying the app is damaged and should be trashed. I remember needing to get around that before by changing the security settings in System Preferences. However, until this problem came up, I haven't needed to do that in a very long while. What has changed? Perhaps there's nothing wrong with Stencyl and only an ugly problem with my system, but I'd appreciate help in figuring out what's buggered regardless of source.

Extensions / Re: Attribute Saving [Extension]
« on: November 06, 2014, 08:49:42 pm »
I get an Action Script error (#2134: Cannot create SharedObject) when I try to use this extension.

I created and attached a simple test game. You can increment or decrement a test attribute, switch between normal or extension saving, and save or load the test attribute. Logs attached as well.

Extensions / Re: Virtual Joysticks Extension [2.0]
« on: August 04, 2014, 01:23:18 am »
Ah, I see your point about not initializing the joystick too often. Still, I wouldn't mind seeing a block that would give me a list of existing joysticks or maybe a for-each-joystick loop. Without blocks like that, I believe I'd need to use game attributes or some other type of game-wide variable/constant to ensure I'm using the same joystick ID across scenes.

Extensions / Re: Virtual Joysticks Extension [2.0]
« on: August 01, 2014, 09:27:51 am »
Thanks, Abliblabobla, for putting this together. I've been testing it out on an iPhone 5 and Nexus 7. So far, it seems to work well.

I do have a couple of issues to report, as well as a quick question.

First, maybe I overlooked something, but a relative joystick I created in one scene seems to persist into other scenes. In this case, the joystick would be created in a level but persist when I exited back to the level-chooser scene. I ended up adding a block right before the scene transition to remove the joystick. Just wondering if the clean-up should normally happen automatically and maybe I missed something. Or maybe there's a way of getting a list of all existing joysticks to ensure that everything does get cleaned up.

The second issue is that the Set Default Direction block doesn't seem to take effect until after a joystick is touched. I created a relative joystick and immediately after set the default direction to 270. However, the joystick direction is reported as 0 until I actually touch the screen. I've attached a quick sample.

And then my question is this: Is it necessary to have all of the 1x, 1.5x, 2x, and 4x versions of the joystick images in the extras directory? If 4x version is there, can the others be created at build time? Or if I'm not using any scaling at all, is it sufficient to just have the 1x version?

Chit-Chat / Re: Monument Valley on IOS
« on: July 15, 2014, 09:42:54 pm »
The folks who made Threes wrote an insightful blog post about all the clones of their game. They conclude the blog post by revealing a ton of the developers'  correspondence on the 14-month path to making Threes. I just skimmed that last bit, but it's neat to see how the game concept evolved over time.

Ask a Question / Re: i can't export (.p12)
« on: July 07, 2014, 07:00:47 pm »
I know this topic is way old, but I'm posting the answer here in case someone else has the same problem and is searching for the answer.

To get your .p12 file, you technically need to export your private key associated with the certificate. For some reason, you need to be looking in a Certificates category to be able to handle the private key part separately. In Keychain Access, make sure you click on Certificates or My Certificates in the left-hand Category pane. (This instruction is actually a parenthetical tip in the Stencylpedia guide [], Step 4, #2, but probably should be indicated as something you need to do.) You may notice that you can now expand the entry for your certificate, and your private key will show up if you do expand it. However, you don't need to expand the entry to export the private key (.p12)—just right-click on the entry there and you'll be able to select .p12 in your export options.


Chit-Chat / Re: Introduce Yourself!
« on: November 13, 2013, 06:41:33 am »
Hi all,

I subscribed at the end of October with a plan of publishing something to both the App Store and Google Play by the end of November. Unfortunately, I've been having a rough time this past week. After doing the crash courses using Stencyl 2.x and experiencing some problems trying to test things on my iPhone, I thought I should make the jump to 3.0 and make sure things work there. That's where things started to get really messy.

Anyways, I'm still plugging away at things. On the bright side, I've got more questions to post on the forums (on the appropriate boards) and I've got a lot of suggestions for improving the documentation. I'm still hoping to have something published (well, submitted) by the end of November. Look for my posts on other boards (hopefully the with post titles like "try out my game" instead of "what the @$$#@?!").



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