Mike at BrashMonkey's Forum Posts

  • Lookin very cool! Can't wait to see it in action.

    -Mike at BrashMonkey

  • Very cool! Thanks for making my life easier Katala (And Scirra, as always). Can't express how much I love using C2.

    Mike

  • thanks for the heads up cvp, Actually I figured out what I needed.

    step 1) in the projects window, right click the files folder and choose import, then import the images you want to load from a folder.

    step 2) Add events at the start of your game to load from URL into your sprites, but instead of URL's, just add the images names such as "imageOne.png"

    step 3) Export the game as node-web-kit

    step 4) Go into the win32 folder that node-webkit created and find the file called package.nw and rename it to add .zip to the end of it. (becuase its really a .zip file)

    step 5) open the zip file you just created by rename it to .zip and replace the images you had "imported" with new images.

    step 6) rename the file again to get rid of .zip.

    The next time the game is run it will display the new images.

    cheers,

    Mike

  • bump...

    no-one?

  • One very important thing to know: If you are not making the game in retro stype pixel art mode, you'll want to make your tiles 1 pixel taller and wider than the grid size....in other words, if your grid size is 32x32, make your tiles 33x33, with the anchor point at top left.

    This will cause an overlap of 1 pixel...otherwise, you'll get hideous seems showing up between the tiles! (Due to HWA filtering etc)

    best of luck.

  • Turn on show grid and snap to grid, set it to your tile size and create your map in the frame editor from Sprites which have your tile images in it.

  • Hi everyone,

    My client is hoping for a PC .exe game that loads images from a folder in the same folder as the game .exe file, so that they can swap out images in the folder and have them appear in the game. This possible?

    I searched and found stuff about loading external images, but when I export via node-webkit the images it loads are hidden or built into the .exe or something.

    Anyone know how to make this happen?

    thanks,

    Mike

  • Thanks for the heads-up Arima!

    cheers

  • Are you guys unaware of the options to choose the type of filtering. There are two major options for when pixel based graphics are scaled or rotated. Thats "point" scaling which is no filtering, meaning NOT BLURRY, but pixelated (jaggy), or linear which is filtered=smoother but blurry.

    If you want to have a low res pixel art look choose point, if you want filtered (smooth but blurry) then choose linear.

    Also, to keep things pixel-friendly (non-blury, set the pixel rounding to ON).

    These settings are all in the projects properties under "project settings" and "configuration settings"

    Cheers,

    Mike

  • Hi Everyone,

    I have a situation where I need to use JoytoKey for my client's game so that it supports their usb input device.

    This works fine, and I can even use a BAT file to make one icon open both joytokey AND the game.

    My problem is, I want joytokey to be closed if they close the game.

    Can anyone think of a way to do this?

    thanks,

    Mike

  • Hi averyone,

    I need my app to prompt the user for text. How would I go about making a text box appear and prompt the device (android or IOS) on-screen keyboard to appear to allow the user to enter the text and press enter?

    Hopefully a solution that will work on android, IOS, etc etc.

    thanks,

    Mike

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  • Cool, I'll give that a shot. thanks.

  • Thanks everyone,

    newt, I need to keep the alpha (transparency) of the image, so saving the canvas won't work for me, right?

  • Hi,

    I'm hoping to make an app that lets the user provide an image URL, and then the app would download the image and then store it locally so it could reuse that image again without the further need to go back on-line. Any chance of making this happen?

    Any thoughts?

    Cheers,

    Mike

  • Update: I looked in the file folder to see if there was any obvoiously missing file, especially sound files based on the tough time as a Vista user I'd had with importing sounds, and sure enough an ogg file was missing...I replaced it and now the error message is gone!

    But why did the error report not just mention what file was missing directly? How can I check line 23 of a file that doesn't seem to exist or is hidden? I don't understand. What was I doing wrong to find out what file was missing?

    Thanks,

    Mike