As you may have noticed, i try to make a flv player. Most of them have a maximize button. And then the flash video goes into fullscreen.
How can i achieve this with my flashfile? How can i send it to fullscreen?
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As you may have noticed, i try to make a flv player. Most of them have a maximize button. And then the flash video goes into fullscreen.
How can i achieve this with my flashfile? How can i send it to fullscreen?
From my understanding you cant :(
Checkout the limitations here...
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=179007#Post1790 07
Andy
No you cant. You must understand that the flash runtime is not a true movie. It is a pure action script program, and must follow the limitations of the api. One of the limitation is that you cannot zoom a layer globally (with sub objects). I could be done, but would be a lot of work.
Thanks guys. That`s really sad news.
Hm. I just wonder then how the usual flash players like the JW FLV Player manage this problem. They are also made with action script, and follows the api limitations. There must be at least a workaround.
Quote:
Originally Posted by Francois
Thanks :)
Hey, if scaling flash applications with the mmf exporter isn't possible then how did this guy do it?
http://www.gamebuilder.info/world/arcade/jesus-arcade-game
In firefox use control+ + to enlarge the text size. Watch in amazement as the flash app scales with the window.
Or go here to play fullscreen:
http://games.mochiads.com/c/g/jesus-the-arcade-game_v1/jesus.swf
Of course the game keeps it's aspect-ratio, so out of screen objects can still be seen.
So, what's the secret? Scale to fill window size?
The game does scale with the page, but I see out of screen objects in the fullscreen direct-to-SWF example (a row of counters down the left hand side, for example) - which browser are you using?
I confirm UrbanMonk both rescaling and fullscreen are working under Firefox 3.6 where normally they are not working!
But still like DavidN pointed out fullscreen has got some issues during gameplay - like our normal games after trying to rescale them.
There is an easy fix to all the mentioned problems.
Just add a layer at the top, set it's scrolling coeffiecients to 0. Then create a black background object to surround the edges of the screen to block out the objects off screen!
Tada!
I'm on firefox 3.6, and like I said I could see the objects off screen too.
I think that should be automatic :)Quote:
Originally Posted by UrbanMonk
Good idea!
I thought the same but I think it should just be an option we can check off. You never know when seeing off-screen objects could come in handy!
Yeah, for instance there is this game called "Cheat2Win" that forces you to exploit flash glitches in order to beat the level. If you beat the level without cheating, it tells you that you were suppost to cheat. :)
So sometimes you may have to see stuff you aren't suppost to.
That and the fact that you can have a resizable view port.
If we had some method of retrieving the size of the view port we could do even more clever things.
You can already do this with Javascript. Hopefully it can be detected directly in the Flash extension in the future...Quote:
Originally Posted by UrbanMonk
This allows game to be created which can be ANY size. Meaning, the frame can be resized, and the widgets can be positioned relatively.
That still leaves the question about how this person was able to scale the swf like he did...I wonder if the game is in another swf.
We should find out
I had the common problem with being able to zoom in and see the frame, parts that were hidden, so I added a 'censor' around the edge, so the right and bottom were covered in black for a certain distance.
After I did that, and uploaded, I got the same scaling effect as that other guy:
http://www.gamebuilder.info/world/arcade/savory-storm
Check it out yourself.
Also, this isn't advertising :P I really am wondering why it scales correctly AFTER i put in the block to cover up the previous bug.
*sensor
I believe I've told KM to add the scale fix that someone made to fix this issue on GB. Not sure if he's done it yet.
I made a bad fix for it with 2 solid color actives scaled up high, set to the edges needed at start of frame and then always moved with the the view.
I doubt that method is very efficient though, hopefully clickteam will add this type of thing in as a default option. Then you just set a color and it adds a frame over the content if opened as a swf in firefox etc.
Ah, I see now. it's whatever Mochimedia is doing to the .swf is what makes it scaleable...still i wonder what it is they're doing exactly. I have flash myself so I may be able to do this
Yes, I've also noticed that once the .swf is embedded with Mochi's Live Update it becomes scalable. I don't know how it works, but I got the same result after having embedded the MMF-generated .swf into a new .swf via FlashDevelop:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=196079#Post1960 79
I'd be glad if this could be a native feature of the MMF Flash exporter. I like old-shool games with big pixels (like many in the click community), and I'd happy to develop a 320*240 game and publish it at 640*480 for example. It's good for the filesize too.
I'm pretty sure mojofltr has been been doing something like that, with tiny games, like not even playable size, then scaled up. Maybe you can ask him about it.
He's been using the cs_swfscale.js or whatever it's called that a CT user posted (forget whom)
ClubsoftQuote:
Originally Posted by RickyRombo
Ah yes! Thanks.