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Messages - bobbyck

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Ask a Question / Re: Memory Use & Atlases
« on: August 16, 2019, 03:36:58 pm »
No issue with 32/64 bit, its a memory issue and something ive run into before.

Ask a Question / Re: Memory Use & Atlases
« on: August 16, 2019, 02:56:27 pm »
For IOS testing I have an Ipad Mini 2 from ~2014 which has 1GB ram.

If I have anything over x2 scale selected it crashes from out of memory. With x2 scale its still a little choppy and with x1 it runs fine.

Ask a Question / Memory Use & Atlases
« on: August 16, 2019, 02:35:57 pm »

Looking for some advice.

I'm working on a mobile game (Ios/Android), and these are the memory usages as listed under SETTINGS-ATLASES

Memory Use at 1x 13.7mb
Memory Use at 1.5x 29.6mb
Memory Use at 2x 51.9mb
Memory Use at 3x 115.6mb
Memory Use at 4x 204.9mb

I can't really reduce the asset size, theres not much there in truth, (but i dont understand why 3 font files = 5megs).

For mobile (android/ios), what would you suggest the maximum memory use be?

Ask a Question / Re: Broken Game
« on: August 15, 2019, 01:58:40 pm »

A year or two ago I had a faulty power supply and this happened to me a couple times. I managed to restore the game(s) every time though. Take a look at Justin's post in this thread.,55776.0.html

For me, I remember some .xml files for the scenes existed, but the files were empty.

Hopefully this helps.

Ask a Question / Re: What Android to test?
« on: August 03, 2019, 08:44:09 am »
Hi Guzzz,

Have you considered an Android emulator?  For ease, I always use bluestacks to test.

Ask a Question / Re: the background does not occupy the space I need
« on: August 03, 2019, 07:40:21 am »
Hi Briseft,

You can repeat backgrounds continuously.

Open up the background you want, and make sure the "repeat background" tickbox is selected.

( step by step
  #1.  "DASHBOARD" menu on the left click BACKGROUNDS
  #2. In the window on the right double-click the BACKGROUND you want.
  #3. In the menu on the far right, make sure the "REPEAT BACKGROUND" tickbox is selected.)

Also, there's quite a few ways to deal with backgrounds, scrolling, non-scrolling, repeating, etc., here is a good resource that explains all the different ways to deal with one:

I hope this helps.

Ask a Question / [SOLVED] Re: Android Permissions - Read.Phone.State
« on: August 02, 2019, 10:40:41 pm »
Thanks Merrak,

Indeed that helped, I found the offending manifest that was injecting various permissions:

reason: com.byrobin.unityads has a targetSdkVersion < 4 uses-permission#android.permission.READ_PHONE_STATE

I opened that manifest and saw their was no "minimum" or "target" android SDK version as in all other manifests, and so I guess it was causing stencyl to target much lower android versions which included these permissions by default.

I copied / pasted from another android manifest:

        android:targetSdkVersion="28" />

And it seems the build was done without any other "random" permissions added.... (here's to hoping there will be no critical failure somewhere now in the app because of my poking about in these manifests  :P )

Ask a Question / [SOLVED] Android Permissions - Read.Phone.State
« on: August 02, 2019, 12:15:54 pm »

I've been fighting this for a good six hours, and I've gotten nowhere so I might as well ask.

For some reason, my android build keeps adding in permissions that I do not understand why they are being asked, and which I do not want. The permission in question is, "READ_PHONE_STATE"

Whenever I upload the APK to the app store I get the following message:
Your APK or Android App Bundle is using permissions that require a privacy policy: (android.permission.READ_PHONE_STATE).

Looking through the dozens of various AndroidManifests.xml that exist, I find one in "C:\builds\MYAPPNAME\app\intermediates\manifests\full\release" that includes the following line:

    <uses-permission android:name="android.permission.READ_PHONE_STATE" />

If I delete the line out and recompile, that androidmanifest.xml file gets rebuilt and the permission request is re-added.

Any ideas ?

Thank you.

Ask a Question / [SOLVED] Data Limit of Map Attribute.
« on: May 14, 2018, 10:38:45 am »

I was wondering if anybody knows what the data limit of a MAP attribute would.  I'm guessing it would be about 65k entries? Any concrete answers?


Windows / Mac / Flash / HTML5 / The Ark of Humanity - Gamejolt Jam
« on: May 13, 2018, 04:25:49 pm »

Gamejolt just finished up a 10 day jam on the topic of space today. I wanted to participate but I forgot completely about the jam and remember about it 4 days ago :/.

I made an space exploration, simple mining game with a simple tech tree. I managed to make the galaxy completely random generation, and each solar system random generation from 0 to 9 planets. Each planet has several different random attributes, ie. type of planet, size, gravity, atmosphere, different resources, etc.  I took it one small step at a time and it came together in just a few hours. I'm very pleased with it.

Anyways, I did manage to make an entry, and i'm pretty pleased with the results, though I wish I would have had more time. The package can be downloaded off gamejolt here in case anybody is interested. Screenshots are also up at that link.

it's *very* late for me here now, so i'm gonna go pass out :)

Any comments, as always are appreciated.

iPhone / iPad / Android / Re: Ragdoll Pinball
« on: April 24, 2018, 08:37:44 am »
Have you found a way to set up reward videos with AdMob?

Actually, I was looking at this yesterday. I signed up for Enhance, which is discussed here in this forum thread.

I setup rewarded ads and interstitial ads, and so far the test ads work 100% fine.

When you sign up on the enhance website you will get a link to download a Stencyl extension. This extension contains all the blocks you need to implement Enhance in your app and also a demo stencyl project file with examples. It is super simple. Ceosol has also given an excellent example in the enhance forum thread.

iPhone / iPad / Android / Ragdoll Pinball
« on: March 28, 2018, 12:40:04 pm »

I'd like to present a game I'm pretty far along in - Ragdoll Pinball.

(Note: The animated gif is a little grainy)

Ragdoll Pinball, is a combination of a ragdoll  game and a pinball game. Basically, try to kill the ragdoll off. The body parts will fly off the more he gets injured and at the end only the head survives and that acts as a normal pinball.

Even though I know this is no prize winner, I've been seeing continual progress in my work from game to game, and I'm feeling pretty good about that, and i'm feeling pretty good about this project. I had originally made the basic "framework" for this game over a year ago, but I dropped it. I started and finished 3 other projects and have decided to come back and finish this off.

What is done:
- the main game / level / playability is all done, I feel like I'm pretty close to the finish line on this one and I think i will finish it sometime in April.

What is still needed:
GFX - still needs some work. Some stuff are placeholders, some other stuff needs polish.
Sounds - oh boy, i'm really, really, bad at this and I currently have 0 sounds in the game.
Unlockables - I have to create player skins as unlockables.
Menus / Ads / Saving+Loading - Stuff that is quite easy and I can usually copy/paste the code from other games. I usually leave this stuff for last.
Various small bugs - hunting these down, and working through them. Nothing "game breaking".  The most difficult one is that since the character is created up by a bunch of joints, sometimes a part of the player clips through the terrain and gets stuck. Also, the level has moving parts and sometimes the player gets "smushed" into the terrain. I've fixed this issue quite a bit, but it still (rarely) happens, so I've added a "stuck" button in the top left and it will plop the player back in the middle of the screen.
Icon - I think I need to focus and create much better icons then I have in the past. I usually get a little lazy dealing with these.
Rewarded Ads - I've only used Admob up until now, but now I've decided to do rewarded ads to get coins for unlockables. Must investigate this further.
Gamecenter / Google play games - I've never implemented these before, but I plan on now. Hopefully these are nothing that difficult to implement.

I do not consider anything that is still needed as anything major. The only issue I have that I am really worried about is that I've been working on this in Stencyl 3.4, and Apple only accepts IOS11, which means I would either have to export to xcode to compile or upgrade to Stencyl 3.5. In a game that I finished two months ago using joints, I exported to xcode to try for IOS11. Xcode popped up a handful of errors related to the joint extension. Those issues were far too technical for me to wrap my mind around so I only published to IOS10.3. I'm hoping the "upgrade" to Stencyl 3.5b will be smooth.

The last remaining issue is that I'm considering putting in more tables (levels), perhaps two more. This, in my opinion, would create a "complete" game, however I'm still undecided on this. On the one hand, the core code of the game is done and could be migrated to other levels, but on the other it is a ton of work (at least another one or two months).  Each level needs to be tested over and over and over again because of the "clipping through terrain" issue and setting up the layout of the table with the flashing lights and the scoreboard is quite time consuming. I'll revisit this point once I'm almost done the game and decide then. Alternatively, I could always publish as 1 level, and if results are "good", do an update.

Anyways, thanks for your time,

Ask a Question / Re: Upgraded Now No Simulator Options
« on: February 03, 2018, 01:04:08 pm »

I understand your frustration. From my experience, Stencyl 3.4 doesn't work with xcode 9.2 and I had to downgrade xcode to get simulators to work.

I managed to downgrade mine following the instructions here:

Basically, I uninstalled XCODE, and then to clean up all the remaining XCODE files,  I copy/pasted this line in the terminal program:

rm -rf /Applications/ /Library/Preferences/ ~/Library/Preferences/ ~/Library/Caches/ ~/Library/Application Support/Xcode ~/Library/Developer ~/Library/Developer/Xcode ~/Library/Developer/CoreSimulator

After that, I downloaded an older version of XCODE (8.3.2) from the Apple Developer website:

8.3.2 Supports up to IOS 10.3.

I am unsure what the maximum version of xcode can be supported by stencyl 3.4.

I hope this helps.

Ask a Question / What version of Android/IOS should I compile to?
« on: February 03, 2018, 12:56:54 pm »

I'm ready to do a final compile for a mobile project in Android/IOS and would really appreciate if anybody can give me some insight into what the minimum/target versions of Android and IOS I should aim for.

Currently I'm on Stencyl 3.4 b9300.  My Mac pc is high sierra and xcode is v8.3.2 which supports upto IOS10.3. I've tried upgrading 2 months ago to the Stencyl 3.5beta, for both win10 and macos,  but that didn't end well. So, I have reverted back to 3.4.

In Stencyl 3.4 for android, I have minimum 19,  target version 22. Would this be suitable? 

For IOS, my project is minimum version 9.0 and target 10.3. Xcode 8.3.2 supports up to IOS 10.3. Would this be suitable? One of the simulators does pop up a message that this version of IOS is outdated. I also guess that it wont work on Iphone 8 / 8 Plus / X or some of the newer Ipads. And I have no idea anyways if a build from Stencyl 3.4 would work on those devices anyways.?

Does anybody know the highest version of Xcode that Stencyl 3.4 supports? Should I try to install XCODE9.0 to get IOS11? Should I install Stencyl 3.5Beta? (and have any of you successfully published with the 3.5beta?)

Any insight would be much appreciated.

Thank you.

iPhone / iPad / Android / Re: The Smallest Story - available on Android
« on: January 30, 2018, 07:51:38 am »
Even though this was a bit on the short side, I did enjoy this quite a bit.

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