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Messages - hairyfingers

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Ask a Question / Re: Android Publish Fail
« on: January 05, 2017, 11:29:20 am »
Have you changed the App ID in mobile settings.   This causes the error 'Top Level Exception' that you are getting.

you need to change it back to what it was.  clean the project. then rebuild.

you can't change the project ID after you have built it the first time.

Ask a Question / Re: Downloading newer Android SDK
« on: January 02, 2017, 07:09:09 am »

If you are stuck in a loop at the "sending to device" stage then the game has left the Stencyl arena and it is an issue with the phone set up.  so the question of API & SDK is not relevant at that point.

If you have followed all the steps in the link you posted then USB debugging should be enabled correctly. 

Have you tried compiling a single scene game with no events/behaviours/actors to see if that works.

also just check that you have you enabled all the scales:  Go to settings > mobile > Display > Scales  and ensure you have then all clicked.  I believe 3X is not clicked by default and I had trouble testing on a Nexus 5 until 3x was ticked.

Hey. Thanks so much for such detailed feedback.  I will definitely be implementing it Ina n update

That's really weird re video ads coming on mid round.  So you were just playing and the ad just came on screen?

Thanks again

Ask a Question / Re: how to test IAP on iOS properly
« on: December 30, 2016, 02:35:34 am »
upload a build from stencyl to itunes connect.  then use Testflight in itunes connect.  no apple reviews required beforehand

instructions here

Ask a Question / Re: IOS and Android Development 2016
« on: December 30, 2016, 02:24:41 am »
yeah, not possible. 

when you say it was laggy were you you testing a game in a simulator?  this isn't a good plan

I test using testflight - but you'll need an iPhone.

I've always just borrowed a  friends Mac for the weekend once I've sorted it on android/PC

Ask a Question / Re: Downloading newer Android SDK
« on: December 30, 2016, 02:17:34 am »

It actually doesn't make any difference to change the SDK.  no additional functionality is made available from later versions of Android.  You can still build for an Android device that has 5.1.1 using the 4.1.2 SDK.  They are all backwards compatible to I think about android 2.1.

However if you do want to upgrade it you can do it.

On a PC go to C:\Users\[YOURUSERNAME]\AppData\Roaming\Stencyl\stencylworks\android-sdk\android-sdk-windows

open the file SDK MANAGER  (it can take a quite few seconds to open)

you will see there the various API's available.  Click on whichever ones you want and install the SDK PLATFORM for it.  you don't need any of the other options for each API.

If the API you want is not there then you need to update the SDK platform tools first which is in the TOOLS section of that same window.  You may need to restart to SDK manager once you have done this to be able to see the later API's

I think, from memory, you also need to clean you project from within Stencyl before attempting to rebuild with a  later API. (Run > Clean project)

I'm not sure why Stencyl  give the options for a later API when it doesn't install it and given it makes no difference (that I can see) but that's another conversation.


Hey.   Thanks so much for taking to time to play and leave a review.  I'm really pleased that you like it.   


Engage your brain - think Opposites...

fly Oppi through the obstacles with the infuriating twist that to fly left you tap right, to flight right you tap left.

All feedback welcome!!

see for download links or direct link below



Ask a Question / Re: Testing Issues
« on: December 16, 2016, 04:19:41 pm »
Don't know much about logs but I can see there is issues with the admob extension you are using.  Are you using the one built into Stencyl or the 3rd party add on extension?   the add on extension doesn't work anymore with IOS and will no longer be updated.  Use the one built into Stencyl.

Ask a Question / Re: How to test with Test Flight
« on: December 14, 2016, 10:57:49 am »

When you built it in stencyl, at the end it asks  ad-hoc or publishing. You should have clicked publishing. Then see in the screen shot where it says IOS on the left. Click there and select the build to test with iOS.. then click save.

Also your internal testers should be set up as developers in the users section of iTunes connect.  They will get an email to activate as a tester then they can access the app via the testflight app

Ask a Question / Re: Testing In-App Purchases - Issue!
« on: December 07, 2016, 10:37:46 am »
Try and test via Test Flight in iTunes Connect.  I've always found  that much more reliable for testing iap

Also I've never managed to get those black attribute blocks to work on iOS I just reference the product ID as text or refer to some other attribute like the title from the product info.  So your "when info request succeeds" won't work

Also rather than using your "when created" event  use the purchases event "when player can purchase goods"

Hopefully helpful. Keep persevering iOS is a bloody nightmare


I have an Android game which is working fine apart form 1 thing.  When the title scene had loaded and all graphics and sounds are displayed/playing I have to wait about 4 seconds before I can click on anything.  When I return to the title having died it works flawlessly.  So it would appear that something has not fully loaded on that first instance and it takes a few seconds for it to fully initialise.

I have tried moving atlases around and that doesn't make any difference.

I think I have narrowed it down to the behaviour that is attached to the scene.  I have 1 behaviour that basically controls the whole game, across multiple scenes  It has about 25 events controlling lots of stuff including updating and drawing events and lots of click and collision events

There is an 'When Created ' event in the behaviour.  The last command in this event is to start playing some music.  The music starts playing and I still can't click so it isn't that the initialise event is still running as it's reached then end.

My question is should I try and break this behaviour up, into lots of behaviours.   will this be more efficient?  Would Stencyl load the individual behaviours quicker?

Or maybe split the behaviours into scene relevent ones so that I'm not doing lots of multiple "if this scene then this, if that scene then that" type code.

is it the case that any event in a behaviour is not usable until all of that behaviour has loaded?  In which case splitting it up would help.  What order do the behaviours load in.?

dunno.  any suggestions welcome


Ok lets try the Xcode fix. go to publish then choose Xcode project, it will tell you you need to download haxe, just ignore that, save the folder to your desktop. The double clock the Xcode proj file and it should open Xcode, then hit the play button. Have your device plugged in while you do this. See the screenshot attached.

It won't work to test in Xcode but thats fine, once you have done that try again to test on device from stencyl.

Thanks this worked for me.  I already had a provisioning that was called team but build wasn't working.  Did the Xcode thing and it created another team profile and then it worked from within Stencyl.  One minor addition,   I didn't need to plug in a device I just pressed the play button from within Xcode.  the build failed immediately but the team profile was created straight away.  cheers

Ask a Question / Re: Neko VM Installed but Game Won't Run
« on: November 26, 2016, 03:40:46 pm »
thank you!  Bloody macs - literally every time I try to do something on a mac with stencyl there is some bizarre twist in the tale.  For the benefit of anyone else unsure of how to use macs, coming across this.  type TERMINAL in the spotlight search (the magnifying glass at the top right of the screen)  and press enter on the terminal app.   Then depending on where your stencyl app is held type in the sudo command in the post above.  so in my case I had copied the downloaded stencyl files to the applications folder so my command was :

sudo open  /Applications/Stencyl/"

your path may be different.

It asks for the admin password.  type it in (it doesn't display you typing on the screen.  just type it and press enter).  if the password is correct Stencyl will open.  now try and publish the app.  it will say Neko VM needs installing, type in your admin password again and it should start to compile.  At least, mine did....

Abandoned Bugs / Re: Could not open game error
« on: April 05, 2016, 01:54:53 am »
was it a blank file? - if so then I think yes unfortunately.

I'm not an expert here so might be best trying to message captaincomic or one of the other experts to see what they suggest.


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