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Messages - Blacksmith

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Thanks for your reply. I figured as much. I was hoping someone else had already done the work for me!! Thanks for the link.

bump...For example, if the user is playing songs from iTunes in iOS,  when they launch the game I don't want to interrupt their music (they can still choose in the options menu).

Can I detect if external music (e.g. iTunes) is already playing when the game starts/resumes?
Can I allow that music to continue playing? (I would turn off the game music.)

Some games do this:  Philosopher's Stone, Cosmos.
I care mostly about iOS. Thanks.

I'm not sure if it was just one technique but I got it working again. I kept redoing the following (not always in the same order) until it eventually worked. Closing/opening Stencyl, rebooting, re-installing Stencyl, saving as a different name, exporting/importing, etc.

Thank you all for your help and support.

However, if anyone is knowledgeable about the best specific solutions for this issue...please let us know.

Resolved Questions / Re: Multiple compile/build errors
« on: November 01, 2014, 09:29:18 pm »
Tuo, I tried multiple times and Clean Project has not worked yet. Usually that, a few reinstalls, and some Hail Marys gets it going.  I just wish i understood what was happening.

Have you tried Run -> Clean Project? I've used that to handle these kinds of messes in the past with moderate success.

Resolved Questions / Re: Multiple compile/build errors
« on: November 01, 2014, 09:41:51 am »
I don't customize anything on my Macbook (2011, 10.9.4) nor in Stencyl 3.1 #7305). When I install Stencyl I drag it to my Applications folder and that's it. i don't have any extensions installed.

Yeah, I don't see anything wrong with that. Is there anything weird with your setup or your computer naming system. (e.g. where Stencyl is installed).

Resolved Questions / Re: Multiple compile/build errors
« on: November 01, 2014, 09:21:41 am »
Thanks again. I'm not familiar with reading code but I have included it below. The build error says line 94 (highlighted in red), but we all know that errors aren't necessarily at the specified location (or real).

Again, I don't want people to waste their time focusing on the code part. This has happened before, with many projects. The problem usually resolves itself after many, many days of re-installs, cleaning, opening, closing, save as, exporting, etc. All of a sudden the game just starts working again. I'm in day 3 now and am curious if other people have experienced the same circumstances.

Anyway, for sh*ts and giggles, here's the code for the actor behaviour StarMovement (on actor's creation it spins and moves to a pre-determined location).

package scripts;
import com.stencyl.behavior.Script;
import com.stencyl.behavior.ActorScript;
import com.stencyl.behavior.SceneScript;
import com.stencyl.behavior.TimedTask;
import com.stencyl.models.Actor;
import com.stencyl.models.GameModel;
import com.stencyl.models.Scene;
import com.stencyl.models.Sound;
import com.stencyl.models.Region;
import com.stencyl.models.Font;
import com.stencyl.Engine;
import com.stencyl.Input;
import com.stencyl.Key;
import com.stencyl.utils.Utils;
import nme.ui.Mouse;
import nme.display.Graphics;
import nme.display.BlendMode;
import nme.display.BitmapData;
import nme.display.Bitmap;
import box2D.dynamics.joints.B2Joint;
import motion.Actuate;
import motion.easing.Back;
import motion.easing.Cubic;
import motion.easing.Elastic;
import motion.easing.Expo;
import motion.easing.Linear;
import motion.easing.Quad;
import motion.easing.Quart;
import motion.easing.Quint;
import motion.easing.Sine;
class Design_129_129_StarMovement extends ActorScript
    public var _Yaxistarget:Float;
    public var _yaxis:String;
    public var _xaxis:String;
    public function new(dummy:Int, actor:Actor, engine:Engine)
        super(actor, engine);
        nameMap.set("Y-axis target", "_Yaxistarget");
        _Yaxistarget = 0.0;
        nameMap.set("yaxis", "_yaxis");
        _yaxis = "";
        nameMap.set("xaxis", "_xaxis");
        _xaxis = "";
        nameMap.set("Actor", "actor");
    override public function init()
        /* ======================== When Creating ========================= */
        _yaxis = "0";
        propertyChanged("_yaxis", _yaxis);
        _xaxis = "0";
        propertyChanged("_xaxis", _xaxis);
        actor.growTo(1000/100, 1000/100, 1, Quad.easeInOut);

        if ((actor.getType() == getActorType(280)))
            actor.spinBy(1440, 2, Quad.easeInOut);
            actor.spinBy(720, 2, Quad.easeInOut);

        /* ======================= After N seconds ======================== */
        runLater(1000 * 1.05, function(timeTask:TimedTask):Void

            if (wrapper.enabled)
                actor.applyImpulse((asNumber(_xaxis) - actor.getXCenter()), (asNumber(_yaxis) - actor.getYCenter()), 20);
                actor.growTo(100/100, 100/100, 0.5, Quad.easeInOut);
        }, actor);
        /* ======================== When Updating ========================= */
        addWhenUpdatedListener(null, function(elapsedTime:Float, list:Array<Dynamic>):Void

            if (wrapper.enabled)
                if ((actor.getType() == getActorType(280)))
                    if ((actor.getYCenter() < 147))
                else if ((actor.getYCenter() < 131))
    override public function forwardMessage(msg:String)

Resolved Questions / Re: Multiple compile/build errors
« on: November 01, 2014, 08:58:35 am »
Thanks for your quick reply.
Are you sure you haven't deleted something that is being referenced accidentally? Could you show us one of the behaivours so we can see that there isn't anything wrong with them?

I'm 99% certain I haven't deleted anything accidentally because every time I compile Stencyl identifies the error in an unrelated "behaviour". It truly is an Unexpected error. e.g. StarMovement is an actor behaviour. Display all Images from Set is a scene behaviour used exclusively in one scene. Traditional 2048... is a scene behaviour also used exclusively in a different scene. And the same with Noah's Ark Selection Screen scene behaviour. The only behaviour used in multiple scenes is BA (but not in any of the scenes already mentioned).

Nevertheless, per request, I've attached the simplest of the behaviours, Star Movement. The behaviour is attached to an actor ( a star or diamond shape) and once it is created, it spins and moves to a predetermined location.

I look forward to additional suggestions.

Resolved Questions / Multiple compile/build errors
« on: October 31, 2014, 06:57:19 pm »
I'm running 3.1 7305.
The game is working fine and then all of a sudden over five consecutive builds Stencyl gives me a different error (see below). Then the game works, then more errors. Very erratic behaviour. (And re-installing v3.1 didn't resolve it.)

There are no errors in the code that is referred to in the pics. They have been untouched in weeks. (And yes I did check each time just in case.)

Getting generic errors has happened in the past and somehow I got out of it with wasted effort and with no understanding. Forum threads tend to focus on specific coding errors (null actors, missing parameters, etc) than generic and random errors.

I just reinstalled version 3.1 and the problems persists. (This is not a 3.1 issue, it has happened to me periodically all the way back to v2.) I've attached log files just in case.

Have others seen this? Is there anything that causes this, or is it random corruption of some file? Anything to protect against it?
Thanks for your help.

Justin, thanks for the quick reply. I'm running v3.0 7305.

I was confused because in the past you could "see" the graphics in the atlas packed into one image.
Also in the Atlas help page,, one of the images includes the text: "Preview Atlas." Must be old then.

My question should now be rephrased as, how to we most efficiently program the use of the atlases if we can't "see" how many resources are "inside" them. (i.e. at what point should I actually care about atlases, and once I do, how do I best allocate resources to each one.)

I'm not sure if this is a bug but Settings:Atlases would not let me see what my Main Atlas looked like.

I could choose among four Atlases (Main Atlas, Atlas 2, Atlas 3, and Atlas 4). Each one showed the ID, Name, Load initially option, and nothing else.

I presume I haven't loaded beyond the main atlas. But I'd still like to see it.

Stencyl Jam 14 / Breakneck (new version)
« on: March 30, 2014, 07:09:28 am »
Breakneck is a demo for an upcoming game featuring tricked out trucks, killer aliens and stolen loot. All you need is two fingers to become a hero. 'M' to speed up (or click anywhere). Friction will slow you down. 'Z' to tilt the gun up, gravity will bring it down.

This is version 2. We aren't trying to re-submit. The unfinished original was uploaded about 5 minutes before the deadline on March 28th. We spent an extra 8 hours to make it playable. If you tried the original, it's worth a re-play.

YOU CANNOT AIM DIRECTLY! That's the point. Heck, the alien saucer is always in the corner. That would be too easy. Consider the truck angle and bumps as you try to aim.
This is still just a demo that is missing non-gamplay features, like a star rating system for levels.
All constructive comments are appreciated.

Ask a Question / Re: Can you export/import tile collision shapes?
« on: March 27, 2014, 03:09:19 am »
Mdotedot, thank you for your quick reply and suggestion. Luckily I won't have to go your route.

After closing and opening the game a few times, by complete surprise the missing collision shapes suddenly appeared. I'm not sure how I triggered it to start displaying the information, but maybe it will inspire others to figure it out, or at least be a little patient!

Good luck with your game NoFace. I'll be down to the wire too. Thanks again for your support.

Ask a Question / Re: Can you export/import tile collision shapes?
« on: March 27, 2014, 01:32:26 am »
NoFace, thanks for the input.
I need a complex collision shape to support a rolling vehicle. The more tiles of varying angles at can be combined, the better. I need all those tiles to keep it interesting. The ground shape/collision surface is generated randomly based on certain rules of which tiles can go next to each other. I would use the "terrain" function in stencyl to avoid tiles, but it cannot be generated on the fly. My levels are on the order of 700-1000 tiles wide so variability is important.
Thanks again.

Ask a Question / Re: Can you export/import tile collision shapes?
« on: March 26, 2014, 11:48:13 pm »
Thanks for the quick reply. It's unfortunate because if you export an actor, it exports not just the animation frames but also all of the behaviours, collision shapes, other attributes, etc. Seems like an omission that exported tiles don't bring with them the collision shapes they are associated with.

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