User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 18

Thread: Scaling the frame?

  1. #1
    Clicker

    Fusion 2.5 DeveloperFusion 2.5 DeveloperFusion 2.5+ DLCiOS Export ModuleSWF Export Module
    xhedgehogx's Avatar
    Join Date
    Nov 2007
    Location
    NY, USA
    Posts
    743
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Scaling the frame?

    It's a bit hard to describe this, it may not even be possible.

    I want to make a small game in 320x240 resolution. I want to then build it as a flash game. Upscale it to 640x480 and possibly put in MochiAds. I want the pixelated look without resizing the sprites.

    Thanks

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Ryan's Avatar
    Join Date
    Nov 2008
    Location
    Australia
    Posts
    1,279
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    It's a contradiction.

    You want 640x480 ads in a 320x240 game.

    Because you can't dynamically change the webpage after the game starts, the game will either have to be:

    320x240 scaled x2 in the embedded html (with no mochi ads)

    or 640x480 with all sprites scaled x2

    If someone has built (or builds) a flash extension to scale the play area during runtime, this would be possible. If not, the only way I can think of is scaling all the sprites/backgrounds x2.

  3. #3
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    Ryan you must have forgotten about Looki's FlashFx extension that can do this.
    Working as fast as I can on Fusion 3

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Ryan's Avatar
    Join Date
    Nov 2008
    Location
    Australia
    Posts
    1,279
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    No it can't, atleast the version I downloaded couldn't.

    Start of frame -> Set stage scale mode to "exactFit" should work fine. Edit your HTML file and change the width and height parameters to see the effect.
    It only zooms based on HTML parameters that can't be changed after run-time. You can't make turn a frame from 320x240 to 640x480 and back again during run-time.

    Looki's extension just makes it possible to use the HTML parameters to resize the frame.

    Unless I'm overlooking some key component...

  5. #5
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    The thing is, as far as I can see he isn't asking for dynamic resizing, he just wants his small application to be displayed double size, meaning he can just set it double size in the code and make the app the way he wants.
    Working as fast as I can on Fusion 3

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Ryan's Avatar
    Join Date
    Nov 2008
    Location
    Australia
    Posts
    1,279
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    No. Mochi ads require 500 x (something) pixels to be properly utilised. There was a thread about it very recently. Doubling the size of the app won't give him the 500 x (something) pixels he needs.

    I know this, because I'm considered this problem myself with a 320x240 game I'm making. I think personally I'm going to ignore the ads for the meantime, and perhaps someone will come up with an extension to help with the problem. Otherwise I can always do a last ditch Scale x 2 line in my code.

  7. #7
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    320 * 2 = 640
    640 > 300 (minimum)

    240 * 2 = 480
    480 > 300 (minimum)
    Working as fast as I can on Fusion 3

  8. #8
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module
    RickyRombo's Avatar
    Join Date
    Mar 2008
    Location
    Somewhere between here and there
    Posts
    3,167
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    Instead of changing the values in the html, he'd tell mochi his game was 640x480.

    Then it will work perfectly

  9. #9
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    MJK's Avatar
    Join Date
    Jun 2006
    Location
    Espoo, Finland
    Posts
    1,162
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    Quote Originally Posted by Ryan
    No. Mochi ads require 500 x (something) pixels to be properly utilised.
    300 pixels is probably the minimum width for MochiAds. I have a game 320 pixels wide and the ads are working fine.

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Ryan's Avatar
    Join Date
    Nov 2008
    Location
    Australia
    Posts
    1,279
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Scaling the frame?

    Scaling the frame in a browser doesn't increase the pixels. Eg. If you have a 640x480 resolution in windows and double the size of your monitor from 17 inches to 34 inches, you're still going to have 640 x 480 pixels, the image is just SCALED up. It's the same with flash scaling in a browser.

    You can't make magic pixels appear with scaling. The only thing I can think of is that I'm misinterpreted how mochi ads work.

    Rickyrombo suggests that mochi can change the frame size during runtime. If mochi's frame size works independently of your games framesize, then we don't need to worry about what size we make our games, because we can just tell mochi it's 640x480. Is that true ricky? If I make a game 100x100 pixels and tell mochi it's a 640x480 game, will the ads display at 640x480?

    If this is the case, then LB is right in that all we need to do is scaled our apps in the browser. Our games don't have a minimum framesize requirement, as long as the browser scaled size matches mochi's requirements.

    And yes MJK, you can have smaller ads. But to get the MOST out of mochi ads, they recommend a minimum on 500 pixels. This is to maximise your revenue.

Page 1 of 2 1 2 LastLast

Similar Threads

  1. scaling
    By Skyhunter in forum SWF/Flash Export Module Version 2.0
    Replies: 9
    Last Post: 20th March 2013, 07:31 AM
  2. Scaling?
    By KLiK-iT in forum Multimedia Fusion 2 - Technical Support
    Replies: 8
    Last Post: 21st June 2012, 08:20 PM
  3. [bug] 'no tick frame' ruins 2x scaling
    By Ohyea in forum Multimedia Fusion 2 - Technical Support
    Replies: 6
    Last Post: 31st July 2008, 11:16 AM
  4. Scaling
    By TreeHugger in forum File Archive
    Replies: 3
    Last Post: 10th April 2008, 05:08 PM
  5. Scaling
    By Raphael in forum Multimedia Fusion 2 - Technical Support
    Replies: 6
    Last Post: 14th September 2006, 08:17 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •