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Suggestion Archives / Feature request: Block to get text from file
« on: July 09, 2014, 01:56:52 pm »
It's easy to get text using a custom class - just about 3 lines of custom code ;) Still, it could be more convenient.
Do you plan to add a "text file" resource type and a block which allows to use it?

Ask a Question / Re: Subject to protect their games and applications
« on: June 21, 2014, 03:05:33 am »
If the game is REALLY popular, then.... how much code + art work does it take to copy Threes or Flappy Bird? ;)
And Google won't do anything (if you're not Chillingo), because the graphics differ A BIT.

Ask a Question / Re: Subject to protect their games and applications
« on: June 20, 2014, 12:31:37 pm »
but how do you extract these resources? or hack into a game?

It's very easy, really.
Just extract the .apk file (as you would do with a normal .zip file, for example with 7-Zip). Now browse into the folder, find assets and you can copy all the graphics :D

Why do you think it's different on mobile than on flash target?
You actually got replies on the previous thread ;)
Try it - make a save on the device, change some Game Attributes, recompile and try to load it.

Disabling FPS counter resolves the problem.

The "game":

Code: [Select]
at javax.swing.text.PlainView.updateMetrics(Unknown Source)
at javax.swing.text.PlainView.lineToRect(Unknown Source)
at javax.swing.text.PlainView.modelToView(Unknown Source)
at javax.swing.plaf.basic.BasicTextUI$RootView.modelToView(Unknown Source)
at javax.swing.plaf.basic.BasicTextUI.modelToView(Unknown Source)
at javax.swing.text.DefaultCaret.repaintNewCaret(Unknown Source)
at javax.swing.text.DefaultCaret$ Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$ Source)
at java.awt.EventQueue$ Source)
at Method)
at$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at Source)

Ask a Question / Re: Does Stencyl make use of GPU acceleration?
« on: June 20, 2014, 07:55:58 am »
Collision was the issue!  :o THANKS  :)

Ask a Question / Re: Does Stencyl make use of GPU acceleration?
« on: June 20, 2014, 05:54:54 am »
Thank you. So she's basically doing custom drawing and custom movement, using cached positions. Clever approach!
Custom drawing is too hard to maintain for human enemies. But custom movement seems to  be worth trying.

Ask a Question / Re: Subject to protect their games and applications
« on: June 20, 2014, 04:20:52 am »
It can be a painful experience, to see how someone takes your work, changes graphics and gains the praises for "original idea" :/

Sadly, there is not much you can do about it - because of two things:

1) Just stealing the concept, the mechanics, is often enough. Threes (paid) vs awful clones like Three Saga... which is drawn from scratch, but it's still a copy! For many people it doesn't matter, if the original has voices, beautiful animations. Many players don't care if it HAS A SOUL. They just prefer 'free' instead of paid. Don't worry. They're probably not your clients anyway.

2) Thieves in niche markets are much less common than in the casual, highly competitive mainstream. Great, risky, well-thought game is not that easy to steal. The risk and work to be done, to complete the game, are too high. Simple overnight hits like Thress are much more vulnerable to this problem.

I can't see any candidates to copy Monument Valley  :D Even if someone uses the idea, there are great chances that Valley will remain the best game like that on the market.

Ask a Question / Re: Does Stencyl make use of GPU acceleration?
« on: June 20, 2014, 03:31:43 am »
EDIT: The performance drop with just 50 lightweight actors on screen was my fault


OK, I see. Putting the actors off screen probably wouldn't help, because they'are already on screen - 300 enemies. While they don't move, everything is fine, FPS are high.

But when ~50 enemies move at once, FPS drop to 3 ! It's completely bad for such a simple game.
I have some experience with HaxeFlixel. I got interest in Stencyl 3 again when I heard it uses OpenFL, which does GPU acceleration of sprites by default.

So I need to know, before I decide on porting the game with Stencyl:
Does Stencyl use some CPU-heavy custom blitting (similar to what the old Flixel did)
Is it super fast now but it's most likely my fault / bad design?

Ask a Question / Re: Dragging an Actor
« on: June 20, 2014, 03:19:11 am »
I mean, the timer is not free. It needs to check itself: Is it going to start now or not just yet? So it calls a metod in OpenFL API getTimer(), compares with the last time it was intiated, updates this 'last time' variable...
My point is: pure X = 1, Y = 1 could be simpler than that optimization. I prefer simpler solutions, more straight, for simple things. For heavy things, like AI, your solution is a very good practice.

Ask a Question / Re: Any way to import List of Actors?
« on: June 19, 2014, 09:56:34 am »
This metod works:

Ask a Question / Re: Dragging an Actor
« on: June 19, 2014, 09:43:40 am »
Yes, basically that's it. "Every X second" is probably not any more efficient than a simple approch - every frame, i.e. When Updated.  Simple change of X and  Y is most likely cheaper than updating a timer.

Ask a Question / Re: Light and Darkness
« on: June 19, 2014, 09:27:36 am »
What's your goal? You need more speed or a better visual effect?

In terms of speed, you probably can't go any faster by using Behavior methods. Manually altering pixels or even replacing tiles with darker versions are not the ways to go. A full screen shader (still utilising a "darkness" texture identical to yours) could be nice, but how to do it in Stencyl? I don't know.

As for the visual effect, you could try different blend modes.
Use an image with no transparency, either grayscale or slightly colored, for darkness. Then, in darkness' "When Drawing", change its blending mode to something fancy. For example:
Actor > Effects > Set blend mode for <self> to <Hard Light>

Ask a Question / Does Stencyl make use of GPU acceleration?
« on: June 19, 2014, 08:22:47 am »
EDITPerformance issue solved! Thanks Rob1121.
The problem was overlapping of hundreds of enemies, stacked outside the screen. (Enemies had wrongly set collision groups).
The topic's question still remains interesting for me.


I get suprisingly low FPS with many actors on the screen. Actors are very lightweight and Simple Physics are used instead of Box.
What I read from the debugger is that the rendering slows the game down to a crawl - purely on the CPU side. The s

I had a Stencyl folder in: C:\Users\oswie_000\AppData\Local\VirtualStore
What is it, even?! Inside there was an OpenFL-Native in version 1.4.0, instead of 1.1.4 packed with Stencyl

Deleted this. Now it compiles well  8)
So this was the solution! To delete the Stencyl folder in C:\Users\oswie_000\AppData\Local\VirtualStore

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