Posts by Hazard159

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    Just trying to find out if any objects / extensions still exist to zip or archive files or whole folders? All these seem to have been dropped (zip object, archive object, niffzip etc.) and none of them seem to work or are complex to use at best!

    Are there any modern equivs to make it possible to archive or zip up files into a single file easily?

    Thanks
    Matt

    Pressing the iPad hardware button to quit an app quits ok, but restarting from the icon makes it jump back into the app where it was at quit time. This is worst if you are using video in the app, as it jumps into a still frame of where the video last was and the app is frozen.

    Double clicking the hardware iPad button and Force Quitting the App before running it again works, but anyone found a way of getting apps to quit nicely if the user presses the main iPad button, especially if there is a video playing?

    Thanks
    M

    Be careful of the expression 'Current Playback Time' as a general comparison value too - remember neither videos, nor MMF projects actually report whole (consecutive integer) milliseconds to the application.

    Always use both 'is greater than' AND 'is less than' together, and create a range to build a trigger from the playback head position.

    E.G.

    A) Compare Two General Values - IOS Video Playback Time = 10,000 milliseconds THEN Stop Movie will NOT work because the value '10000' will never be perfectly hit or reported, so the test always fails, even though the video plays across the 10 second mark.

    B) Compare Two General Values - IOS Video Playback Time > 10,000 milliseconds and < 10,500 milliseconds THEN Stop Movie WILL work because at least one number in that range will be hit and reported.

    If anyone has a link to share where I can download some nice iPad button graphics which I can load as active objects for selected states so I can fade them in and out that would be great. I really should get into Fireworks and make these I know, but I can't be the only lazy person :)

    Thanks Francois.

    There was a rumour that these methods were removed in IOS 6. No methods have actually been "removed" I think. They were moved into a protocol, presumably because having an abstraction of a media player API allows for very cool things to be done by providing custom object implementations that conform to the MPMediaPlayback protocol.

    I'll check what's happening around the MPMediaPlayback protocol which now supports play, stop and seek and see what the workaround is.
    Please login to see this link.

    I successfully control the video by jumping frames (always Play on Start so no user interaction needed nor controls visible). Worth pointing out that there is an option to 'play across frames' for embedded audio which works well in IOS, as you will get a few black frames and silence in the video playback when jumping from one to another using this method unfortunately.

    For me, the killer function would be 'seek to milliseconds' during playback, that way we could make one long video and control the playhead from event triggers. To go with this, we would probably need 'current milliseconds equals' as a comparison function.

    This would be a huge feature boost for the iPad, and I hope its not far off :)

    Aha! I missed 'play sounds over frames' in the options. Thanks so much for that guys!
    If only the IOS video object playhead could 'jump to frame / milliseconds' as an action while playing (and play, stop and pause) my life would be complete and I wouldn't need to keep jumping frames to control the video! :)

    Really appreciate the help!

    Ok I read the help but they don't tell you what to do.

    This is the process I am going through:
    Insert Menu -> New Object -> IOS Video Object
    Set File or URL to file (mp4 as I'm not sure what file formats are allowed)
    Play from Start.
    Nothing happens when I run the app locally.
    Help!

    Ah -Thanks.

    Am I right in thinking that there are no actions available for this object such as Play, Stop, Pause or seek, like with MMF video objects? The only controls are the default embedded user controls?
    In other words, one cannot start, stop or pause a video playing as a result of an event trigger?

    Perhaps the only way to achieve this would be to put videos on their own frame in the application and set them to play from start of frame? That way we could enter and leave whole frames in order to control the playback?

    Is there one?
    Has anyone actually used the video object to make a video play on the iPad?
    How did you do it?

    Something like:
    1024 x 768 background
    Video is in the centre
    IOS button underneath
    Press the Button...
    ...Plays the video?

    Even a link to documentation would be helpful :)

    Thanks

    Apologies if this is being covered - but anyone know which export modules (including Android and HTML5) will allow a full installation on the target device for offline play? (so games always work with no internet connection even if they incorporate video or audio)

    Thanks guys

    yes latest Java - but I think I know what it is...

    As there is no way to use movies in Flash games which are not connected to the internet (Flash and FLV's players CAN ONLY be used with ONLINE files via a URL because you cannot access the local file system, everything must be embedded in the final SWF) - I have a work around which is to render MOV files as an animated gif. Using the normal Active Object, it is then possible to load the gif as a series of images which will then embed in a Flash game (don't use 'box mode' - it crashes - just import as animation)

    Problem is - it's not that robust because the number of frames (several hundred) mean the Active Object takes up tens of MB. Usually its ok and works, but there is obviously a limit.

    I just added one of these and got the above error on compile. If I remove that offending Object, all is fine and it will write the SWF normally. I just wonder if there is a way to increase the heap size or memory allocation for the SWF exporter to stop getting the export error?

    Just finished a game for Flash and get this on compile:

    Loading configuration file C:\Program Files (x86)\Multimedia Fusion Developer 2\Data\Runtime\Flash\Flex\frameworks\flex-config.xml
    Error: Java heap space

    java.lang.OutOfMemoryError: Java heap space
    at java.util.Arrays.copyOf(Unknown Source)
    at java.io.ByteArrayOutputStream.write(Unknown Source)
    at flash.swf.RandomAccessBuffer.write(RandomAccessBuffer.java:90)
    at flash.swf.SwfEncoder.writeUI16(SwfEncoder.java:59)
    at flash.swf.TagEncoder.encodeTagHeader(TagEncoder.java:310)
    at flash.swf.TagEncoder.encodeTag(TagEncoder.java:254)
    at flash.swf.TagEncoder.exportAssets(TagEncoder.java:1929)
    at flash.swf.tags.ExportAssets.visit(ExportAssets.java:38)
    at flash.swf.MovieEncoder.export(MovieEncoder.java:128)
    at flex2.compiler.API.encode(API.java:4077)
    at flex2.tools.Compiler.mxmlc(Compiler.java:270)
    at flex2.tools.Compiler.main(Compiler.java:53)


    ...help!!..

    Thanks
    Haz