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Messages - Okk

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Extensions / Re: Date Extension
« on: May 13, 2015, 05:02:53 pm »
Same problem here with the "Day of the week (0-6)" command.
Does anybody know of a workaround?

Resolved Questions / Re: Game could not be built
« on: June 30, 2014, 03:51:37 pm »
Thank you, rob.
I had a custom block in which all of the Return blocks were inside of "If" conditionals. I didn't know that I wasn't supposed to do that.

Resolved Questions / [SOLVED] Game could not be built
« on: June 30, 2014, 05:07:00 am »
When I attempt to test my game, I get an error that says, "Your game could not be built. If nothing shows below, run the game again to see why it failed."
No further information is provided.

Stencyl Jam 14 / Fat Kid Falling Down Stairs
« on: March 25, 2014, 12:02:35 am »

Fat Kid Falling Down Stairs
This is my first completed game. Yaaaaay.

Ask a Question / Re: Sometimes sounds don't play
« on: March 23, 2014, 01:53:38 pm »
This problem is still persisting!
I changed several sounds so that they were streaming instead, but sounds are still being dropped.
Is this a known bug in Stencyl? Is there some kind of limit to the number of different audio files I can have? Is there anything I can do to fix this problem?
I'd be grateful for any help. I am on a deadline.

Ask a Question / Re: Sometimes sounds don't play
« on: March 22, 2014, 05:42:38 pm »
I tried making a "channel reset" function, which stops sound and resets volume on each sound channel individually, but it didn't help.
Could it be a memory problem? I have an awful lot of audio set to "sound." If I'm not mistaken, these get loaded into memory instead of streamed. Maybe I have too many to fit in memory, and they get dropped after a while? A lot of them are fairly situational anyway.

Ask a Question / Sometimes sounds don't play
« on: March 22, 2014, 01:10:26 pm »
Sometimes my game fails to play audio files.
The game has a lot of different sound files, and the problem seems to come up more when the game has been played for a while. I suspect it might have something to do with running out of sound channels, but I'm a little fuzzy on exactly how they work. Is a channel freed up again when the sound stops?
A friend reported the issue on returning to the title screen after playing for a while, but the scene for the title screen includes a "stop all sounds" command at the beginning.

The problem started while I was importing frames for a bat enemy. I got an error about image problems, stating that they'd be replaced with blank images, and that I should not save, and should post on the forums about it.
Now, I can't test my game anymore; Stencyl claims the platform requires OGG sounds. Well, as far as I know, I haven't changed the platform I test my games on. I was under the impression that I couldn't.
When I try testing a game with no audio, I get a different error: It tells me I need to install a new version of Visual Studio. Then it automatically downloads the installer for me. Well, I'll try anything once, so I gave it a shot, but the errors (and subsequent downloads) still occur.
I already tried uninstalling and reinstalling Stencyl; that didn't help.

Ask a Question / Re: Squash and stretch an actor, off the X and Y axes
« on: February 28, 2014, 12:48:10 pm »
Thank you, SadiQ. I am working in 3.0 now, though.
This kind of effect should still be plausible in 3.0, right? I haven't touched custom code yet since upgrading, and I wasn't very good at it in 2.X anyway. I wouldn't really know where to begin.

Ask a Question / That "90% Memory" message is becoming a problem
« on: February 27, 2014, 10:11:58 pm »
In the past, the 90% Memory message wasn't much of an issue. It would only pop up when I'd been working on my game for a while, or if I opened a whole bunch of actors, and I could just save and restart Stencyl and it wouldn't be an issue. I'm not sure if it's because I've upgraded to 3.0 or if it's because I'm working on a different sort of game, but it's starting to become a problem.

Now, of course, I've seen mention of this before, including links to a page here on how to deal with it. However, the fixes listed on the page haven't worked for me. I downloaded the alternate executable (which I'm not even certain is relevant to 3.0) but I couldn't get it to run. I tried creating the .bat file mentioned but that didn't help either. Finally, there was mention of installing 64-bit Java accompanied by a link to a minecraft forum, which I skimmed, but I couldn't really grasp what it had to do with my predicament.

The notice was coming up in particular when I was working on a specific actor. It would come up whenever I opened the actor, even if it was the first thing I did. Worse yet, after giving the message, Stencyl would fail to properly save my game! The actor had several frames of animation and is very large. Eventually I ended up creating it at a far reduced size and scaling it up onscreen, but this makes it look kind of chunky. The project I'm currently working on actually contains a lot of big graphics. Is that a contributing factor for this issue?

In particular I was working on a specific actor, and the memory message would pop up

Ask a Question / Re: Squash and stretch an actor, off the X and Y axes
« on: February 27, 2014, 03:02:30 pm »
I found this thread that deals with the subjest:,24366.0.html
However, I couldn't find the behavior on StencylForge.

Ask a Question / Re: Squash and stretch an actor, off the X and Y axes
« on: February 26, 2014, 04:07:04 pm »
That is good to know.
However, the actor in question rotates at a random rate, and the angle of the squash need to be based in the actor's angle of rotation when it impacts the surface.

Ask a Question / Re: Random enemy generation
« on: February 26, 2014, 01:11:25 pm »
That's exactly what I was trying to use, but it doesn't allow for actor types in the actor field. And by the way, I can't really understand what the "Actor" attribute is (not "Actor Type" or "Actor Group", just "Actor", which is the only attribute allowed in the field of "height of actor") and how it should be used.
An "Actor" is an instance of an "Actor Type." For example, if you create two Mambos,  they're both the same actor type, but they are different actors. So to refer to a specific instance, you can use an Actor attribute that you've created, like "Enemy 1" or some such, but it's often more convenient to just use "Last Actor Created."
As for placement, I think you might have to create the actor at some arbitrary position, and then move it to the position you want after that (by setting its X and Y values.)

Ask a Question / Squash and stretch an actor, off the X and Y axes
« on: February 26, 2014, 01:00:59 pm »
The "Grow" tweening block can be used for fun squash and stretch effects, since it has different input fields for width and height. However, it only seems to grow along each of the X and Y axes. I'd like to squash at different angles.

In my specific case, I've got a 45% slops (downwards, if the player is traveling right) that the player actor impacts against with a squash effect. Furthermore, the player actor rotates freely, so I can't predict what rotation he'll be at when he hits the slops.

Is there a way to do this?

Ask a Question / Has 3.0 changed how Timers work when paused?
« on: February 22, 2014, 12:57:52 pm »
While converting my game to 3.0, I've run into several kinks that need ironing out. One of them involves the game failing to unpause after it's been paused. I took a closer look at my code, and noticed that the Unpause command was inside of a "Do After 0.05 Seconds" clause. Outside of the Timer clause, the unpause command works fine.

If Timers have been changed in 3.0 so that they don't run while the game is paused, that could probably simplify several issues. But what do I do if I want a timer to run while the game is paused? Such as if I have an unpause command in the timer? Or even a clock that tracks the player's play time?

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