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[Next] FlxScreenGrab #231

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SARFEX opened this issue Feb 24, 2016 · 15 comments
Closed

[Next] FlxScreenGrab #231

SARFEX opened this issue Feb 24, 2016 · 15 comments

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@SARFEX
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SARFEX commented Feb 24, 2016

Related to HaxeFlixel/flixel#1708

I tried myself several times to realize it, but my knowledge and experience is not enough.
Maybe it will not take much time from a professional? I would be very grateful.
Thank you

@IBwWG
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IBwWG commented Feb 26, 2016

I just tried FlxScreenGrab.grab(null, true, true); on a windows release build, and nothing appeared to happen. At least, no save dialog came up. I could definitely use this feature right now, because I have many sprites on the screen that never change, and need to just take a simple full-screen screenshot to use as a pre-rendered background, and then I can cut down on the number of sprites by about 90% which certainly makes my game less laggy.

@Gama11
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Gama11 commented Feb 26, 2016

No save dialog popping up may very well be caused by my workaround for #222. That doesn't necessarily mean it didn't work.

@SARFEX
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SARFEX commented Feb 26, 2016

@GimmickyApps, You use "Next"? For Legacy and other targets FlxScreenGrab works fine

@IBwWG
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IBwWG commented Feb 26, 2016

I'm not sure, actually. I don't see mention of either one in my Project.xml, which was based on the basic template. How do I find out for sure?

@Gama11
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Gama11 commented Feb 26, 2016

If you haven't actively switched to next, you're using legacy, since Flixel defaults to that.

@SARFEX
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SARFEX commented Feb 26, 2016

If your project.xml does not contain
<set name="next" />
And you do not use -Dnext to compile like "lime build windows -release -Dnext", you are using legacy, and you can easy capture images from screen

@SARFEX
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SARFEX commented Feb 26, 2016

Try to reproduce that I wrote here :) HaxeFlixel/flixel#1708

@IBwWG
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IBwWG commented Feb 27, 2016

@SARFEX thanks, but in 1708 it sounds like it was already reproduced and figured out?

@SARFEX
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SARFEX commented Feb 27, 2016

@GimmickyApps it works when you reproduce on Legacy, problems only on Next

@IBwWG
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IBwWG commented Feb 27, 2016

Right, but Gama11 found something you could disable so that it works on Next. Why do you need more people to reproduce it still? (I'm not likely to have any explanatory depth to offer beyond Gama11 :) )

@IBwWG
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IBwWG commented Feb 27, 2016

Oh, I see, you meant as a way to figure out whether I'm using next or not! Well, I think your and Gama11's explanations are sufficient. I don't have the setting in the xml, and I just verified that FlashDevelop is not adding "-Dnext" when it runs the compiler, so I think it's safe to say I'm on legacy.

@SARFEX
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SARFEX commented Mar 9, 2016

I am very close to the first-public-pre-alpha-wtf-omg version of my game,
It's simple, but I'm very much time on that, and plans go to Steam and mobiles.

Screen grabbing feature is not main part of the game, but I want to have it in the first preview version. :<

I will add the name who will help me in the credits (I can't do more now), when I finish it.
Plz help

add:
requesting @larsiusprime help ^o^

@IBwWG
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IBwWG commented Mar 9, 2016

@Gama11 mentioned that it may have worked, minus the save dialog. Is there a possible workaround just dumping to a directory with -01, -02, etc. suffixes, sans dialog?

@SARFEX
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SARFEX commented Mar 9, 2016

i don't need dialogs, only screen grab.
I use Next in which BitmapData.draw(Lib.current.stage) not working properly on windows targets
From Legacy I refused because of many reasons.

@Gama11
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Gama11 commented Apr 21, 2018

This seems like a duplicate of #82.

@Gama11 Gama11 closed this as completed Apr 21, 2018
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