Quote: "Thanks. I tried this and a bitmap of the window behind the screen was saved to the clipboard either a listing of my app if I ran it from within AppGameKit or the desktop if I ran the application produced by AGK."
That is odd, because it works fine for me.
Quote: "Just to add to Conjured Entertainments answer, if you hold ALT and then press the PrntScrn button it grabs only the active window."
CooL, I'll try that next time and save a step.
Quote: "PrntScrn will not usually capture a DirectX surface."
I have always used the Prnt Scrn key to grab whatever is on my screen.
It has always worked for me by copying whatever is showing on my screen.
The only exception would be Copyright Protected Movies that add a layer to foul it up.
(but you shouldn't be grabbing those anyway (even if you are in the shot))
Quote: "Alt/PrtScrn should only work on Windows if you have hardware acceleration off. Otherwise the AppGameKit Window doesn't really exist in the Windows screen buffer, only on the hardware. You would need extra software to get the screenshot, I use FRAPs."
I use Fraps too, but not for single frames.
Quote: "u can use SaveImage( iImageIndex, filename )
in v2 it should appear in appdata folder.
at android device u can use a key combination to make a screenshot.
at my handy it is hit on/off + volume down at the same time."
Quote: "My preferred method would be GetImage() followed by SaveImage() Then you can programmatically grab a perfect screenshot to show off your game. For example, after an enemy is hit and is exploding on screen, do a GetImage()"
Quote: "Yeah I use GetImage() and SaveImage() wrapped in a ScreenDump() method (it's mapped to the TAB key if anyone wants a screenie in Echoes+ or 1982 )"
Cool thing to know, especially for 1982.
I get into some hairy situations in that thing, which would make great screen shots.
Nice feature to have in the game, so definitely the better way to go.
At first I was just thinking of getting the screenshot on the web, but this is a much better idea, and a great feature for users.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1