All your images and current progress are saved into a compressed "*.smpf" file. Save your work to a Sprite Monkey Project file.Or programming language such as Xcode, HTML5, Cocos2d, PureBasic, etc. Script Editor – The "no plugin" script editor allows you to easily create and export sprite coordinate scripts for any game engine.
#PUREBASIC DISPLAY PICTURE FULL SCREEN PC#
The successor to BASICA for MS-DOS and PC DOS versions, now discontinued, is QBasic, launched in 1991. Easily create sprite coordinate scripts in the “no plugin” script editor for any game engine or programming language. GW-BASIC, launched in 1983, is a disk-based Microsoft product that was distributed with non-IBM MS-DOScomputers, and supports all the graphics modes and features of BASICA on computers that do not have IBM Cassette BASIC. So thanks rolfy for the suggestion, i might have to go with it if it doesnt take up too much memory adding another map or segregating parts of an existing map with additional lua processes.Sprite Monkey is the smallest and fastest sprite editor without sacrificing features! Quickly edit your sprite sheet/strip, aka “texture atlas”, in a simple uncluttered user interface. overriding the camera for passes and such however it might be the only solution with this engine. If for any reason i do revisit this idea, its going to take a lot of work. My maps are quite atmospheric so id also have to do a lot of lighting and color swapping via lua just to change the scenes if they are on the same map. Adding more maps for workarounds like this is going to cause some problems as I'm already capping with my current game. A similar issue that caused frustration with FPSC and caused me to reduce my maps from around 7 to 4 for it to work on the user end. One of the issues im having right now with GG comes right down to memory cap. The reason why i supported the engine to begin with, was because this was the impression I was given. I was really hoping to see this feature added since it was in FPSC before and GG was being commonly claimed as a successor but there are still a slew of "features" missing or not adapted and im sure some of which may not come to be. Game Guru engine has been very much about work arounds which can at times be fun but for the most part frustrating when its related to things that were so simple and easy to do in FPSC.