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Messages - LamptonWorm

Pages: 1
1
News / Re: Stencyl 2.0 - Official Release (Apr 20)
« on: April 20, 2012, 12:50:54 pm »
I'm having a problem that I had in 1.4, it is stuck on Building iOS Game, but I can't remember what I did to fix it. I'm using Windows!

Hi,

I've got the same problem (windows also). I looked in \stencylworks\logs and found that my "c:\program files\stencyl\plaf\ios" folder is empty, unlike the old "c:\program files\stencylworks\plaf\ios".

Wondering if I've missed a step in the install of 2.0 that brings down the iOS files or if we need to copy them over manually.

Cheers,
LW.

2
Awesome! Seems so obvious now! Here's me with a different actor per label, this saves me a stack of hassle. Thanks Hunnenkoenig and Tom :)

Cheers,
LW.

3
Hi,

I'd find this useful also, suggest in the meantime put some kind of warning or icon next to "Origin Point" in the UI so iOS users know it behaves differently than Flash, or just a comment. Most common complaint for me is different behaviour between Flash and iOS where it isn't clear/obvious ;)

Cheers,
LW.

4
Old Questions (from 1.x/2.x) / Re: Lag problems after a minute or so.
« on: January 18, 2012, 08:56:00 am »
Ok, thanks - I''ll hopefully take a look at this tonight. Cheers, LW.

5
Ask a Question / Re: Lag diagnosis assistance
« on: January 18, 2012, 03:33:27 am »
Hi, I'm in a similar position, but my symptoms are an increase is time when changing scenes rather than a framerate drop. I've added actor create/kill counts and confirm I'm making/killing the right amounts but still seeing an increase in memory use over time. I'm now making sure any use of "do every" and "do after" in "created" has a "if self not alive then cancel" as any time blocks used in create become seperate processes so need the cancel in there because killing the actor won't kill the timer process (yet). Thanks,

6
Old Questions (from 1.x/2.x) / Re: Lag problems after a minute or so.
« on: January 18, 2012, 01:17:24 am »
Recycled actors must be recycled, and regular actors must be killed.  You mixed the two together in your first image but maybe you fixed that already.  Also, check all of your actor behaviors for any time blocks as they do NOT stop when the actor is killed and must be cancelled.

Hi,

I'm in the middle of debugging a similar problem, I spawn/kill a lot of actors and over time this causes my scene switching times to increase. I'm using a lot of "do every" and "do after" in "when created" for trails, for example - you mention cancelling time blocks, as killing the actor is not enough, could you elaborate please? Much appreciated!

Cheers,
LW.

7
Awesome article - helped me out a lot when I was first creating certificates, IDs etc!

8
Hi Jon,

I thought I'd try preview-2 out, my game builds but when running it crashes after the loading screen has finished, I get "AppScaffold.app does not have an executable path. Please check the bundle's Info.plist file" on the console?

Cheers,
LW.

9
Archives / Re: [iOS] seamless looping audio
« on: January 11, 2012, 01:08:40 pm »
Hi,

I need to try those drop downs - looking here (http://www.sparrow-framework.org/2010/06/sound-on-ios-best-practices/) it mentions that AIFF (IMA4) has seamless looping, when you mention AIFC is that different to AIFF/IMA4? Forgive the obvious question, not familiar with iOS sound formats yet.

Cheers,
LW.

10
Archives / [iOS] seamless looping audio
« on: January 09, 2012, 03:21:35 am »
Hi,

A way to import wav and have it seamlessly looping would be great.

Cheers,
LW.

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