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Messages - BenRadish

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Fixed Bugs (3.x) / Re: Trouble with importing Actors with Animations
« on: October 15, 2014, 08:57:01 am »
Hi CaptainComic,
thx for your reply.
I'm Anke from Beardshaker and do the stencyling :]
(but my english is not so good ...)

If I try to import an actor with more frames in one animation (also more frames in different animations) it gives the error.
After deleting the multiple frames and just import the actor with just one frame (or multiple animations with every just one frame) it works well.

Beardshaker Anke

Fixed Bugs (3.x) / Trouble with importing Actors with Animations
« on: October 04, 2014, 08:02:18 am »

we have some actors with animations we wanted to import into a new project - it didn`t work and we got the following error message:

Unexpected problem on thread AWT-EventQueue-0: (y + height) is outside
java.awt.image.RasterFormatException: (y + height) is outside raster
sun.awt.image.IntegerInterleavedRaster.createWritableChild(Unknown Source)
     at java.awt.image.BufferedImage.getSubimage(Unknown Source)
     at stencyl.sw.actions.SAction.actionPerformed(
     at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
     at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
     at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
     at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
     at javax.swing.AbstractButton.doClick(Unknown Source)
     at com.jidesoft.plaf.vsnet.VsnetMenuItemUI.doClick(Unknown Source)
     at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
     at java.awt.Component.processMouseEvent(Unknown Source)
     at javax.swing.JComponent.processMouseEvent(Unknown Source)
     at java.awt.Component.processEvent(Unknown Source)
     at java.awt.Container.processEvent(Unknown Source)
     at java.awt.Component.dispatchEventImpl(Unknown Source)
     at java.awt.Container.dispatchEventImpl(Unknown Source)
     at java.awt.Component.dispatchEvent(Unknown Source)
     at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
     at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
     at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
     at java.awt.Container.dispatchEventImpl(Unknown Source)
     at java.awt.Window.dispatchEventImpl(Unknown Source)
     at java.awt.Component.dispatchEvent(Unknown Source)
     at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
     at java.awt.EventQueue.access$000(Unknown Source)
     at java.awt.EventQueue$ Source)
     at java.awt.EventQueue$ Source)
     at Method)
     at$1.doIntersectionPrivilege(Unknown Source)
     at$1.doIntersectionPrivilege(Unknown Source)
     at java.awt.EventQueue$ Source)
     at java.awt.EventQueue$ Source)
     at Method)
     at$1.doIntersectionPrivilege(Unknown Source)
     at java.awt.EventQueue.dispatchEvent(Unknown Source)
     at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
     at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
     at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
     at Source).

Build: 7869. Logs are attached :)

Bug Archives / ImageFonts - Build Error when changing image
« on: October 04, 2014, 07:55:23 am »
Hi everybody,

we run into problems when we try to change the image of an ImageFont - it doesn`t save.
Making a new Font gives us aBuild Error.
After closing the project and starting again the image of the Font is gone.

Build is 7869.

EDIT: Here are the logs of the day both bugs* happened.
* The other one we have right now is here:,35646.0.html

Windows / Mac / Flash / HTML5 / Re: Beardshaker Games
« on: July 18, 2014, 09:07:09 am »
Hey acp, thanks very much! :) Nice to hear the Captain inspired you, and I like your Twitch profile line "Stay for the beard" :D

I have some material from the class I give on gamedesign basics, unfortunately only in German... basically, as a beginner, it's good to think about following "rules":
- Start simple and small, preferably with a single mechanic. You can always build on top, but it hurts to slash away stuff you have already done.
- Give the players a clear goal. Then, present to them a problem (why they can't easily reach the goal). Then, give them a way to solve the problem and reward them if they reach the goal.  Then, give them another goal and repeat. A goal is important in many games, so don't be afraid  to make it easy for you (and your players) and just tell people what to do, especially in the beginning.
- Think about how you will teach your game to the players first (the tutorial is a good way to start designing). Design situations where the players can learn the different facets of your mechanic(s).
- As soon as you have ANYTHING playable, go out and ask random people to test it. You will learn a lot! (A LOT!) In fact, I think testing your games is actually one of the best ways to learn designing games :) Others being analysing other games and reading articles, books, blogs and forum posts about design.
- Also, think about how your game feedbacks to the players what they effected in the game world - have they gained something, lost something, clicked on something wrong etc. Most of this can be explained without words

When you have a solid, little game that plays well (but still looks somewhat functional, because you hopefully neglected the presentation until now and concentrated on game design), find an artist and sounddesigner and spice that thing up!  ;D

Phew, that was long. I hope I could help you, if you have more questions, feel free to PM me :)

EDIT: Sorry, I forgot the engine "gotcha" part - With Stencyl 3.0, I think you can do nothing wrong (except, like, having ten million actors on screen or making complex calculations in the "always" block).  So, go for it, man!  8)

Windows / Mac / Flash / HTML5 / Beardshaker Games
« on: July 18, 2014, 05:53:40 am »
Long time no see, fellow Stencylers! :)

We're proud to present our first Stencyl game in ages, Tank Angel! It's currently in bidding on FGL,
you're welcome to check it out here:
( FGL account needed).

After our last Stencyl game Captain Steelbounce, which was made in 2.0 and suffered from severe performance problems, working with 3.0 was a blast! We have lots of explosions, frequent screen changes, many actors getting killed and created etc. etc. - all works great.
The next step for us is to see how the Flash game market changed in the past years (hopefully not too much). Also, the development of the next game has already started - this time, it will be mobile ready from the get-go! :)

Hope you enjoy it, have fun playing!

Ask a Question / Re: How to use "Image from file" block?
« on: July 15, 2014, 04:15:14 am »
Rename your folder from "extra" to "extras" :]
Good Luck!

Chit-Chat / Re: Stencyl 3.0: Congratulations to all of the Stencyl-Team!
« on: February 22, 2014, 06:55:26 am »
Congratulations from us as well!
Great new site! :)

Go Stencyl!

Ask a Question / Re: Size problems
« on: December 18, 2012, 04:02:25 pm »
Biruang, I'd love to see those screenshots - may I ask you to send me a PM with them, too?

I have to check SecureSWF again - I think image optimization is a different thing from code optimization, right?
... haha can't wait to try that out tomorrow :) Size problems solved 4-ever!

Ask a Question / Re: Size problems
« on: December 17, 2012, 03:14:55 am »
Yeah, we always use the "safe" setting, otherwise it messes up too much.
Did you use SecureSWF with a 3.0 game? Our 2.2 games weren't compressed that much unfortunately...

Ask a Question / Re: Size problems
« on: December 16, 2012, 03:10:17 pm »
Whoa! That's .... hyper-awesome!

The file size was always a big concern for us. Thanks for sharing this!


Bundled Behaviors / Point´n Click behaviours
« on: September 04, 2012, 08:52:52 am »
Hey guys,

really excited about Stencyl 3.0! Here´s what I would love to see and use in the new release:

- a Point´n Click-style inventory with automatic sorting (and a nice Actor management system for the different states. Something like "in the scene", "picked up/in inventory", "used", "combined with" etc)

- a Point´n Click wayfinding behaviour for actors

- a cool way to declare clickable areas and rollover and pressed states of buttons (also, a way to prevent buttons to "send the click through" to buttons below).

I don´t know if that´s asking too much ;)
I´d really like to do adventure games with Stencyl, however right now it seems that it´s not the best kind of game to be made in Stencyl (at least for not-quite-coders like me). While developing Tanooky Tracks we found some quirks that made the process a lil´ difficult (I think Anke sent you some emails about the scripting issues - my quirk in particular was Stencyls image conversion to .pngs which makes graphic-intense games quite big).

Well, anyway, I´m looking forward to toying around with 3.0 :)
Beardshaker Michael

Windows / Mac / Flash / HTML5 / Re: Monster Pit [live development thread]
« on: September 01, 2012, 07:37:51 am »
Wow O_O How´d you get this supersmooth scrolling? I also like the enemies´ movement.
Intresting concept, looking forward to new builds!

@ Joe
Wohoooo, thanks, guys!
I had a good time developing it, so I´m really looking forward to what Stencyl 3.0 can do - keep us updated please :)

Thanks! What´s your name on FGL?

@ Abigayl
Thanks for the feedback, we´ll look into it! Right now, I don´t know if it´s best to work more on the game or take the lessons and work on a bigger second part...

Haha go easy on your eyes ;)

@Jens Winterstein
Thanks! The cannon suggestion is quite interesting, I´ll definitely look into this. For the mouse pointer, we tried out different ideas, but unfortunately didn´t find a good solution for this (due to the web-based nature of the game. In fullscreen, it would´ve worked much better, but with an embedded game, you always have the issue of moving the mouse outside of the playing screen).

:o Your artist is amazing. Very detailed, lots of contrast, but everything is so consistent and readable. Can you give any tips/techniques to consider?

Hey! Thanks and right back at ya: I love Making Monkeys´ style!
I work on the color schemes of our games a lot, color contrast being my first and value contrast my second concern. The Captain also benefited from the cartoon style with its outlines and the variations in their thickness and their color which help to strengthen the established "viewing hierarchy".
One thing I do regularly is to desaturate my images to check if everything is clearly readable - it also helps to make sure everything works out for color-blind players. Just have a black layer in Photoshop on top of everything and set it to "Saturation".

I hope this was at least a bit helpful :)

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