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Messages - m456arcus

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Windows / Mac / Flash / HTML5 / Re: ChemCompounds for iPhone and iPad
« on: September 03, 2013, 02:20:16 pm »
Thanks very much! Testing should start shortly.


iPhone / iPad / Android / ChemCompounds for iPhone and iPad
« on: September 02, 2013, 08:26:54 pm »


Please see the full announcement post here:,24876.0.html

We started in 2.2 and after a little while decided to bring ChemCompounds to the 3.0 beta. It was a great decision, as 3.0 is a huge improvement even in beta.

Windows / Mac / Flash / HTML5 / ChemCompounds for iPhone and iPad
« on: September 02, 2013, 06:59:43 pm »

Hi! Thanks for checking out our new educational app, ChemCompounds.

ChemCompounds is a universal app that helps you improve your knowledge of chemical nomenclature on your iPhone or iPad. The game gives you a compound, and your job is to build it using the elements on the right. Change the difficulty, or customize exactly which compounds you want to be given. We believe it will make it easy and fun for students, teachers, and everyone else to study or teach chemistry at their own pace in a fun, familiar environment - no need for boring textbooks!

Our goal is to release as soon as possible for the new school year. The game is almost completely finished, with over 850 compounds currently available. Still left to do is saving/loading, the iOS icon, tweaking the sound, and fixing any bugs. If you are interested, we would really appreciate having some testers to try out ChemCompounds and give us some feedback - go to to sign up through TestFlight.

Stencyl has been absolutely vital through the development process, making everything easier and faster. It has been a really rewarding tool to use, and without it this project would not be where it is. So thanks to everyone on the Stencyl team, and to everyone on these forums too!

Visit our site,, to learn more about ChemCompounds and get notified when it's officially released. Also, feel free to contact us at or just reply below.

Marcus and Chris

Old Questions (from 1.x/2.x) / Re: Several Labels Lowering FPS
« on: March 16, 2013, 11:05:59 am »
Thanks for your help so far dtrungle. I think we came up with a pretty good idea of what to do now. One question, instead of creating/killing actors like you say, wouldn't it be better to change animations instead?

Old Questions (from 1.x/2.x) / Re: Several Labels Lowering FPS
« on: March 15, 2013, 06:13:01 pm »
I thought lightweight actors would be easier on performance than labels, but we've just finished changing everything over to actors and while it was an improvement, its still too slow. Whether we use labels or images, having 1000 in a scene definitely won't work and probably wasn't a very good idea in the first place.

However, the menu that these are all in is split up into sections 4 buttons wide and anywhere from 10 to 50 buttons tall, depending on the section. There is currently about 100 sections lined up left to right, and the camera can move side to side to switch menu sections. Anyways, our idea is to just have one section in the scene and one set of buttons that all switch animations when the user clicks left or right. This should keep the actor count down and keep the illusion of a large menu.

Does this sound like a viable solution, or is there a better way to do this?

Old Questions (from 1.x/2.x) / Re: Several Labels Lowering FPS
« on: March 15, 2013, 10:26:40 am »
Hi everyone!

Me and Chris are actually working together on this iOS app, and I just wanted to say that any help is greatly appreciated.

The only other way we thought of was having a different image/animation for every label. However, there will be just over 1000 labels in the finished scene so doing this would really increase the size of the game too much, and we've had problems in the past with atlases crashing the game so I would really like to avoid this solution.

The game is pretty much done after we get over this issue.

Marcus :D

Old Questions (from 1.x/2.x) / Re: Ad Hoc Build Failure
« on: December 07, 2012, 02:18:12 pm »
Joe, thank you so much! I was going insane for the past 2 days trying to figure this out. It built perfectly.


Old Questions (from 1.x/2.x) / Re: Ad Hoc Build Failure
« on: December 06, 2012, 03:09:13 pm »
I went through the instructions a lot of times... They're very good, and I followed them really closely, but it didn't work.

I have an App ID with proper reverse domain identifier. I have 2 distribution profiles, one app store one ad hoc. One development profile. Two certificates, one development, one distribution. I exported the distribution certificate as the .p12. The profiles are all tied to the App ID, and the certificates are tied to their respective profiles.

Sorry, it's probably hard to figure out the problem without more information... but I'm not sure what else I need.

Thanks in advance!

Old Questions (from 1.x/2.x) / Re: Ad Hoc Build Failure
« on: December 06, 2012, 02:27:31 pm »
Its my profile, but its under my dad's name.

Old Questions (from 1.x/2.x) / Ad Hoc Build Failure
« on: December 05, 2012, 05:20:48 pm »
When trying to build my game for Ad Hoc, Stencyl emails back this error output.
I've gotten the email exactly 13 times now, and it's been pretty much the same thing every time:

1 identity imported.
iPhone Distribution: P**** * R********
Build settings from command line:
    CODE_SIGN_IDENTITY = iPhone Distribution: P**** * R********
    SDKROOT = iphoneos5.1

Check dependencies
Code Sign error: A valid provisioning profile matching the application's Identifier '*****.r****' could not be found

I tried every combination of provisioning profiles and certificates, I'm not sure what to do now. This is built from both 2.2.0 and the nightly build. Any help?

Old Questions (from 1.x/2.x) / Re: Xcode Memory Crash
« on: December 05, 2012, 02:40:24 pm »
Bump again...

Has anyone seen any memory errors like this before? Sorry, I know everyone is busy with 3.0 but if anyone has any thoughts on this it would really help me out.

Old Questions (from 1.x/2.x) / Re: Xcode Memory Crash
« on: December 04, 2012, 04:17:15 pm »

I'll release the finished behaviour to Forge if somebody else can use it.

Old Questions (from 1.x/2.x) / Xcode Memory Crash
« on: December 03, 2012, 07:01:38 pm »
I'm creating a behaviour that lets you drag something constrained in a circle and when you let go it fires in the opposite direction depending on how far you pull back. Everything is going pretty good, but when I test on my iPod Touch it crashes for some reason. I've spent an hour trying to figure it out but I think it's a memory issue and might be beyond my control.

It crashes when I let go of the actor. I know the code blocks that Xcode doesn't like (see below), but no alternatives are working and I don't see why this wouldn't work...

If you want, I'll send you the game or the behaviour. Its only a few behaviours and placeholder graphics so its no big deal.

Completed / Re: Multiplayer support
« on: April 18, 2012, 05:51:57 pm »
Any updates on bluetooth or wifi iOS multiplayer? I've got an idea for a 1v1 real time game with rudimentary physics. Since it probably won't be officially supported for a while, is there a relatively easy way to set up at least bluetooth support with any kind of code?

Old Questions (from 1.x/2.x) / Re: iOS Platformer Behaviours
« on: March 06, 2012, 03:05:36 pm »
@m456arcus     The only things that won't be compatible for ios are the blocks that have the flash logo on them. Indeed, it would make things simpler, but you can just look in the behavior(s) to find out.

Try the 'for every actor of type/group' blocks, they don't work for iOS unless I used them wrong.

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