Mike at BrashMonkey's Recent Forum Activity

  • Again, I'm pretty sure you are not talking about the same thing I am. I'm using Cocoonjs to export the game through xcode as a native IOS app. This is NOT a web game on safari or otherwise. No frame is being left, no game is being closed.

    I've made other games for IOS with other authoring systems and the games properly PAUSE when you press the home key on the device... Pressing the home key should NOT close the app, it should pause the app, as the device oes back to the home screen so the user can do whatever they want with other apps setc...but then the player is supposed to be able to -REENTER the app where they left off. this is NOT reloading the app through a save file, the app WAS NEVER CLOSED, just minimized.

    For some reason my game is restarting from scratch when the user minimizes it by pressing the home key.

    Anyone?

  • But it has nothing to do with end of layout. I'm talking about when someone temporarily leaves the app by pressing the home key. I think you don't understand what I'm asking.

  • Hi everyone,

    I've got a nearly finished game which I'm using Cocoonjs to export for IOS. The game runs ok on IOS devices BUT whenever the user presses the home key, instead of the game pausing so that it can be resumed, it resets...meaning when the user goes back to the game, instead of the game re-opening where they left off, the game reloads from scratch.

    Is there a setting I'm not spotting somewhere that would fix this issue, or does it depend on the memory consumption of the game etc etc?

    Any ideas or insight?

    Thanks,

    Mike Parent

  • Just because they are invisible, doesn't mean they might not still be checking for collisions, calculating their current positions etc...so I guess it depends on the situation (especially behaviors and events involved)

    I guess the best way to find out for sure would be to create a really exaggerated benchmarking project with an on-screen FPS counter.. starting with 2 visible layers loaded with sprites, and the ability to hide or destroy one of the layers...you might also want to make it so you could also start all the sprites on the hidden layer to start rotating and/or moving as well. This should answer your question in no uncertain terms.. I also suggest testing this benchmarking program on your target devices to see if the deference is more extreme on any given platform.

    Best of luck,

    Mike

  • It sounds like you don't have your event sheet assigned to the layout you want. You need to share your capx for fast help.

    cheers,

    Mike

  • Are you using a global variable? If its not global, it won't be carried over into the next frame.

  • Hi kraed,

    I assume you're using a vector art program to make the PNG images that you then import and use in Spriter, but then you want the final product to look like pixel art? (I assume when you say retro and square you mean pixel art). Do I also understand correctly that you are using Spiriter in pixel art mode to create your animations?

    It sounds like what you're after is to use the opposite of pixel art (high res art made from a vector program, along with on the fly rotation etc) but to end up with authentic looking pixel art in the game. The only way this would work perfectly is if C2 support an on the fly filtering system that cleanly rotates pixel art while recalculating it to still look like clean pixel art. C2 does not yet support such a thing as far as I know, but maybe there's a shader you could use to achieve this effect.

    As for Character Maps, yes it should definitely be possible to have random character generation in C2. First create an assortment of character maps in Spriter for your character that each change just one aspect of the character (hair, shirt, pants etc etc) then use the action "append Character Map" in the Spriter object, and have the game randomly select 1 of each type of character map..one for hair type, one for shirt type etc etc.

    I see now while writing this you resolved your "jagged sprites" problem, but I'm still not sure what the problem actually was or what you mean by "cropping". Can you explain that in more detail?

    Thanks,

    Mike at BrashMonkey

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  • lucid

    the demo capx file for your spriter demo i change the original player to the one i got when i buy spriter with the sword but when i'm and the ground i cant swing the sword only in the air i'm not sure what to do.

    My guess is there's an event that says: if on ground and not moving, change animation to idle, and another that says: if on ground and moving, change animation sequence to walk.

    These events will always immediately change your sword swing back to walk or idle.

    I suggest you create a variable called "stuck in move", and when you start any animation like a sword swing, change the variable to 1...and when the animation finishes, change the variable back to 0.

    Then in the events that change the animation to idle or walk, add the additional condition :if "stuck in move=0"

    This way, any special animation wont get replace with walk or idle.

    cheers,

    Mike at BrashMonkey

  • Use a tiled background object filled with a repeating pattern...a tile that looks like rain or snow.. then cover the whole screen with it and use events to make it scroll and loop on itself to create an infinite loop of falling rain or snow... then if need be, use looping animated sprites for an effect of rain hitting the floor...but not too many of them..

    The important thing=no collision detection and not a ton of objects to keep track of.

    I hope this helps,

    Cheers,

    Mike Parent

  • I guess I'll have to try that when I get the chance.

    I'll report back if I have any luck or new insight.

    thanks,

    -Mike

  • I had not changed it at all, or downloaded and re-installed it until after the error message.

    -Mike

  • Hi everyone.

    I spent about a month away from a project when was running fine in any browser, I've made no changes to my C2 install since then, and no changes to the capx. Today I loaded it up to get back into it, went to run the frame and the following error popped up:

    I've reinstalled the plug-in called "htmlclockv1", the problem persisted, so I reinstalled C2 and the plug-in...still the same issue.

    I've using C2 build 178..afraid to upgrade because the project requires cocoonjs plug-in and export.

    any ideas?

    Thanks,

    Mike

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Mike at BrashMonkey

Member since 16 Oct, 2010

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