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Messages - WakeUpThursday

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Old Questions (from 1.x/2.x) / Re: Lists not working in iOS?
« on: May 01, 2013, 09:30:20 pm »
I created a simplified version of your behavior (fewer values in mine) and it ran fine in the iOS simulator.

I made two lists. Then I added two numbers, in position 0 and 1 respectively, directly from the attributes panel. In a "When Created" event from a scene's events tab, I repeated a "Create Actor" block twice. However, instead of using an index attribute and increment blocks, I simply used the loop count. It starts a 0, and so does the list.

When are you trying to have the actor creation occur?

Old Questions (from 1.x/2.x) / Re: Quick question..
« on: May 01, 2013, 09:03:33 pm »
I haven't used the joystick much, but off the top of my head, you could put a check in the behavior(s) for the touch inputs to see if the joystick is being moved. So the behavior only fires if touched and the joystick direction/distance is zero.

Old Questions (from 1.x/2.x) / Re: Help Please with error log
« on: May 01, 2013, 09:00:35 pm »
Well, the error says it's an issue with Atlas 0, the main atlas, so I'd start there.

Make sure none of your art isn't corrupted. You might need to re-import the graphics if Stencyl crashes when it tries to compile the atlases.

Hope you figure something out.

Old Questions (from 1.x/2.x) / Re: please help!!
« on: May 01, 2013, 01:31:17 pm »
Not quite sure what's happening, but I'd try examining the images listed in the logs. If you click the "view games folder" option from the Welcome Center, you can navigate to your game's folder. Then look for the images listed, to find out what they are, and check them out in Stencyl.

They might be corrupted or missing.

Best of luck.

Old Questions (from 1.x/2.x) / Re: Actors bypassing collisions when dragged
« on: December 10, 2012, 12:53:38 pm »
That is an excellent idea! I will try that out post haste  : )

UPDATE: I tried it out and the pre-shipped Drag and Follow behavior works perfectly in Flash, but does not work at all in iOS, unfortunately. The movements are matched, just like the Drag and Drop behavior. I'll keep fiddling with it, but you've definitely put me on the right track, Hectate.

Thanks for taking the time!

UPDATE 2: Turns out the error was just in my testing environment. All is working. Thanks again.

Hey all,

I'm working on a puzzle for a game that required the player to drag actors around to stack them in a specific arrangement. Unfortunately, when the actors are being dragged, they are able to be pulled through other actors as well as tiles.

I have continuous collision turned on both in the actor's physics menu and in a "when created" event, but no change.

Does anyone know of a way around this, or is it simply a limitations of Box2D plus dragging actors?

Thanks for any help anyone can provide.

Old Questions (from 1.x/2.x) / Re: Resolutions , Screen Sizes e.t.c
« on: October 04, 2012, 07:09:13 pm »
You can always look at the iOS example games included with Stencyl for comparison, but basically I'm working in a 960x640 px (landscape) doc in Photoshop, a game and scene size of 480 x 320 px (landscape) in Stencyl, game res at 1x and all actors/backgrounds imported at 2x.

Hope that makes sense!

Old Questions (from 1.x/2.x) / Re: Resolutions , Screen Sizes e.t.c
« on: October 03, 2012, 10:28:18 am »
Scaling is very confusing, to be sure. Try thinking of it this way:

Making an iOS game at 2x means that everything you're doing is twice the size that it will be when played on the actual device. Thus, if your screen res is 960x640 in Stencyl, it will be 480x320 on the iPhone. The same applies to actors imported at 2x. A 100x100 px actor will show up as 50x50 if imported at 2x.

It's best not to worry about the other scaling options if your end goal is to get to iOS.

Hope this helps, and happy creating!

Bump! I would also like to know the answer to this

Ask a Question / Can actors move while scene is transitioning?
« on: August 30, 2012, 11:34:41 am »
Hi all,

I'm working on some affects for actors that I'd like to happen during a scene transition, but all my actors in the first scene stop moving during the transition. This is complicated by the fact that actors in the next scene can start moving immediately.

Does anyone know of a way to create any kind of motion in the actors on an outgoing scene?


Old Bugs (1.x/2.x) / Re: Unable to import photoshop png's
« on: August 02, 2012, 11:24:29 am »
Well, its a lot less troublesome that it could have been. Thanks for looking into it. I guess now I just need to find a way to optimize my png's that doesn't break the program. : )

Old Bugs (1.x/2.x) / Re: Unable to import photoshop png's
« on: August 01, 2012, 07:10:40 pm »
Thanks so much for taking the time to look into my problem.

Just now I double checked my png's, and much to my suprise only the png's created via Save for web and devices would not work. I do feel a bit embarrassed, though I had tried some regular png's before, but the filesizes must have been too big (around 500K), which is why I went to optimizing them.

Attached is one of the optimized png's. Does optimizing them do something that messes with stencyl?

Old Bugs (1.x/2.x) / Unable to import photoshop png's
« on: July 31, 2012, 05:01:14 pm »
Reposting in bugs forums. Original:,12889.msg76335.html#msg76335

Png's made in photoshop do not load when adding frames to animations or tilesets. I click choose image, choose the .png, but the preview never appears. Clicking Add leaves me in a never ending "importing..." state.

All other supported filetypes work. I don't have another program to make a png, but I converted a gif to a png using a webtool, and that imported fine.

Attached are my logs. Hopefully I'm just doing something wrong.

Ask a Question / Question about using PNGs
« on: July 31, 2012, 11:08:02 am »
Apologies if there is already an answer for this somewhere, haven't been able to find one.

Whenever I try to import a .png file for an actor or tileset the image never actually shows up. Gif's and Jpeg's work fine, but I would like to use images that have alpha channels (glows and finer transparencies).

I saw in another thread that Photoshop does a poor job of compressing Png's, so would running my Png's through a different compressor program fix things? Or is there some other step/issue involved that I'm missing?

Thanks in advance for any guidance anyone can provide!

Ask a Question / Re: Detecting when an actor is tweening?
« on: July 25, 2012, 11:22:21 am »
I tried that out, and it works! However, the way I have it set up now it is possible to move again before the animation finishes, so the two seconds ends while starting another move. I should be able to add a check to make sure that the animation switch completes before the actor moves again.

Thanks for the help!

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