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I want to let a user save a high-resolution image of the game.
This should be possible since everything is vectors. But the problem is that filters in Flash don't scale. So my current method of doubling movieclip size, saving, then shrinking back down, ruins the graphics quite a bit, because of the filter issue.
I wish there was either something between cacheAsBitmap and exportAsBitmap, which set the movieclip to look the same even when scaled, but still maintained vectors. Or, if there was a way to harness stage scaling.. Stage scaling already does this nicely. It scales everything up, while maintaining filters relative to everything. But I'm reading that you can't dynamically change the stage unfortunately. It's very frustrating because the capability is *almost* there, yet not.
Anyone got any workarounds?
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Hey dolldivine,
In short what I understand from the issue you have described above is, if been get a chance to maintain the aspects of your clip to responsive, your goal shall be achieved! Correct?
I found a thread discussing something similar - Scale a movie clip dynamically using JS (canvas document)ā
Check this out and let me know if works fine for you.
Thanks!
Ankush
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Thanks Ankush.
From what I understand, this will scale the content. I think this is doing the same thing as FULL_SCREEN_INTERACTIVE?
The issue is going from a scaled up game to drawing a large bitmap...
I currently use jpegencoder which ignores the game's scaling and goes by the exact programmed alleged pixel size. Eg. if the game was published at 800x600, it will save an image at that size, even if the game has filled the user's screen and is appearing much larger. The draw() function ignores the scaling of the game..
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ClayUUID Do you have any idea regarding this issue.
If yes, please do share some of your helpful expertise on this.
Appreciate your help.
Thanks!
Ankush