Mike at BrashMonkey's Recent Forum Activity

  • Sure can, but not publicly, should I put it on my Dropbox and give you the link via private message? Thanks for your help.

  • UPDATE. It works with NW.js PREVIEW but completely fails once exported as actual NW.js exe. I even run as administrator and made sure the target directory for the local storage for the game is not set to read only.

    Anyone have any ideas?

  • NOTE: After trying every complicated option and theory to figure out the problem for 2 16 hour days straight, I accidentally discovered for some reason the first layout somehow was set to the SPLASH screen layout instead of the loading screen layout! I'm too happy to be finally past this incredibly stupid road block to be embarrassed! ha ha ha!

    I'm making a save game feature with local store, and it works fine in Chrome, but when I export via NW.js the saving no longer works at all.

    Do I need to jump through some specific hoops for it to work after exported via NW.js?

    Thanks

  • Hi everyone,

    The last 3 live stream on my Twitch channel were focused on making games with Construct 2 and the most recent one was mostly dedicated to showing how I use a Spriter made menu system with the Spriter plugin in Construct 2 to add a robust menu system to the game.

    I've uploaded the segment explaining the menu system to YouTube here: https://youtu.be/N03ouLbOJVU

    If you want to watch any of the full streams, you can find them on my Twitch channel here: https://www.twitch.tv/bitbeamcannon

    Or my YouTube channel here: https://www.youtube.com/channel/UCL5hz7CpKhOZN_MmWreflmw

    I hope you find these useful and entertaining.

  • lucid Hi,

    I wonder if you fixed construct 2 + ios (cordova or phonegap) - it is still invisible, but works fine in browsers on mobile and on android. Will you be able to fix it soon, please? If you haven't got any devices, maybe I can help?

    upd. it is strange, and it is working now, I turned off Use WKWebView on IOS (faster performance). It useful option I guess. Any idea how to fix spriter plugin?

    We've not yet had the opportunity,time, or hardware to test this.. and it could still be a while, as I would need to buy a new IOS device.

    In the meantime, have you tried using the C3 export or CocoonIO export to see if Spriter animations show up when exported from those wrapper generators?

  • September 20th 2017.

    BrashMonkey LLC and Cosmigo are pleased to announce that starting September 25th 2017, Pro Motion NG, a new version of Cosmigo's industry standard pixel art and animation tool will be published on Steam by BrashMonkey.

    Pro Motion can be found in the Steam marketplace here: http://store.steampowered.com/app/671190/Pro_Motion_NG/

    The September 25th Steam release coincides with the latest build update of ProMotion NG, which includes lots of great new features and a new lower price-point, making perhaps the most powerful and popular pixel art tool in the industry more accessible than ever to anyone who wants to create pixel art and retro style graphics, tile-sets, tile-maps and animations.

    Cosmigo was founded in in 1996 and the first version of Pro Motion was released in 1997. It's strong feature set specifically dedicated to pixel art and indexed color mode graphics creation quickly established it as an industry standard for game developers. Each iteration of Pro Motion introduced more features to its arsenal and work-flow enhancements based on user feedback. Pro Motion NG is the latest iteration and culmination of well over a decade of development and direct user feedback.  https://www.cosmigo.com/

    BrashMonkey LLC was founded in May of 2012, shortly after the release of their flagship product, Spriter Pro, which played a key role in making modular 2d animation commonplace and accessible for independent game developers and small studios. Spriter Pro differs from the majority of the competing tools that have arrived since its release in that it has built in support for working with pixel art and features for taking advantage of indexed color mode images. Spriter's support for pixel art make it the only modular animation tool perfect to join forces with Pro Motion NG in a tool-chain for the creation of 2d pixel art style games.

    https://brashmonkey.com/

  • Hi,

    This plugin is not working on native iOS (Intel XDK Build/Cordova). Works on Preview Browser and native Android.

    When debugging on iOS -> on Network Tab - > scon file is on "Pending" status. So it does not render the sprites.

    I found same issue on Spriter Forum but it is not solved yet.

    Environment:

    Construct 2 : r239

    Intel XDK: b3759

    Spriter Plugin: 4/5/2017

    iOS: 10.3

    Best Regards.

    Thanks for reporting this. Unfortunately Edgar doesn't currently own any IOS devices (we'll try to resolve that in the near future) and is currently tied up in several pressing matters.

    Close to a year ago I thoroughly tested CocoonIO an C@ projects with Sprtier plugins worked well on Android and IOS. Come to think of it, this testing was likely done before the new sprite-sheet/draw self mode for the Sprtier objects was added. Are you using the draw-self mode?

    Also, pardon my ignorance (I havent tried using the Intel XDK in a very long time), but is there a way you can get a more detailed error report when you try to run the game on the device or emulator, I thnink its possible through Xcode? A full error report might allow Edgar and Ashley to figure out the cause of the problem more quickly.

    lastly, have you tried cocoonIO, just to see if it works? That might also provide useful information.

    Sorry for the inconvenience. Hopefully with your help we can resolve this issue in a timely manner.

    Thanks.

    -Mike at BrashMonkey

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  • Thanks very much for reporting this. Edgar will look into it the next time he gets a chance to update the plug-in.

    cheers.

  • I noticed that C2's save and load function doesn't store Spriter object scale or animation speed.

    Hi Nemo,

    Sorry for the inconvenience. Edgar is tied up in many pressing matters so it could be a while before he's able to get that working. For now you'd have to create an event that sets those properties at start and if you need several instances in then you could use the following work-around.

    1) Create a standard c2 sprite which is set to invisible. Create an instance of this sprite overlapping each Spriter object instance, and set the invisible sprite's properties how you want the spriter objects they're touching to be set.

    The create an event that at the start of the layout loops through each sprite and make it transfer the properties to the spriter object it's touching and destroy the sprite.

    I know this is far from ideal, but It's the only way to get around this current situation and I can't promise how soon Edgar will be able to make C2's save actually save these properties.

    thanks.

    -Mike at BrashMonkey

  • Hi lucid, I'm facing an issue with the Spriter 11 editor. When I select multiple sprites at once and drag them around the canvas (with the mouse) they move at different angles and speeds instead of all together. When moving with the keyboard it works OK.

    This issue doesn't occur in Spriter 10 and below. Not sure what is causing it. Is there an option or shortcut to disable this? Don't see this mentioned anywhere in the online help.

    Thanks for reporting this. Edgar's tied up in many pressing matters at the moment but he'll make sure its fixed in an update build as soon as he can. If you need to select and move many things at once in the meantime we recommend you roll back to Spriter 10 for now. Sorry for the inconvenience.

  • Thanks again. After posting my previous reply I stayed up all night figuring it out and eventually realized, (as is often the case when thinking there is a bug in a c2 feature ) that I had two events at different points in the event sheet which were causing the actual conflict.

    I now have it working properly, in large part thanks to your help.

    Cheers.

  • That's very helpful of you, 99Instances2Go. It's very close to what I need to do, BUT I need to do the opposite. I need to make something on a FIXED layer match the position of a moving object on a PARRALLAXED layer, your example makes the position of something on a PARRALLAXED layer match the position of an object on a FIXED LAYER.

    I've no lock reversing your example to do what I need EXCEPT at zero window enlargement, as soon as I go full screen or enlarge the browser window, the positions get more and more off sync as the window gets bigger or smaller than 1x1 ratio.

    Side note: I only care about Y positions, so X coordinates are irrelevant for my needs.

    Any ideas?

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Mike at BrashMonkey

Member since 16 Oct, 2010

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