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Messages - Fraz

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Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 09, 2015, 12:32:27 pm »
I think you may have solved it SadiQ!!!!

I'm just going to test on mobile but Windows was able to run through a save/load cycle just fine!!!

Preemptive thanks to all who responded :D

That did it! It's working 100% now! So the takeaway from this is if you split a nested list your first number will be outpu as NaN. While I was able to get my code working, this sounds like a possible bug with Stencyl, no?

Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 09, 2015, 12:20:43 am »
Tried to create a new list before adding, no luck :(

Speed and SpeedA are just PlatformSpeed and PlatformSpeedALL. InDi and InDiA is short for InitialDirection which is actually PlatformUpDown I shortened them to save space.

I attached a new snippet with the create new list and fixed an error in the earlier one

Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 08, 2015, 08:20:53 pm »
I changed the code to add the numbers that are split to the list as opposed to copying  the list verbatim. I've attached the updated code. I still get the same issue, however when I draw my lists I get a strange results. As opposed to writing it out I've attached a screenshot of all the lists.

Abandoned Bugs / List interpretation bug?
« on: March 08, 2015, 03:19:59 pm »
I've been trying to figure this out all weekend with no luck. This behaviour works completely on Flash but completely breaks on any other platform.

Basically I have a ghost system in place where when a player is creating a ghost how long they waited to jump is saved to a list. Platform's speed and initial direction also save like this. Upon death those lists are saved to a global list of the appropriate stat (eg. TimeWaited list is sent to TimeWaitedALL)When a player then plays against that ghost  it's supposed to jump along with the player reading that list (which is retrieved from the global list)

More details and code in this thread:,39402.0.html

Could it be a bug to do with differences in how Flash and other platforms interpret lists? Am I just doing something wrong?

I've attached the logs of Flash running through with no issue and windows running through and recieving the crash(No error is reported in the log viewer, I am forced to hard close it. Android results in a hard crash)


Ask a Question / Re: Looking for your games!
« on: March 06, 2015, 11:23:35 am »
While this game hasn't been updated in a while I've got a pretty massive update on the way. Including a competitive challenge mode, a skill system, and general performance and visual improvements.

I'm also thinking of releasing the game on PC & DEFINITELY releasing on iOS (currently only on Android)

Here's the store page


Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 06, 2015, 11:12:24 am »
I'm sure there  is something else
so when PlatformSpeedAll is split , it will be
 [[33,209,330]          [33,218,420]                    [33,210,330]]
Flash and WIndows must interpret them differently specially the first and the last.

Yeah, I can't actually GET to the last platform to tell you for sure, but the first platform is broken, every other platform after that works just fine. So it must be what you said, Flash and Windows/Android interpret the lists differently. As for the as number, it didn't actually make any difference as far as I can tell.

Thanks for your help so far!

Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 06, 2015, 01:18:45 am »
PlatformSpeedALL when drawn appears like this: [[33,209,330],[33,218,420],[33,210,330]]

I'll try the as number suggestion

Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 06, 2015, 01:05:17 am »
So PlatformSpeedAll is in fact a strin ( or text) which is written like [x,x,x,x],[x,x,x,x] ?

The items in PlatformSpeedAll would be considered strings, yes.

I was assuming when I split that item using the comma separator and copy the created list (which should only contain numbers at that point) it would grab the nested items as numbers.

Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 06, 2015, 12:42:36 am »
The list of lists referenced above are saved in the 'scene event' screenshot. The list item is split into a list then copied into the appropriate loaded list using the following code

Ask a Question / Re: Newbie: How to make the Character Push a Crate?
« on: March 06, 2015, 12:10:23 am »
You've got [self] set to get pushed, not the box you are colliding with. Drag the [actor of type] and replace self in "push[self] sharply..."

Resolved Questions / Re: Works on Flash, broken on Windows/Android
« on: March 05, 2015, 11:56:59 pm »
I've been banging my head against this all night to no avail. I did some sleuthing and noticed something though...

When I draw the lists they actually appear differently in flash and windows... Possibly important?

Flash: Loaded List   [32,200,400]
Windows: Loaded List    [[32,200,400]]  <--- Notice the double brackets

Both have a global list that looks the same. This is the list of lists: [[32,200,400],[32,218,420]]

Hello fellow stencylers,

I'm running into an issue where I've got a behaviour working perfectly on Flash however it's totally broken on Windows/Android. I've got a ghost system where every time you jump the time you spent waiting is added to a list, and the X of where you landed is saved to list as well.  Platforms are creatd and saved in a similar fashion. Basically at the end of a run when you die if you choose to save these lists are then added to a global list (a list of lists). I can then retrieve these sub-lists and 'load' a ghost to play against later. This works like a charm in Flash, it's 100% however when I build to Windows or Android when I go to play my ghost a few things happen:

1. My ghost is dropped in and a 'land' event is triggered it's X position immediately moves to an X of 0. The ghost is dropped in at an X position of 33, so either the value he's getting from a list is null or it's getting a 0 somehow.
2. The first platform in my list seemingly disappears.
3. The ghost never jumps. The behaviour starts counting as soon as he lands but the jump is never triggered.
4. If the player(not the ghost) executes a jump it generally results in a crash or at least MASSIVE slowdown/locking up

I've attached the two behaviours where I think the problem may lie. Let me know if this doesn't make sense and I can try to clarify anything.

Thanks for taking the time to help :)

Dialog Extension / Re: Dialog Extension
« on: February 05, 2015, 02:15:51 pm »
I've got a strange issue. Not sure if it's something on my end or not, also keep in mind I've just started playing around with this extension (amazing work by the way)

When I attempt to  create a scaling image and attach a window to it the drop-down dialog in scaling image is always empty. I'm not sure if it's related or not but the label is image and the type is image. This is how it was when I downloaded, I haven't modified the data structure. This is also how it appears in the sample game. I attempted to copy over the data structure from the sample game to my own and everything seems to copy over fine however the image scaling dropdowns are still empty in my game and it is still labeled image (one would think it should be labeled window)

It's kind of hard to explain I guess, if you need more info I can get you some logs or maybe a screenshot or two when I get home, just thought I'd try a shot in the dark for now.

Edit: I should also mention the sample game works fine

Ask a Question / Re: How interested would people be in this idea?
« on: August 02, 2014, 03:52:18 pm »
Do you mean the beat of tapping screen? So you create a beat and other must follow it?

Ask a Question / How interested would people be in this idea?
« on: August 01, 2014, 05:50:32 pm »
I'm just testing the waters here to see if it's worth pursuing

How interested would you be in an asynchronous multiplayer rhythm game in the style of "Draw My Thing"? Where instead of drawing, players create their own beats to send to a friend who must then replicate the beat after which they get a chance to respond with their own beat.

I'm not asking for help or asking about code or anything yet, I'm just wondering what people think of it before I go full throttle. I've developed the idea quite a bit, I just don't want to go into too much detail. Please let me know what you think!


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