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Messages - ManicZombie

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1
Ask a Question / Replacing/downgrading Haxe for Xcode
« on: June 28, 2016, 02:38:25 pm »
Hello. For my project I'm going the route of creating an Xcode project and compiling from there (why? Because I've having trouble with my provisioning profiles and Xcode is an easier way to troubleshoot that). Thing is, when Xcode asked me to install Haxe I did a knee-jerk thing and installed 3.3, but I know now that I want 3.2.1 instead. I can't figure out how to de-install 3.3, and weirdly the internet doesn't seem to know either. Any advice is greatly appreciated as always, thank you.

2
Ask a Question / Re: Unresolved issue with code sign errors.
« on: June 19, 2016, 03:06:07 pm »
Did you ever get this issue resolved?

3
Ask a Question / Re: Can Stencyl load Game Center achievements?
« on: May 28, 2016, 06:37:56 pm »
Following up to this after some months--

I see what you're talking about cesol, but I don't see how to request the achievements list from Game Center.

Thanks!

4
Hi. I'm curious about what the difference is between this kind of event:

always
   if (boolean) = true


and this:

when (boolean) becomes true

I understand that When Updating (always) is constantly checking, but I'm seeing evidence that the other case also always checks. Are the attributes events the same as the When Updating events?

5
I got it to work. Previously I had created the map manually by configuring an attribute. I switched to using blocks to create it, and it's all good.

6
Ask a Question / Re: Principles of stopping lag (Android)
« on: April 14, 2016, 11:52:25 am »
How many cannon balls are on screen at a given time?  I have a game with a lot of flying actors coming on and off screen. Instead of continuous creating and killing, I just have a set number. When one goes off screen I kill its speed and move it to a hidden spot where it waits until called upon to fly again. Instead of killing the cannon balls could you set their coordinates so they are hidden behind a cannon, then reuse them?

7
Hello. I have a game where players create words, and I'm working on a system of actions that get triggered when certain words are formed. I had the idea to compare the word to the keys in a map, then get the name of which behavior to trigger from the corresponding value in the map (the event is always called "engage" in each of the different behaviors). See the code below. Hopper contains the word I'm comparing to the keys of a map called SpecialWords. Right now I'm getting a null object reference error.

I know I could always use a list and a stack of If statements, but I'd like to do something more elegant.

8
Ask a Question / Re: Sliding image instances start to jitter
« on: April 03, 2016, 05:32:06 pm »
INDEED yoplalala has it. A nagging part of my mind felt like there was some sort of timing doubling up happening, but I couldn't see it. The Otherwise - Cancel solved it, plus I wrapped the whole thing in a catch that won't let it fire when it's processing. Updated code is below for the curious. (Ignore the two Always statements at the end, that's just rubbish.)

Thanks. I wish I could give back to this community even close to what I get out of it.

9
Ask a Question / Re: Sliding image instances start to jitter
« on: April 03, 2016, 10:17:12 am »
A followup: I've also tried removing the code that removes all the instances of the snowflakes from the parent, and just have a block to empty the list. No change.

10
Ask a Question / Re: Sliding image instances start to jitter
« on: April 03, 2016, 10:10:09 am »
yoplalala: No difference if I wait.
CmdrWhitey13: Every time I use the switch to screen space block I get this compilation error on the script: "Snowfall: Unknown identifier : g" (Snowfall being the name of the scene behavior of course.) I see in the block guide that the code for the block is g.translateToScreen(); ...And that's the limit of my understanding of the underlying code.

11
Ask a Question / Sliding image instances start to jitter
« on: April 02, 2016, 06:33:53 pm »
Hello. I've created a snowfall effect (code below) that works great the first time I trigger it, but each time after, the snowflakes jitter as they fall. I'm using instances of a 2x2 image, looping through them and sliding them downward. When they have all fallen off the bottom of the screen, I clear them (I believe). Like I say, first snowfall is lovely, but the following ones move in a jerky manner. Is this a code thing, or a Flash performance issue?

12
Ask a Question / Re: Looking for input for my channel!
« on: March 02, 2016, 12:16:32 pm »
Would it be too off-topic to create a section in this forum, more than a topic thread, to discuss marketing and promotion? People could share tips, what works and doesn't, etc.

13
Just confirming that yes, this didn't cause any issues with my android build. All good!

14
Hi, I assume this is the case but just want to make sure. I've got a mobile game that makes use of Game Center for iOS. When I compile for Android (it compiles just fine) I assume the Game Center functionality is ignored, yes? Or should I strip it out? Thank you.

15
Ask a Question / Re: iphone simulator high jinks
« on: February 23, 2016, 11:58:52 am »
Another cause of the white square problem is when assets aren't in an any of the atlases that the scene loads. I get hit by this all the time.

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