Perhaps a screenshot generator tool would be handy? If the answer is yes, i could whip up a third-party free tool to get the job done.
I too know the pain of app store screenshot submission from my own game project.
Perhaps a screenshot generator tool would be handy? If the answer is yes, i could whip up a third-party free tool to get the job done.
I too know the pain of app store screenshot submission from my own game project.
You are incorrect Jay, display.captureScreen() only captures the viewport, not the surrounding UI, so it in fact creates a perfect resolution screenshot for any particular device you maybe simulating and you may not even own yourself
I would prefer either one of my options, as it seems easier to just put it into corona SDK. JPG is too lossy for good screenshots on OSX and windows simulator doesn’t have keyevents for iOS simulated devices (but OSX simulator does).
I also want to say I’m making a game with onscreen controls as seen here, and keyboard controls in the simulator allow me to test my game without building it, as I don’t have a touchscreen display on PC.
This is from display.captureScreen() , you’ll notice artifacts and a lot of blurring up close from .jpg, but in .png it is uniform and sharper
.png down below
For me that would be a definite YES! Thanks much for considering this.
A couple of problems for me doing good screengrabs lately (on multiple devices in simulator)
I currently use display.captureScreen() coupled with hitting a keyboard key in the simulator (now supported on Mac), but unfortunately it produces a .jpg witch doesn’t look good if you have nice tiny looking pixel graphics
I tried it on windows, where display.captureScreen() captures a crisper .png but the keyEvents are only captured when simulating Android! OMG ಠ_ಠ
I would really like to suggest
allow keyEvent to be captured on windows regardless of what device is being simulated
option to output .png with display.captureScreen() on OSX or at least switch it to default .png
When you need to capture screens for several devices to put up on the store, it really makes life easier!!
Thank you that is all!
There is too a reason for CL to implement this – the screenshots needed for the App Store need to be a specific size – none of the options listed above make it easy to get that. You can get the window, but then you need to trim off the simulator stuff. And getting the exactly right is a waste of my time when the simulator could do it exactly right as many times as I desired.
Submitting the screenshots is a required part of the app development, so it fits (I think) under the game development part of Corona SDK.
Jay
Absolutely!!! Anything that will help that 10x promise should be considered in scope. The screen shots took me about 3 hours last time I did a set. I would much rather click a button and be done with it if the option ever presented itself.
Perhaps a screenshot generator tool would be handy? If the answer is yes, i could whip up a third-party free tool to get the job done.
I too know the pain of app store screenshot submission from my own game project.
You are incorrect Jay, display.captureScreen() only captures the viewport, not the surrounding UI, so it in fact creates a perfect resolution screenshot for any particular device you maybe simulating and you may not even own yourself
I would prefer either one of my options, as it seems easier to just put it into corona SDK. JPG is too lossy for good screenshots on OSX and windows simulator doesn’t have keyevents for iOS simulated devices (but OSX simulator does).
I also want to say I’m making a game with onscreen controls as seen here, and keyboard controls in the simulator allow me to test my game without building it, as I don’t have a touchscreen display on PC.
This is from display.captureScreen() , you’ll notice artifacts and a lot of blurring up close from .jpg, but in .png it is uniform and sharper
.png down below
For me that would be a definite YES! Thanks much for considering this.