Mike at BrashMonkey's Forum Posts

  • Arima,

    Thanks very much for the tip about joytokey. That does work here on my system, and will likely be a great fall-back option...but I'd rather not have to tell my client he needs to install and run additional software for it to work...so hopefully we can find an integrated solution.

    cheers,

    Mike

  • Thanks Guizmus,

    Unfortunately when I run it and press any directions or buttons on my control-pad, nothing shows up... would text be appearing on the screen?

    -Mike

  • Wow Guizmus,

    you really seem to know your stuff! Unfortunately the solution you suggest is completely out of my realm of understanding. (artist, and C2 user, not by any stretch a real programmer)

  • Hi Everyone,

    With chrome and Node-Webkit my game sucessfully responds to My XBox Controller, but doesnt respond at all to any direction or button press from my old Sidewinder D-Pad.

    This is actually VERY important for my current client, who has commissioned me to make a game which can respond to their custom input device which has the same "button-mapping etc" as the Sidewinder.

    Anyone have any clever ideas, or has had luck getting C2 games to detect input from old d-pads?

    Thanks,

    Mike

  • I saw there's a vibrate feature in the browser extension...anyone know if this triggers vibration in control-pads which have rumble features as well?

    If not, any way to do so?

    thanks,

    Mike

  • Is there a specific tutorial for performance bottlenecks specific to IOS? My point it my game runs FANTASTIC on Android and TERRIBLY on my Ipod.

    I'm hoping others have found specific causes of such things...in other words, behaviors, actions or events (or plug-ins) that run fine on android and poorly on IOS.

    Thanks,

    Mike

  • Hi Everyone,

    I'm working on a game I hope to eventually export for IOS and Android as well as PC and web.

    From the get go I made a very rough benchmark test version of a game level and tested on both IOS and Android through their browsers and it ran great on both.

    I've now made many additons...lots of events, behaviors like sinewave and fade to many of the sprites ete, but also found ways to optimize by reducing which behaviors were active and by destroying no longer needed objects once they are off screen.

    The funny thing is now I've tried this build on both my 120 dollar Android device and my Ipod Touch, and the game runs even better and faster than the original benchmark on my Android device, yet VERY POOR now on my Ipod Touch!

    Have any of you found really specific things like certian behaviors or types of actions or events that seem to really strongly effect performance on IOS? (asside from having lots of giant sprite images in a frame)

    Otherwise, I'll have to start the painstaking task of removing things one at a time and re-uploading to the web and re-testing to see what is killing the performance..

    any clues?

    Thanks,

    Mike

  • I know the Spriter guys have gone through some rough times, I'm very sad upon their misfortune. Truth is, Spine is a superior tool. I've tried to communicate this several times, but Spriter lack every important tool an animator need: Control of timeline measurement, multiple timelines, post-construction modifications (good luck adding any sprite to an already done animation) and the feature lacking most of all: Curves.

    There will probably be very little support for Construct from Spine.

    Hi Julmust,

    To clarify, Spriter has had seperate timelines per object for the last couple of builds, and the new build which will most likely be released tomorrow finally has many of the post-construction features which we'd agree with you were long-overdue (like everything else, due to the delay) Speed curves are not in this build, but will definately be part of 1.0's feature set and in fact might appear in the following build.

    cheers,

    Mike at BrashMonkey

    Her's a video showcasing the features for the current build:

    Subscribe to Construct videos now

    The part about the multiple timelines is almost exactly at the 10 minute mark.

  • Thanks so much Yann. That did the trick.

  • Hi Everyone,

    I need to make a crosshair (on a nonscaling, non paralax UI layer) that can stay perfectly locked on to(put itself perfectly on top of) objects which can each be on any of the other layers...and each layer has a different scale and parapax amount.

    I thought I had it by using LayerToCanvas, but this only works with the projects "Fullscreen in Browser" mode set to "off". Any of the scale modes, the crosshair no longer lines up with the objects that its "locked onto"

    Can anyone help make t his work?

    Here's my capx:

    LaterToCanvas Issue

  • An important bug. I have several instances of a tiledsprite in a fram, all set to invisible within the frame (not by an event, just as its setting in the frame editor in its settings)

    And this causes Chrome to crash when I run it, without fail. Yet if I set them all to visible, the frame runs fine.

    Thanks,

    Mike

  • Hi, Awesome plug, but I'm trying to use it wit hte latest alpha build of C2 and it seems the animation always plays 1 frame per screen-update (super-fast) no mater what its set to.

    Also, a suggestion: An event to change the x or y offset of the texture image at runtime would be amazing!

    thanks,

    Mike

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  • For those who'd like the equation, its dividing its (current) height or width by the original (image) height or width.

    It doesnt take too long to do this way, of course, but as theres a set scale action, and you can already retrieve layer scales, it seems missing and a bit inconvenient for retreiving a sprite's scale to be missing.

  • Hi everyone,

    What formula would I use to get the current scale of a sprite, and why is this not a built in function to go along witt the set scale action? Or maybe I'm just missing something...

    thanks

  • You don't want to use Construct2? Thats what I'd suggest. Cross-plaltlform support with good performance is getting more real by the day.

    -Mike at BrashMonkey