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Thread: Scaling the frame?

  1. #11
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    Re: Scaling the frame?

    Ryan, I don't understand what you are saying?
    Quote Originally Posted by xhedgehogx
    I want the pixelated look without resizing the sprites.
    Working as fast as I can on Fusion 3

  2. #12
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    Re: Scaling the frame?

    A while back one of my games was refused by Mochimedia due to frame size... even though I used Flashfx "exactFit".

  3. #13
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    Re: Scaling the frame?

    LB. I overlooked a key component of the FlashFX extension.

    FlashFX CAN change the screen resolution during runtime, all it involves is toggling the "exactFit" function in combination with different frame sizes. It took a bit of creative meddling for me to get it working fully.

    I built an example showing how it is done.

    Sorry for the confusion, what I was saying is true though. Scaling in Flash doesn't give you more pixel space IN THE GAME (in the BROWSER is another story), it simply enlarges the area. However, by toggling scaling on and off, you can have some frames scaled-up to the full browser sizes, and other frames not scaled up, allowing a 640x480 frame next to a 320x240 frame with it looking the same size in the browser.

    This does open the game up to the Zoom exploit, but that's hardly a problem when you're only displaying ads. If you used this method to have multiple resolutions within your game, however, I'd seriously consider the impact of the zoom exploit.



    I'll also say that I've never used Mochi ads. I'm unsure about whether they embed within your game (which requires your game to have a large frame area, making small sizes unworkable) or they're a kind of redirect that doesn't care for your game's frame size, as long as the html frame sizes are high enough. If it's the latter than the pre-discussed problem is non-existent, and it's only a problem because myself and xhedgehogx don't understand how Mochi ads work.

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    Re: Scaling the frame?

    The Zoom exploit doesn't happen with the exactFit
    Working as fast as I can on Fusion 3

  5. #15
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    Re: Scaling the frame?

    Thanks for the replies! I ended up just resizing the sprites, seemed like the easiest fix. But I learned a lot from this thread!

  6. #16
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    Re: Scaling the frame?

    LB: Yep I know. But to make my example work, I have to disable exactFit for the 640x480 frame. That's when you should be concerned with the zoom exploit, just as I explained in my above post.

  7. #17
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    Re: Scaling the frame?

    xhedgehogx be sure my example because it might save you some time and help with processing speeds.

    I eventually achieved what I first said wasn't possible, so if you still want to use your 320x240 frames the option is open.

  8. #18
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    Re: Scaling the frame?

    Quote Originally Posted by RickyRombo
    Instead of changing the values in the html, he'd tell mochi his game was 640x480.

    Then it will work perfectly

    Just fyi I was saying this as if he would use exactFit.

    So apparently you figured that out and made an awesome example!

    Sorry to hear that lost_child. Did you try explaining the situation? Do you think maybe Ryan's example will help?

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