Mike at BrashMonkey's Forum Posts

  • over 10 year pro pixel artist here. Mouse 100 percent for pixel art, but tablet monitor for high res art and concept art.

  • If there is a sale here and not at brashmonkey.com at the time. Yes, Spriter is a desktop app, it's not web based.

  • It should be the latest version, but I think you'll need to go into the menu and choose Help/Activate Spriter Pro and enter your email address and serial number.

    Check the help menu option and if it says "Spriter Pro activated" then you don't need to do anything.

  • It depends too much on what you're doing with it. For example, with Spriter you could make smoothly animated giant bosses that would be completely impossible with full frame standard Construct sprites, and it would run very well on mobile.

    Here is the basic platformer game engine running on my old Ipad Pro:

    youtube.com/watch

    In this example, the player and trees in the first level are all Spriter based, as is the boss at the end of the video.

    Also the entire main menu system is made in Spriter.

    But you should always try your best to optimize and test your game often on real mobile devices frequently, no matter which (if any) plug-ins you use.

    I would not recommend making every last particle effect a Spriter object, for example... simple things like collectible coins, explosions, shots etc are best left as regular construct sprites.

  • With Spriter you can have tweened animations that are smoother and take a tiny fraction of the memory and loading time.

    You can also do cool things like use the "character maps" feature which lets you change character appearance, weapons, etc on the fly based on power-ups or what they equipped.. again, using a tiny fraction of the memory as compared to having the character variations as entire separate Construct sprites.

    youtube.com/watch

  • My best guess is when it was the original folder there were extra things you were accidentally including in the zip that you were dragging into c3.

    Exporting the spritesheeted version to a clean new folder is definitely recommended.

    I'm working on new step by step tutorial videos but it will be several more days before I can finish and upload them.

  • Hi Wulfy,

    I tried to load and test your file but somehow you're using r135 and the browser version is r131.

    Is there a way to access beta versions I don't know about?

    Can you make a screen recording of the import attempt and resulting issue? This might help us find the problem.

    thanks.

  • I use the behavior Flash and set the player to flash for however many second after getting hit, and before any collision check to hurt the player I add "is player flashing" and negate it, so that if the player is flashing, he can't get hit.

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  • So is the Spriter for Construct 2 Runtime plugin now stable and "safe" for use?

    There's a known bug involving variables or triggers which Edgar (Lucid) is working on ATM.

    The previous two versions of the plug-in didn't have this bug, but may have had other ones. We'll report back when the new build is ready.

    cheers.

  • Oh, well, sure.... if you want to do it the easy way.... ;)

    (I forgot all about the pick random action)

  • Do you know how to generate a random number?

    You need to use a for each loop to set a variable in each object, then on touching the screen, have Construct generate a random number within the range of the numbers of the objects, and destroy that particular one.

    You'll need a variable for the object... for example call it "WhichOne"

    You'll need a loop at start of frame for each object, set the number of the object to the loop index of that loop.

    You'll then need the on screen touch action in another event.. it should generate a random number from zero to the total number of objects.

    Then another loop for each object, if the random number is the same as that variable "which one", then destroy that particular object. and THEN do another loop to re-number them all in their "WhichOne" variable.

    Sorry, I don't have time to make an example file.

  • Thanks for reporting this. We'll look into it as soon as we can and report back.

    BTW, did you try using the for each loo function in Construct to help make sure it's checking through all instances of the objects?

    Hi lucid et al.,

    I am posting this here, after receiving no reply on the Brashmonkey forums.

    I understand you are busy with bringing out Spriter 2, but hopefully you'll get a chance to look at his.

    I have encountered an issue with the Construct2 plugin, version "1/7/2018", wherein the action "Set C2 object to Spriter object" would only work for one instance of each in a given layout.

    Meaning, if you have one Spriter object with an action point, to which you want to pin a single C2 object, it works well.

    But if you have multiple instances of either, no amount of 'pick' conditions will enable attaching a particular instance of a C2 object, to a particular instance of the Spriter object: C2 will attach one C2 object to the last Spriter instance and ignore the others.

    As I understand it, the crux of the problem, is that plugin will search for a C2 'object type' not an instance to attach.

    Our game developer came up with a workaround, which I will attach here:

    https://drive.google.com/file/d/1QGWGs46s7LwRmwtRl9Ba_ZZjSu33Z17V/view?usp=sharing

    Cheers,

  • The way I'd do it:

    Each leaf would be a sprite with a bullet behavior for overall wind direction and also a vertical sine wave movement behavior for a nice wavelike movement as it goes from right to left via the bullet movement.

    Changing the bullet movement direction and speed would allow you to control wind direction and force.

    Changing the sine-wave parameters will add variety and could also be made to correlate with wind speed.

    Then I'd have an event that every X number of seconds, IF the total number of leaves is below a certain threshold number (you don't want to generate too many), and a random number is within whatever threshold you need (random(4))<2 for example, then generate a leaf sprite at right visible edge+50,maximum-desired Y position PLUS random(max additional Y position in pixels)

    Be sure to have an event that destroys leaves once they go off screen to the left.

  • Hi I recommend you read the c3 plugin tutorial as changes have been made to this plugin and this could be the issues.

    The problem is here (Which is for C2 and C3): scirra.com/tutorials/9540/using-xbox-live-in-uwp-apps

    See these two images and notice the discrepency in names. I don't know what is supposed to be what from the tutorial to the dashboard.

    What is supposed to be the TitleID and what is supposed to be the SCID?

  • I have finished some games for iOS with Spriter-Plugin. But i'm used only the html5-export option and start the game over my website. It works.

    But i have another problem with spriter (on all devices / iOS, Android, Windows). My animations "flickering" on loop. I isolate the bug and post this soon.

    Yeah, over the web as an html game doesn't count in this case, I mean something "compiled" so that it is a stand-alone app for sale or download through Apples game store.

    Thanks for reporting the bug.