Mike at BrashMonkey's Recent Forum Activity

  • Hi everyone...ed, from the C2 community says he ran into this issue when trying to export form C2 build 169, and when he reverted to using b168 the problem disappeared! I'm going to test this now and if that's the case, report it to Ashley ASAP!

    wish me luck,

    Mike

  • Hi again everyone,

    I've just posted this on the cocoon js community forum: http://support.ludei.com/hc/communities ... 2-anymore-

    please join in there..the more we make the issue visible to them, the more likely they'll address it quickly.

    thanks,

    Mike

  • I've still found no solution and will contact the cocoonjs staff, please let me know if you have any luck finding a solution on your end, Bonesy.

    Can we really be the only two trying to export games that use background-tile objects (or retro pixel art games for that matter) with cocoonjs?!?

    Has anyone successfully exported a retro style pixel art game using cocoon js recently? If so, please show us the exact settings you used in both the capx and on cocoonjs.

    thanks,

    Mike

  • when you click the trim feature in C2 it ads a 1 pixel blank space around the image, which is not good for tile objects.

    -Mike Parent

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  • Hi,

    I have my project set to:

    pixel-rounding=ON

    sampling=POINT

    Fullscreen in browser=letterbox integer scale

    fullscreen scaling=low quality

    Use high-dpi displays=NO

    yet when I create an IOS app via cocoonJS my game on the device still shows terrible seams at the edges of tiled background objects.

    What am I missing? I've successfully exported games before with these settings and saw no seems, I don't think I changed anything, but now I have seams no matter what I try once the games on my device...

    Any ideas?

    thanks,

    Mike

  • Hi everyone,

    I get asked by my clients for a feature in their games (I make for them) so the player could have the game take a screen-shot of itself, then send it off via Instagram..in as automated and convenient way as possible...ideally working across all platforms that support instagram.

    Does anyone have any clever ideas for how this could be made to happen?

    thanks,

    Mike

  • The other diference is psycology and marketting.. if its built into the game, as a feature and suggested action, people are more likely to want to do it, which will spread the awareness of the game more....a pop up saying, hey, you can press these keys to take a screen grab of this and any app, is an option, but obviously is IOS specific and its basically just telling the user to do all the "work" themselves...making it no longer a feature, but a request tha tthe player go out of their way to advertise your game for you...its psycological, and the diference is quite important.

  • but then how to get the canvas snapshot into the right format and right place where the player can find it and easily send it off with instagram?

    I don't want to have to tell the player to hold and press actual phone buttons to take screen shots, I want it to be a convenient in game feature that persuades more players to do so, who otherwise might never do it.

  • My clients hoping for an easy way to allow the player to take screen shots then send post them via instagram, all on the same device..

    It doesn't sound like this is going to be easy...if possible at all...

    any thoughts anyone?

    thanks.

  • Hi, I'd like to let iPhone and android users grab screens of their game (pause then click a camera button) and then the screen-grab should save to the device, I guess in its default photos folder. Is this possible?

    Thanks

    Mike

  • I'm looking for a solution to this now too...I cant believe you never got an answer since 2013.

  • The high number of frames is only a good thing... you dont have to use all animations, and dont need to use all frames of even the animations you choose to use...by skipping every other frame example, you trade smoothness for texture-space.

    I must say, yinakoSGA, the quality of your sprites is very high. Great job, and I commend your separation of the weapon from the character into layers.

    I hope that eventually Spriter becomes popular enough for you to considder making Spriter optimized character animations for sale, as this would allow you to offer more animations, "infinite frames" because its tweened, and the ability to easily and completely customize the character, or create a huge variety of characters from one animation base. Please keep in mind, this is all possible with the totally free version of Spriter, and even easier with Spriter Pro. AND, even for people who want to use the sprites as full frame sprite-sheets can quickly and easily export the animations of their customized characters to any resolution and FPS that they desire.

    cheers,

    Mike at BrashMonkey

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Mike at BrashMonkey

Member since 16 Oct, 2010

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