screen capture object naming files .png but it bitmap format

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  • Okay I'm having a little problem with the screen capture object.
    I tell it to save a file as a .png, it names it .png, but it's still in bitmap format just with the wrong file extension name (because of this, some programs like macromedia fireworks can't open it).
    How do I get it to save a VALID .png file?

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  • It always saves a bmp file. There isn't anything you can do about it. HOWEVER, you can make it save a bmp file, load it into the surface object, and then save that as a png file. ;)

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  • I believe the Image Manipulator can load the image and then save it, without the overhead of a large extension like Surface.

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  • I believe the Image Manipulator can load the image and then save it, without the overhead of a large extension like Surface.


    Except for the fact that Image Manipulator is broken. At the very least, I can't get it to do anything. As a matter of fact, I can't get the *example* to do anything. P.S. Screenshot proof below:

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    It doesn't even display anything...

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  • so basically I'd have to save a bitmap with the screen capture object and then load it with one of those other two extensions, and save it again as a png? doesn't this mean I'd just be saving two files instead of one? cause my whole point is to not save a bitmap to save space...


    btw in my game, you can press a button to take a screenshot at any time, just thought you should know.

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  • so basically I'd have to save a bitmap with the screen capture object and then load it with one of those other two extensions, and save it again as a png? doesn't this mean I'd just be saving two files instead of one? cause my whole point is to not save a bitmap to save space...


    btw in my game, you can press a button to take a screenshot at any time, just thought you should know.


    You could make the game delete the BMP file after the screenshot is converted, couldn't you?

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  • I'd personally on principle never save a file to the hard drive so that the same program can then load the file again and convert the data to another format and save that to another file to finally delete the first file. Unfortunately, because MMF2 has no way to send binary data between extensions, it's the only workaround right now, but it's much better if you can ask/pay someone to make an extension for you that handles it correctly.

    Edited once, last by Nifflas (April 16, 2013 at 2:16 AM).

  • I agree, but we're building games, not rockets. If it gets the job done, it shouldn't be discounted on principle.

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  • No need for all this, you can copy the screen capture to clipboard, paste into surface then save as PNG. I did this as an external file conversion tool with maximum performance.

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  • Yeah whatever you do, don't just settle for saving with bmp, because the file sizes are enormous and people will not like that one bit.

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  • Yeah whatever you do, don't just settle for saving with bmp, because the file sizes are enormous and people will not like that one bit.

    I already said I was gonna settle for saving with bitmap... its not THAT big a deal and its better than using all these convoluted methods that go way over my head. sorry. My games have been saving bitmaps for quite a while now and nobody has ever complained.

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  • I don't see how Danny's solution is convoluted... it's like 2 extra steps to get file sizes 4x+ smaller than bmp. I don't think "nobody has ever complained" should be a valid reason not to make something better.

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  • I agree Konidias, the surface object doesn't even have to be visible on anywhere on-frame for this to be achieved in these simple steps:

    Screen Capture Object:

    +Set Output to Clipboard
    +Capture Screen

    Surface:
    +Input: Load from Clipboard
    +Output: Save to File

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  • Can I please stop being argued with? I said I want to settle for bitmaps. I made this topic because I thought I was doing something wrong with the screen capture object. I didn't really have a problem with using bitmaps to begin with, I just wanted to know if I was making some mistake with the screen capture object that it wasn't saving properly. But since that's not the case, I can live with it, okay? :)


    Sorry if I seem mean btw, I really don't like to hurt people.

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    Edited once, last by Pookasnooks (April 17, 2013 at 3:17 AM).

  • Not for you Pooka, you can use BMP if you want, but for others reading this post and want faster screenshots, you can actually just use the surface object, thats the fastest way to capture, i have not tried Danny solution, but its a lot lot faster than the standard way of using screen capture object, and you can also capture a specific portion of the screen, instead of everything if you wish.

    Once you need the screenshot create the surface object, resize it to screen size or whatever you need, set blit options and dimensions you need, use action Blit > onto the surface > advanced > window handle
    Save it with surface object as png. And then you can destroy the surface object since you dont need it until the next screenshot.

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