Mike at BrashMonkey's Forum Posts

  • 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

  • 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

  • It's not that simple, need specific Ouya controller support, in-app purchases etc. Just because its android doesn't mean every basic android wrapper is going to be a solution.

    -Mike

  • Yes, but currently the links are not provided. If you've already purchased Spriter Pro and have not received download links for the Essentials Art Packs, please email mikejlq@brashmonkey with your purchase information and I'll send you download links. We'll make add the Essentials Art Packs download links to the actual scirra store purchase as soon as we can. Sorry for the inconvenience.

    Mike at BrashMonkey

  • Thank a ton for the useful info KFC and Whack.

  • Hi Everyone,

    I'm finishing up a game that I'm exporting to Android and IOS via Cocoonjs. Does anyone know of any way to set up some kind of analytics service that will work in such a case?

    Thanks

    Mike

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  • Thanks SOOO tumira, I am currently using the one offered as a zip file on github.

    I'll try to find the one you fixed, but for other people who find this thread, could you link to the post with the proper link here as well? This whole cocoonjs plug-in thing is such a mess, the more clear things are for people the better.

    cheers,

    Mike

  • I'm using the latest version of everything, and have all ads appropriately set to portrait (its a portrait format game).

    Thanks for taking the time to try and help.

    cheers,

    Mike