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Messages - candycornown

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1
It works! Thank you so much!  ;D

2
I was trying different things with no luck. I freshly installed Stencyl on VM and run the newly created game with GameActivity.java (LINK) file that was included with Stencyl. Results are HERE (Imgur).

After applying newer GameActivity.java (LINK) file, the results have changed to this HERE (Imgur).

As seen from the pictures, the only good result was with the new GameActivity.java on Moto G4. I wish to get the same result on my Moto G6 Plus.

From these differences, my guess is that I need to change something inside GameActivity.java file, but I have no idea what. Any suggestions would be appreciated.

Thanks!

3
Hello,

Have you tried replacing the GameActivity.java file under this link?  http://community.stencyl.com/index.php?issue=46.20

If you are going to try this method, be sure to back up the file and the project before overwriting.

Thanks for replying! I have already searched that thread and downloaded GameActivity.java that robinschaafsma provided and still the same problem. Works great on other devices but black bar on Moto G6 Plus.

4
Thank you for your reply.

What I want is that the black bar disappears completely on my Moto G6 Plus. Current GameActivity.java is working fine for other devices that use 16:9 aspect ratio. I have also tried different GameActivity files from OpenFL Community with the same result.

What I want: Attached Image 1
What I get: Attached Image 2

For this example I used text, but this happens with sprites too.
Code in blocks is visible in attachment Code.

Thanks!

5
I tried and lowered the target version to API 17-18 and it shows navigation bar but everything is aligned correctly (image is attached). What can I do to hide that navigation bar correctly without covering assets behind the black bar as shown in first post? I will pay 0.001 BTC for a solution.

Thanks!

6
Hello everyone.

I need help with testing / running games on my Motorola Moto G6 Plus and presumably other 18:9 devices. While running there is a visible black bar in navigation bar area which overlaps content and making it impossible to play. I have created test level to show what I mean (screenshots attached below). GameActivity.java that is used is also attached.

Game settings:
Screen size: 480x320
Scale to Fit (Full Screen) - 1x, 1.5x, 2x, 3x, 4x
Android Minimum Version: API 9
Android Target Version: API 19
Stencyl Build: 9300

Phone is running Android 8.0 in 1080x2160 (18:9) resolution.

I have also tested the same game on other devices such as:
  • Motorola Moto G4 - Android 7.0 - 1080x1920 (16:9)
  • Motorola Moto G - Android 5.1.1 - 720x1280 (16:9)
  • Sony Ericsson Live with Walkman - Android 4.0.4 - 320x480 (3:2)
It is working fine on these devices (screenshots are attached below).

Is there any way to fix this to show the whole screen (immersive mode)? If not, is there any way to force the game to run in 16:9 mode with black bars on each side?

I will gladly provide more information if needed.

Thanks!

7
Ask a Question / Re: Testing on iOS device failed (even new games)
« on: March 16, 2017, 02:59:37 pm »
as far as I know, you always need a iOS license to test your games.

Thank you for reply! Currently I wont purchase it as it's too expensive just for testing.

8
Ask a Question / Re: Testing on iOS device failed (even new games)
« on: March 15, 2017, 01:13:02 pm »
Maybe you can try this (it was working with a previous version of Stencyl and XCode) : http://mazeland.net/BLOG/wiki_27.html

Thanks for that. I followed these steps and after pressing the "run / build" button, I receive 1 error.

ld: library not found for -lApplicationMain
clang: error: linker command failed with exit code 1 (use -v to see invocation)


Full event:

Quote
Ld /Users/User/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Intermediates/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/i386/Test normal i386
    cd /Users/User/stencylworks/games-generated/Test/Export/ios
    export IPHONEOS_DEPLOYMENT_TARGET=10.2
    export PATH="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch i386 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator10.2.sdk -L/Users/User/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Products/Debug-iphonesimulator -L/Users/User/stencylworks/games-generated/Test/Export/ios/Test/lib/i386-debug -L/Users/User/stencylworks/games-generated/Test/Export/ios/Test/lib/i386 -F/Users/User/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Products/Debug-iphonesimulator -F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator10.2.sdk/System/Library/Frameworks -filelist /Users/User/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Intermediates/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/i386/Test.LinkFileList -mios-simulator-version-min=10.2 -dead_strip -Xlinker -object_path_lto -Xlinker /Users/User/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Intermediates/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/i386/Test_lto.o -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -lstd -lregexp -llime-legacy -lgamecenter -lnative -lpurchases -lApplicationMain -stdlib=libc++ -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/User/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Intermediates/Test.build/Debug-iphonesimulator/Test.build/Test.app.xcent -framework UIKit -framework OpenAL -framework OpenGLES -framework QuartzCore -framework CoreAudio -framework CoreGraphics -framework AudioToolbox -framework AVFoundation -framework Foundation -framework CoreMotion -framework MediaPlayer -framework GameKit -framework SystemConfiguration -framework StoreKit -Xlinker -dependency_info -Xlinker /Users/User/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Intermediates/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/i386/Test_dependency_info.dat -o /Users/Asuveroz/Library/Developer/Xcode/DerivedData/Test-dtolnxdioqsjqzawxnokirgpoosm/Build/Intermediates/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/i386/Test

ld: library not found for -lApplicationMain
clang: error: linker command failed with exit code 1 (use -v to see invocation)

The same error happen in any game. Any clue what's causing that?

Thanks

9
Ask a Question / Re: Testing on iOS device failed (even new games)
« on: March 13, 2017, 03:04:33 pm »
After searching for similar threads I found that most of people had Apple Developer Program for $99.

Does this mean I need Apple Developer Program just to test my games on actual iOS device or is there any workaround as I thought this should be free with the newest Xcode?

Thanks

10
Ask a Question / Testing on iOS device failed (even new games)
« on: March 09, 2017, 06:47:00 am »
Hello,

After testing my game on Android which worked without any problems, I decide to try it on iOS device. I installed Mac OS X on VMware and bought used iPhone 4 to test it on.

While the game works on iOS Simulator, I can't get it to work on actual device.

I get build failed error with something like this:

-Check dependencies
-Game requires a provisioning profile
-Code signing is required for product type 'Application' in SDK iOS 10.2


Complete log is attached below.

in Xcode under Xcode/Preferences/Accounts I already added Apple ID account as it should be.

Currently installed:
OS X El Capitan (Version 10.11.6)
Stencyl (Build 9300)
Xcode (Version 8.2.1)
Java 8 (Update 121)

Any idea what to do? I read that it is now possible to test on iOS device with Xcode 7+ with just Apple ID.

Thanks

11
Ask a Question / Re: Moving collected coins to coin meter
« on: January 03, 2017, 04:11:19 am »
Thank you! That worked perfectly.  ;)

12
Ask a Question / Re: Moving collected coins to coin meter
« on: January 02, 2017, 06:21:52 am »
One more question about this.
Is there any alternative to "Anchor Coin to screen" as this moves coins to top layer and making them visible if there is pause overlay  or something similar? I tried to send it to the bottom layer but it wont work as it is anchored.

13
Ask a Question / Re: Moving collected coins to coin meter
« on: January 02, 2017, 12:33:56 am »
Remove all your previous code.
Trigger this code when a coin is collected:
   


That worked! Thank you so much LIBERADO.

Onitrent, I tried something like this before and couldn't get it to work. Thank you anyway!

14
Ask a Question / Re: Moving collected coins to coin meter
« on: January 01, 2017, 01:47:35 pm »
As I still couldn't figure it out, I decided to download couple of "Follow" behaviors from StencylForge and implement them to those actors. After changing some code to work with my game there is still the same problem. Once the camera starts moving the collected coin will go to different location (past, below, ...) the coin meter. I guess I have to constantly change the speed of collected coin in order to get it to coin meter when camera is moving?

I would really appreciate if someone has any idea how to do this.

Thanks!

15
Ask a Question / Re: Moving collected coins to coin meter
« on: December 24, 2016, 08:55:00 am »
Thanks for reply!

I tried that too, but it moves the same. If player is not moving, the coin goes to the correct location, but if the player and camera are moving the coin will go behind or lower  (depends on camera movement).

I set X and Y attributes  to always update location of coin meter. Coin actor is now sliding to x: X, y: Y over 1 sec.


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