Mike at BrashMonkey's Forum Posts

  • Hi everyone,

    I think, last I knew, at least with CocoonJs export, the whole game is loaded all at once, and if that exceeds the ram (heap) of the device, it won't run.

    Is this still the case.. If so, any clues as to when that might be improved? (meaning when The game will be able to load one frame at a time as needed)

    I'm working on fairly large games for my clients and they'll never make it onto Ipod touches etc if this remains the case.

    thanks,

    Mike

  • Hi nihaotomita,

    Scirra is working with BrashMonkey to include built in support for Spriter animation files.

    http://www.brashmonkey.com

    http://www.scirra.com/forum/spriter-c2-plugin-update-update-on-5-12-2013_topic59694.html

    This supports advanced modular animations using bones or no bones (or both). It is not finished yet, but will also support sound triggering, variable changes, collision rectangles and more.

    Cheers,

    Mike at BrashMonkey

  • Best way to get a quick and definate answer/solution is to post up a capx file so we can see what the problem is.

    Mike at BrashMonkey

  • Lookin very cool! Can't wait to see it in action.

    -Mike at BrashMonkey

  • Very cool! Thanks for making my life easier Katala (And Scirra, as always). Can't express how much I love using C2.

    Mike

  • thanks for the heads up cvp, Actually I figured out what I needed.

    step 1) in the projects window, right click the files folder and choose import, then import the images you want to load from a folder.

    step 2) Add events at the start of your game to load from URL into your sprites, but instead of URL's, just add the images names such as "imageOne.png"

    step 3) Export the game as node-web-kit

    step 4) Go into the win32 folder that node-webkit created and find the file called package.nw and rename it to add .zip to the end of it. (becuase its really a .zip file)

    step 5) open the zip file you just created by rename it to .zip and replace the images you had "imported" with new images.

    step 6) rename the file again to get rid of .zip.

    The next time the game is run it will display the new images.

    cheers,

    Mike

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  • bump...

    no-one?

  • One very important thing to know: If you are not making the game in retro stype pixel art mode, you'll want to make your tiles 1 pixel taller and wider than the grid size....in other words, if your grid size is 32x32, make your tiles 33x33, with the anchor point at top left.

    This will cause an overlap of 1 pixel...otherwise, you'll get hideous seems showing up between the tiles! (Due to HWA filtering etc)

    best of luck.

  • Turn on show grid and snap to grid, set it to your tile size and create your map in the frame editor from Sprites which have your tile images in it.

  • Hi everyone,

    My client is hoping for a PC .exe game that loads images from a folder in the same folder as the game .exe file, so that they can swap out images in the folder and have them appear in the game. This possible?

    I searched and found stuff about loading external images, but when I export via node-webkit the images it loads are hidden or built into the .exe or something.

    Anyone know how to make this happen?

    thanks,

    Mike

  • Thanks for the heads-up Arima!

    cheers

  • Are you guys unaware of the options to choose the type of filtering. There are two major options for when pixel based graphics are scaled or rotated. Thats "point" scaling which is no filtering, meaning NOT BLURRY, but pixelated (jaggy), or linear which is filtered=smoother but blurry.

    If you want to have a low res pixel art look choose point, if you want filtered (smooth but blurry) then choose linear.

    Also, to keep things pixel-friendly (non-blury, set the pixel rounding to ON).

    These settings are all in the projects properties under "project settings" and "configuration settings"

    Cheers,

    Mike

  • Hi Everyone,

    I have a situation where I need to use JoytoKey for my client's game so that it supports their usb input device.

    This works fine, and I can even use a BAT file to make one icon open both joytokey AND the game.

    My problem is, I want joytokey to be closed if they close the game.

    Can anyone think of a way to do this?

    thanks,

    Mike

  • Hi averyone,

    I need my app to prompt the user for text. How would I go about making a text box appear and prompt the device (android or IOS) on-screen keyboard to appear to allow the user to enter the text and press enter?

    Hopefully a solution that will work on android, IOS, etc etc.

    thanks,

    Mike

  • Cool, I'll give that a shot. thanks.