Mike at BrashMonkey's Forum Posts

  • Obviosuly this is not the cause in Slice's case, but the most common cause of Spriter object animations not showing up "on export" is when people try to preview the exported html file locally from their HardDrive. You must host your exported html version on a server for it to work.

    Of course this is not the case for Node-webkit export, or exports for android, IOS etc.

    Cheers,

    Mike at BrashMonkey

  • get object scale does indeed feel like its missing, and there's an incredibly easy and obvious solution to the issue Ashley raises:

    GET OBJECT X SCALE

    GET OBJECT Y SCALE

    Most of the time, for most games objects are scaled uniformly in X and Y. Sacraficing the obviously useful and bizarely missing "get object scale" for the fact that people will scale x and y separately a minority of times seems very unnecessary to me.

    If you offer get x scale and gex y scale then the user can use EITHER one arbritrarily to retrieve their objects scale if he always sues the "scale object" action...which most people would do for most cases.

    Cheers,

    Mike

    Pixel perfick,

    What you suggest is a very convoluted "solution" for a very simple problem, which would in most games be far more trouble than its worth, with terrible ramifications for z-order and so many other things.

  • There is ambiguity to the term "sprites" but it does NOT only mean low-res pixel art.

    More importantly, much of the best high res game art and "sprites" are NOT vector based. Many are hand painted, or pre-rendered from 3d or a high-brid of both.

    You should be very descriptive when you advertise you need game art done. Specify if its animated or not, rough frame-count, screen resolution, actual size of the character in pixels x pixels on the screen, art rendering style (cell shaded, cartoony, painted, highly detailed, realistic etc.)

    It is usually very helpful to link to screenshots of games with a similar art style to what you're after as well.

    cheers,

    Mike

  • Hi Magnatolia,

    Scirra is the company, not the product. The Authoring system is called Construct2.

    The biggest concern when developing for multiple platforms is to keep things as optimized as possible and to constantly test on at least the weakest platform to make sure you've not exceeded its limitations.

    There are plenty of articles and tutorials on how to make sure you keep things optimized, but unfortunately I don't have time to find them for you. Hopefully someone else can give you more pointers and perhaps point you to some useful links.

    cheers,

    Mike

  • Hi everyone,

    I've made a new video tutorial showing best practices for importing and updating Spriter files in C2.

    It can be found here:

    scirra.com/tutorials/827/reimporting-or-updating-a-spriter-file-in-your-construct2-project

    cheers,

    Mike at BrashMonkey

  • Hi everyone,

    I've made a new tutorial showing the best practices for importing and updating Spriter files in C2

    The tutorial can be found here:

    https://www.scirra.com/tutorials/827/reimporting-or-updating-a-spriter-file-in-your-construct2-project

    Cheers,

    Mike at BrashMonkey

  • I assume you're talking about: GTA London 1969.

    That uses limited "real" 3d for the buildings... otherwise everything is just 2d sprites and zooming in on the frame, which C2 is very capible of doing.

    The only thing I've not researched is if there's plug-ins to get 3d objects into C2 yet. If so then this is likely very possible for C2 to handle.

    The simple box shaped 3d buildings are definately the only "iffy" part..but maybe with this:

    scirra.com/forum/plugin-Object-3d-alpha-03_topic49314.html

    Best of luck,

    Mike at BrashMonkey

  • Candescence:" Yeah, remember when I said that the gun sprite was duplicated? Turns out that's a problem with Spriter itself, as the gun sprite in some animations has a different name than what it should be, causing unnecessary replication, and Spriter refuses to let me rename it correctly, instead adding a "_000" or some other number at the end."

    Hi Candescence, I've updated the Essentials and full Basic Platformer pack so that all animations have guns withthe same name (hand-gun).

    The fastest way is use a good text editor, load the .scml file into it, and do search and replace all, and start with hand-gun_000 and work your way up to hand-gun_012..then save it and reload it into Spriter to make sure it all worked out fine.

    If you want the fixed version of the platformer pack, email me (mike@brashmonkey.com) with proof of purchase of the full, or tell me if you want the essentials and I'll email you a download link.

    Cheers,

    Mike at BrashMonkey

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  • Hi everyone,

    As my project gets bigger...(more frames) its becoming incresingly time wasting to have to edit the properties of certian object one frame at a time for 30 frames. Is there really no way to select an object in the project window, then edit a property of that object and have it update that property across all instances of that object in the entire project?

    This is NOT a property I can simply change with an event at start of frame etc. It MUST be actually updated in the all frames in the frame editor, NOT at run-time.

    thanks,

    Mike

  • Thanks so much for the kind words and support everyone. Spriter itself and support for all of its features in C2 will only improve for a very long time to come...we've got lots of cool things planned for Spriter and it's C2 integration.. Thanks for your patience as we get there.

    szymek,

    Last I knew, Spriter scon files work fine with cocoonJS exports so long as you have minify script turned off when exporting. Is there a specific problem you are having, perhaps on a specific mobile platform so we can troubleshoot the issue for you?

    cheers,

    Mike at BrashMonkey

  • Hi again Psi,

    I've tried every variant I can imagine and all lead to the same proble, so I'm convinced there's an actual bug when comparing bullet.angle of motion of Spriter objects...I'll see what Edgar things tomorrow or monday...

    In the mean-time, I've emailed you a tweaked version of your capx which creates the behavior you're after (i think) simply by comparing the x position of the enemies relative to the player and flipping accordingly.

    cheers,

    Mike at BrashMonkey

  • Hi PSI, I finally got your capx working properly on my system...sorry about the delay. I see the problem as you described it and will try to fix it tomorrow.

    In the mean-time, why don't you simply compare the x position of the enemies to the player they are chasing, and mirror or not depending on if the player is to the right or left of the enemy? That would be way easier....is ther a diference in the behaviour of the enemy that you are after that would make this not a valid solution?

    Cheers,

    Mike at BrashMonkey

  • I also noticed your events ignore the actual angles of 90 and 270... if the spriter objects angle of movement is 90 or 270, then nothing will happen....

  • can you email me your capx?

    (mike@brashmonkey.com)

    If its huge, please host it via something like dropbox and just send a link.

    Thanks,

    Mike

  • "for each" of them will likely fix it. Meaning put for each Walker Spriter object at the top of that event.