Mike at BrashMonkey's Recent Forum Activity

  • No one?

  • Same problem here...works fine on pc browser, missing all kinds of stuff on mobile.

  • Maybe use a global value to keep track of the game you supposedly loaded, but only load it once you're ready to go from your desired layout the the actual layout that was saved? Basically, trick the player into thinking the game was loaded, but really its not until you select that specific latyout or whatever...

    or a hybrid of what I just said...like, have the save option save both the full layout, but also whatever basic info you need in webstorage...then the load feature first just loads the specific data you needed for the first layout, then loads the actual saved layout when the player goes there....make sense?

    cheers,

    Mike at BrashMonkey

  • Hi,

    I'm hoping to have the game automatically bring up their default email software and pre-populate the subject and body of the email, with "I just scored so many points in GameX"

    Anyone know if there's any way I can go about this, and if so, how?

    thanks

    Mike

  • I've got the same problem. the same games work perfectly fine with cocoonjs in landascape left and right, and work fine in portrait, but report that error and hang on the ejecta loading screen if landscape left or right are selected.

    I can't imagine other html5 games are having the same export issue with Ejecta, I'll see if I google it if it comes up with something.

    -Mike

  • Thanks for the tip Ashley, but whats strange is I've had a seamless export with cocoon js just weeks ago, same game, same art, same settings. but, ejecta it is for now.

  • Hey Everyone, I just exported and built my game using Ejecta instead of cocoon and it has no seems, so its definitely a cocoon js issue/limitation.. now to tell them on their forums etc...

  • This game is for a client, they want retro pixel art look, the sprite animations are low-res, per frame images, I used Spriter to make the animations, but then exported them as png and processed them into pixel art, so no Spriter files are being used in the game.

    I know how to replace tiled background objects with sprites, but that's not remotely optimized, and most importantly, it USED TO WORK, and now it's broken.

    I too am super glad that tilempas might finally be useable for non retro style games

  • I spotted in the xcode debug window in my latest attempt the following report....is this the problem?

    com::ideateca::service::js::core::JSDocument::GetElementById line 234: Not found getElementById: c2canvasdiv IDTK_LOG_INFO: [JS] Invoked in JSValueRef com::ideateca::service::js::core::JSConsole::Log line 102: [Construct 2] Letterbox scale fullscreen modes are not supported on this platform - falling back to 'Scale outer' IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented window addEventListener: online IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented window addEventListener: offline IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented document addEventListener: appMobi.device.update.available IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented document addEventListener: backbutton IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented document addEventListener: menubutton IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented document addEventListener: searchbutton IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented document addEventListener: tizenhwkey IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented canvas addEventListener: webglcontextlost IDTK_LOG_WARNING: [JS] Invoked in void com::ideateca::service::js::WebKitNode::addEventListener line 163: Not implemented canvas addEventListener: webglcontextrestored

  • Sadly, I've tried many combinations of versions of C2 and cocoon settings and the seems will NOT go away. Has anyone else had any luck?

  • LOL. some issue occurred when I pasted the post and made the links live...fixing shortly.

    -Mike at BrashMonkey

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  • Hi everyone,

    This post is intended to give you all the up to date information and links you need to start using Spriter files in Construct 2.

    We'll be sure to update the information any time there’s a significant update to Spriter or the scml plug-in.

     

    Step one:

    Make sure you have the latest build of Spriter installed, which you can always find here: http://www.brashmonkey.com/download_spriter.htm

    Spriter now has a feature to automatically check for updates. We recommend you turn this feature on so you'll always have the latest version of Spriter as soon as it becomes available.

     

    Step two:

    Make sure you have the latest version of the scml plug-in installed in Program Files\Construct 2\exporters\html5\plugins. You can always find the latest version of the plug-in here:https://dl.dropboxusercontent.com/u/257875422/temp/scml.rar

    Unzip the folder and put the folder (and the file inside) into the folder mentioned above.

    (While installing, make sure construct2 is currently not running.)

     

    Step three:

    Open your Spriter file in Spriter, then choose Other File Options/Custom Save Options from Spriter's menu and turn on all three of the “Additional data for Authoring Tools” As seen in the image below.

    Step four:

    Use save-as to re-save your Spriter scml file AND use save-as again to save a scon version of your Spriter file into the same folder, with the same exact name as your scml file you just saved.

    You should now have identically named scml and scon files in your Spriter project folder.

    Keep this folder open for easy access for the next step.

     

    Step five:

    Load up your capx game or app project in Construct 2. Then go to the frame you'd like to import your Spriter file to, and drag the actual scml file from your Spriter project folder onto the frame.

    You'll be asked to also choose which event sheet you'd like the “on initialized” even to be created in. Choose either the event sheet for the that specific frame, or even better, an event sheet specifically for initializing Spriter files which is then “included” in the main event sheet for every frame which includes the Spriter file (Spriter object).

     

    To see this, and my suggested “best practices”, please watch the tutorial video here:

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

    Step six:

    Watch this tutorial which explains how to control your newly imported or updated Spriter object through events in C2:

    https://www.scirra.com/tutorials/699/importing-and-controlling-spriter-animation-files

     

    Step seven:

    If you feel there's any information that's missing from this tutorial, please email and we'll do our best to add the missing information or make it more clear.

     

    Step eight:

    Please join our forums at http://www.brashmonkey.com/forum in order to report any Spriter specific issues you might run into or to request/suggest new features that you feel would make Spriter an even more useful and exciting tool in your game-making arsenal. For Questions specific to the use of Spriter within Construct2 The best place to post them is in this thread and this inertial post will be updated to fill any gaps you help shed light on.

     

    Cheers,

    The Spriter Team at BrashMonkey

Mike at BrashMonkey's avatar

Mike at BrashMonkey

Member since 16 Oct, 2010

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