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EternaL

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Everything posted by EternaL

  1. Maybe make it possible to save the workspace area, similar to other softwares? Either automatically, or by selecting to save or load it. This refers to where the windows are, such as Object Properties and Character Maps.
  2. One of the HTML5 publishers I offered a non-exclusive deal to got back to me with: "I tried to test the game, but its not compatible with my android device. The last link didn't showed any characters,so I couldn't test it properly." The game is compatible with my own device, but I have one of the latest Android smartphone models. I think I know what the problem is, because it's something I noticed myself when testing on a less powerful smartphone: I believe the problem is that the character scon file--likely for the 'characters' he's referring to--is a bit over 13 MB. This is outside of my control, because of the high rate at which animation key data builds up in total KB in scon files, not to mention hundreds of character maps for custom character creation. Based on my own direct experiences, I assume that it is correct to say that some less powerful devices have issues working with any single file that exceeds a certain amount of uncompressed MBs? Such as 13 MB. However, what is a good solution for this? Do I have no choice but to tell the publisher that, unfortunately, my app is only compatible with more recent Android devices? Besides computers/laptops, which are always powerful enough, but which will likely not be good enough to convince a paying publisher. Thanks
  3. A great feature that might even be easy to add would be to include a Construct 2 action to change the associated scml/scon file of a Spriter/SCML Object during the game, as well as the associated image of a self-draw Spriter/SCML object during the game. That way hundreds of events don't need to be duplicated just to replace the Spriter object with another one, for multiple characters that all do the same complex things, because the character would simply be changed by changing the associated scon file and image during the game.
  4. https://play.google.com/store/apps/details?id=eternal.psychomachia I completed the first version of an online multiplayer fighting game with character creation I've been working on for a while, available for Android devices. I'd appreciate if anyone has a chance to test it, especially if you manage to find another human player online, and can then offer any suggestions here for how I may be able to improve the event work in C2. Thanks!
  5. The latest plugin version 12/26/16 downloaded from here results in the app just displaying a black screen when exported from Construct 2 r241, built in Intel XDK, and run on Android, as well as this error in Simulate in Intel XDK: Uncaught ReferenceError: cr_createRuntime is not defined index.html (// Create new runtime using the c2canvas cr_createRuntime("c2canvas");) A previous plugin version does work. So the temporary fix is to not use the 12/26/16 version of the plugin until its error is fixed. I still had the 11/2/16 version on my computer, and it worked, so I'm using that one. I don't have a copy of the 12/16/16 version to be able to use/test that one. If need be, details on how I got this error: I accepted the Spriter R10 update I saw 12/27/16, then as I always do when there's an update, I went here to download the latest plugin version 12/26/16 and put it in C:\Program Files\Construct 2\exporters\html5\plugins\scml, (Feature suggestion: Perhaps in a future Spriter release, there can be checkboxes during installation for whichever software(s) you use with Spriter, such as Construct 2, where, if you check it, it asks to confirm the directory you installed the software in, and automatically installs the latest version of the plugin into the appropriate directory?), eventually exported my project from C2, spent a horrible few work days and totaled about 20hrs of work doing nothing but running tests and asking forums for help trying to figure out why my app is suddenly no longer running on Android, until the test that finally worked was that in which I deleted all scml objects from the C2 project. I can't help but feel that the costly error present in the 12/26/16 plugin could have been avoided.
  6. @lucid I sent the zipped Spriter project by email now. Please let me know if it doesn't make it thru the system due to the Dropbox link. Thanks
  7. @lucid Sorry, I only just saw this today. Glad to have you back! I sent an e-mail to support@brashmonkey.com with a link to a fresh minimal 20mb capx with nothing but the scml in it, that I carefully put together with the proper settings, which demonstrates the issue when you hit Preview. The e-mail has the subject "EternaL help". Please let me know if it doesn't make it through the e-mail system, as it has Dropbox links in it. Thanks!
  8. If this hasn't been suggested yet, have a way in Spriter and/or C2 to load only the images in a scml object that are actually in use at the time, even if that means load/lag pauses if you set the option to true. This is so that a huge amount of images or huge sprite sheet due to many char maps for an extreme character creation system doesn't have to load for too long or possibly even not even work at all on smaller devices like smartphones. That way it doesn't have to load an unused 95% of images in the scml just to show the 5% that are in play at the time. If there's a way to handle this already, though, please let me know. Such as if there's some other way to let a scml have access to tons of images without loading them all every time, but rather to tell C2 to only load the images in use at the time. I am using the new 'draw self' method, but I don't think it involves this kind of option yet. Thanks!
  9. Are the origin points set correctly for all images?
  10. If it's not just me, or not because of something else, it also looks like when the main origin point of the scml object itself in C2 that uses the draw-self method is off screen, the whole scml object disappears, until its main origin point is back on-frame. I also notice moments when such a scml object temporarily disappears even when on-screen, but unsure what the cause is.
  11. Has this been reported yet, or is there a fix for it?: When using the new 'draw self' method--which I love, because of its performance-increasing power in avoiding thousands of images in C2--the origin points for the images are very off, I believe all reset to their original upper-left positions. Such as either not properly saved in the scon despite using the correct sprite sheet options in Spriter, or not properly read by the scml plugin side in C2. Is there a fix for this now, or a way I can manually work around the issue myself now?
  12. I had this problem just now and was able to work around it by cloning an animation in the entity that you want to copy an animation to from another entity, then locking sprites and copying just the bones from the animation from the entity you want to copy from, and pasting just the bones to the animation in the entity you want to copy to, then repeat process with the sprites by locking the bones and selecting and copying just the sprites, and repeat this on a per-key basis. There may be an easier way, or a problem with this way, but that's what worked for me now.
  13. Aw. At least the wait is finally over. Hehe. Congrats to the winners!
  14. Here’s our entry, “Spriteria”! (You can also play as her here, in an online multiplayer fighting game we’re working on: http://eternalepisodes.com/EternaL/
  15. It looks like the details will be revealed sometime today by Spriter Admin
  16. That does seem like an awesome way! That way contestants could only link people to the one unbiased page. Maybe Spriter can consider doing something like that.
  17. The rule about linking to all other contest entries may help alleviate that, although not completely. But voting has to happen somehow!
  18. We're very proud to announce "EternaL: Episode I", made with Spriter and Construct 2, now available on Google Play! We at Team EternaL are essentially a tiny garage-studio indie startup solely made up of creative heads :ugeek:. Like perhaps most folks here, we're a lot more at home on the creative side of things--not the business end. Building an audience is one of the arts we don't know the first thing about! If you happen to be or know someone or a company who excels at drawing attention to a product, we would love to talk to you about trading any of our creative services for your promotional services. Got awesome connections in the app or gaming market? Got a huge following on a social media site? • We "will work for exposure." • Help promote our enthralling app in exchange for creative services from the artist(s) of "EternaL." Our entire app is our portfolio. We have a small studio/army at our disposal, capable of: • Original 2-D art 12345678 • Original 3-D art 123 • Original voice-acting • Dicing up single character images into complete, rigged Spriter characters ready to animate • Spriter animations • Spriter cut-scenes We're prepared to offer a quality or quantity of work scaled according to the amount of unique installs you can net for our app. We would start small, and grow from there, to best ensure we're both happy with each others' services: No need for big, risky, long-term commitments. If interested, feel free to reply here, or in a private message, or reach us through e-mail.
  19. We're very proud to announce "EternaL: Episode I", made with Spriter and Construct 2, now available on Google Play! We at Team EternaL are essentially a tiny garage-studio indie startup solely made up of creative heads :ugeek:. Like perhaps most folks here, we're a lot more at home on the creative side of things--not the business end. Building an audience is one of the arts we don't know the first thing about! If you happen to be or know someone or a company who excels at drawing attention to a product, we would love to talk to you about trading any of our creative services for your promotional services. Got awesome connections in the app or gaming market? Got a huge following on a social media site? • We "will work for exposure." • Help promote our enthralling app in exchange for creative services from the artist(s) of "EternaL." Our entire app is our portfolio. We have a small studio/army at our disposal, capable of: • Original 2-D art 12345678 • Original 3-D art 123 • Original voice-acting • Dicing up single character images into complete, rigged Spriter characters ready to animate • Spriter animations • Spriter cut-scenes We're prepared to offer a quality or quantity of work scaled according to the amount of unique installs you can net for our app. We would start small, and grow from there, to best ensure we're both happy with each others' services: No need for big, risky, long-term commitments. If interested, feel free to reply here, or in a private message, or reach us through e-mail.
  20. We're very proud to announce "EternaL: Episode I", made with Spriter and Construct 2, now available on Google Play! We're about to set out on the wonderful journey of app promotion, and we'd love any friendly advice anyone would like to offer here regarding promotion, distribution, or publishing. We at Team EternaL are essentially a tiny garage-studio indie startup solely made up of creative heads :ugeek:--Building an audience is one of the arts we don't know the first thing about! Do you know of any good publishers to approach about handling app promotion? Do you have any advice on how to most effectively 'manually' promote an app on the internet, with time and effort instead of funding? Like perhaps most folks here, we're a lot more at home on the creative side of things--not the business end. If you happen to be or know someone or a company who excels at drawing attention to a product, we would love to talk to you about trading any of our creative services for your promotional services. Got awesome connections in the app or gaming market? Got a huge following on a social media site? We "will work for exposure"! At the very least, we expect to personally spend much of the next few weeks making a part-time job, if not a full-time job, out of attempting to gain exposure for our app. So we would love any advice anyone may have on how to best go about doing precisely that: How might one most efficiently "go 9 to 5" doing nothing but trying to net downloads for an app? Thanks! Have a stellar day!
  21. We're very proud to announce "EternaL: Episode I", made with Spriter and Construct 2, now available on Google Play! Episode I is free and ad-supported, and Episode II is just $0.99 USD. Please rate it 5 stars if you like it, and please tell your friends! You'll be helping to support Episode III!
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