Mike at BrashMonkey's Forum Posts

  • The other diference is psycology and marketting.. if its built into the game, as a feature and suggested action, people are more likely to want to do it, which will spread the awareness of the game more....a pop up saying, hey, you can press these keys to take a screen grab of this and any app, is an option, but obviously is IOS specific and its basically just telling the user to do all the "work" themselves...making it no longer a feature, but a request tha tthe player go out of their way to advertise your game for you...its psycological, and the diference is quite important.

  • but then how to get the canvas snapshot into the right format and right place where the player can find it and easily send it off with instagram?

    I don't want to have to tell the player to hold and press actual phone buttons to take screen shots, I want it to be a convenient in game feature that persuades more players to do so, who otherwise might never do it.

  • My clients hoping for an easy way to allow the player to take screen shots then send post them via instagram, all on the same device..

    It doesn't sound like this is going to be easy...if possible at all...

    any thoughts anyone?

    thanks.

  • Hi, I'd like to let iPhone and android users grab screens of their game (pause then click a camera button) and then the screen-grab should save to the device, I guess in its default photos folder. Is this possible?

    Thanks

    Mike

  • I'm looking for a solution to this now too...I cant believe you never got an answer since 2013.

  • The high number of frames is only a good thing... you dont have to use all animations, and dont need to use all frames of even the animations you choose to use...by skipping every other frame example, you trade smoothness for texture-space.

    I must say, yinakoSGA, the quality of your sprites is very high. Great job, and I commend your separation of the weapon from the character into layers.

    I hope that eventually Spriter becomes popular enough for you to considder making Spriter optimized character animations for sale, as this would allow you to offer more animations, "infinite frames" because its tweened, and the ability to easily and completely customize the character, or create a huge variety of characters from one animation base. Please keep in mind, this is all possible with the totally free version of Spriter, and even easier with Spriter Pro. AND, even for people who want to use the sprites as full frame sprite-sheets can quickly and easily export the animations of their customized characters to any resolution and FPS that they desire.

    cheers,

    Mike at BrashMonkey

  • No? No way to do this currently?

  • You're very welcome. At some point C2 will only require the scon to work.. We know its confusing and less than ideal that it currently requires both.

    cheers,

    Mike at BrashMonkey

  • You must save out your spriter project as BOTH scml and a scon file (its the second file format option)...same name, same folder. Then drag in the scml into C2.

    Please check this out: https://www.scirra.com/tutorials/699/im ... tion-files

    And this is a follow-up : https://www.scirra.com/tutorials/827/re ... t2-project

    I hope this helps,

    As for Spriter Pro.. yes, you can install it and register it on all of your computers you'll use it on, just don't allow others to use your Spriter Pro the same time you are.

    cheers,

    Mike at BrashMonkey

  • Are you importing both a scon and scml of the same name from the same folder? (you just need to drag in one, but BOTH must exist.)

    Thanks,

    Mike at BrashMonkey

  • Hi everyone,

    Would there be any way to have my c2 made game grab a screen-shot and let the user post it to instagram from within the game?

    Thanks,

    Mike

  • You'll need at least 2 of every object to represent one of them, most likely 4. Imagine if the object is on the left, just about to loop, you'd see half on the left edge, andd half on the right... same for top and bottom, and because of couners you'd see a quarter of the object on each corner! You'd need to use a common alterable value set to the same number for each of the 4, then use a for each loop to check that value and place them accordingly, and to make them all behave exactly the same (same animation frames, kill all if one is hit, etc)

    For the scrolling, you'd maybe need to make the actual frame 2x wide and 2x high, and teleport the player when he reaches certian x or y coordinates to simulate the infinate scrolling...this in conjunction with your 4 sprites for every object, enemy etc should provide the infinite 1 screen effect you're looking for I think.

    best of luck.

    Mike

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  • Thanks very much for the help everyone.

    Colludium,

    To clarify, I'm the founder of BrashMonkey, but the man truely responsible for Spriter's development and most of it's awesomeness is Lucid (Edgar). I'm the co-designer of Spriter and a pro game artist who's also making the official Spriter art packs and many of the tutorials.

    Thanks very much for the kind words and support. I mean a lot to both of us.

    cheers,

    Mike at BrashMonkey

  • Hi Everyone,

    I'm trying to learn how to create IOS builds with Intel XDK, but apparently the tutorial is old. It mentions that the XDK will create a folder in Documents, but it does NOT. Any idea where the folder is actually being created and what its called?

    Thanks.

    PS, I'm on Vista, NOT windows 7 or 8

  • here is the first ever pic of my game !

    see what i mean about the rectangle and the scml animation?

    Hi Roccinio,

    The Spriter object has actions to rotate the Spriter object by or to any specific number of digrees. You'll need to do something like:

    Is player block sprite overlapping slope tile, and is on the ground, then rotate the Spriter object to whatever angle is required.

    You'll also likely need another event or action to change the position of the spriter object relative to the player block sprite depending on if the player is standing on a slope or not... something like:

    If player is NOT on a slope, then set postion to action point zero of player block sprite.

    If plater IS on a slope, then set postion to action point 2 (or x=0, y=30) of player block sprite.

    Cheers,

    Mike at BrashMonkey