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Messages - NotMao

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Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: October 11, 2013, 05:46:55 pm »
Hi NotMao,

to patch the extension for Haxe 3.0, just go to stencyl directory, then enter in plaf\haxe\extensions\decision-making\ and open DecisionMaking.hx

Replace all

and it should work.

I have used 
to guide me in the process.

I hope this help you.

I was in the process of trying to figure that out and didn't know I needed to put the "String," there. After replacing all the Hash<Float> it worked perfectly.

Thanks AnemoneLabSNC!!!

Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: October 11, 2013, 05:05:59 pm »
Hey Jihem,

I really appreciate your awesome A* extension. Was wondering if you are going to update the extension for OpenFL Stencyl or is it just not working for me?

Archives / [iOS] Joystick Inner and Outer Radius
« on: April 26, 2012, 10:58:47 am »
I was wondering if it was possible to get something to be able to change the inner or outer radius of the joystick to make the area easier to touch and more accurate. Currently the joystick feels too small and it's hard to be precise when touching the screen.

iPhone / iPad / Android / Re: In The Wall by FuzzyPunch
« on: April 10, 2012, 11:17:29 pm »
Did you just cold call them through an e-mail or did you know someone there personally?

For AppAdvice? They just reviewed it themselves and I happened to come across it. Not even a 24hours after the app was released they already reviewed it.

iPhone / iPad / Android / In The Wall by FuzzyPunch
« on: April 10, 2012, 09:53:51 pm »
Hi Everybody, we (FuzzyPunch) have just released our first game named In The Wall. It is our first commercial project with Stencyl and is currently free on the App Store. It stars three little mice running for their lives. :)

AppStore Link:

"...An endless runner that is quite addictive." -

Review Link:

Old Bugs (1.x/2.x) / Re: [iOS] iAds in Landscape makes game Low Res
« on: March 30, 2012, 07:28:44 pm »
I can't seem to get it to work right with "...But, if you modify the code in Xcode (moving a line of code some lines forward) it works fine."

Maybe I just don't know what I'm doing. Although if you change orientation to false or orientation:false it fixes the resolution but the iAds don't show right. I think it's a AdViewController.xib file issue.

Old Bugs (1.x/2.x) / Re: [iOS] iAds in Landscape makes game Low Res
« on: March 27, 2012, 09:47:12 pm »
I don't mean to bother but I was wondering about any progress on this. I tried an adhoc build and the problem is persistent. It's actually delaying the release of my first small game as it's very blurry and just not as polished as it is without the iAds.

Also, I found this old thread about it:,6986.msg44802.html#msg44802

Old Bugs (1.x/2.x) / Re: [iOS] iAds in Landscape makes game Low Res
« on: March 22, 2012, 05:22:52 pm »
I am also having this problem. Not a problem in portrait, however I noticed it in landscape just recently.

Old Bugs (1.x/2.x) / Re: [iOS] Specific Actor Collision Error (2.0)
« on: March 14, 2012, 08:21:12 am »
Thanks for fixing this. =) As of the 13th of March. Just wanted to confirm so you can set it to fixed.

Old Bugs (1.x/2.x) / [iOS] Specific Actor Collision Error (2.0)
« on: March 05, 2012, 04:53:33 pm »
Alright, sorry if this isn't a big but I can't find any way around it.

When I try to use the Collisions > Specific Actor event on Stencyl 2.0, then I receive this error. Reason: request for member 'otherActor' in 'c', which is of non-class type 'Collision*'

I am trying this on an iOS game. I downloaded Stencyl 2.0 March 3rd. I tried to update to the 5th but it doesn't keep my games as iOS but changes them to flash. However, this doesn't seem to be an issue in flash.

See code block and logs attached.


Old Questions (from 1.x/2.x) / Re: Disabling iOS Anti-Aliasing
« on: January 22, 2012, 12:54:20 pm »
Alright. When I set a square block (for example) it looks perfect. However if I want to turn it 90degrees clockwise or counterclockwise in the scene editor it becomes blurred when I test on the device or simulator but not in the editor itself. It's not an issue with bigger things around 200x200 but anything smaller has the issue and becomes blurred. Not extremely but enough to notice and make your eyes feel unfocused.

Edit: After creating a test scene and creating a new actor for the smaller actors I noticed that it no longer does it on the device. But it did when I just replaced the graphics in the actor that had the bigger previous graphics. Attached Picture of simulator. It still does it in the simulator though. Not as much as an issue now but still bothersome in the simulator.

Old Questions (from 1.x/2.x) / Re: Disabling iOS Anti-Aliasing
« on: January 22, 2012, 11:41:33 am »
mActor did take away the previous error but now I get this.

Reason: request for member 'currSprite' in '*(Actor**)(((char*)self) + OBJC_IVAR_$_Script.mActor)', which is of non-class type 'Actor*'

Sorry for being quite code challenged.

Old Questions (from 1.x/2.x) / Disabling iOS Anti-Aliasing
« on: January 22, 2012, 11:34:27 am »
Hi, I'm getting a blur when I rotate characters in a scene. I searched then and found the code snippet in StencylForge but cannot seem to get it to work. The code is attached. I keep getting actor is not declared in scope. Do I have to change something?

Ask a Question / Re: Lag diagnosis assistance
« on: January 14, 2012, 07:05:52 pm »
Actually I tried a blank actor and it will still give a lag. My original actor didn't have any do after/every blocks. Recycling also had that effect on mine where the behaviors will continue even after they are recycled. I think that might be what is taking all the memory.

Actually I had it set to a created wrapper then moved the code to the always block with a Boolean in a do after so it would only check it every so many seconds and it worked the same way.

Ask a Question / Re: Lag diagnosis assistance
« on: January 14, 2012, 02:54:19 pm »
I am also struggling with something like this. I have it set to spawn random characters in one of five positions, if a position isn't filled, every few seconds and by the 30th spawn it's a very noticeable lag even though I killed/recycled each character. I've tried recycle and create while recycle seemed to be less lagging. I know more characters aren't being spawned just memory usage rising. I've tried all sorts of things and still can't get it smooth.

Is it possible that even though we kill/recycle a character that some of it is left over in the memory? If so how would we go about clearing it?

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