Is a video player which works on all supported export platforms on the roadmap, or is video going to remain limited to macOS, iOS and Android?
The extension is open so anyone can extend it / pay someone to.
I meant on the roadmap by King, but thanks for the info.
the idea of the engine is that is offers a set of very stable core. And even the core is strippable, so game developers can build their games according to their needs. Video player and many other things can be added as extensions, written by other game developers, within, or beyond King.
tl;dr; - the extension is the way to go. If you donāt like it, it is open source, so youāre very welcome to make it better.
Thanks guys, and hello Oleg!
It shouldnāt be that hard to get the extension to work on more platforms. The libs itās based on supports a ton of platforms.
Canāt wait to play with this tomorrow! Hope it still works in 2020
This extension was our first, and was basically an example of what you could do with native extensions.
If you want a true native videoplayer (e.g. with sound), you probably want:
This one was developed by the Pet Rescue Puzzle Saga team to show tutorials between their levels (download the game to see it in action).
I donāt need sound but I do need it to work on Mac! So Iām going to try the original.
Hi!
I have to ask something because Iāve been playing around for a while and I canāt figure this out. Hereās the code from the example which appears to deal with the size and ratio of the video:
local logosize = 12
local screen_width = sys.get_config("display.width", 20)
local screen_height = sys.get_config("display.height", 20)
local scale_width = screen_width / logosize
local scale_height = screen_height / logosize
go.set("#sprite", "scale", vmath.vector3(scale_width, scale_height, 1) )
I canāt seem to see how these variables affect the size and scale of the video. The sprite Iām changing the texture of is 12 * 12, my window size is 1000 * 750, and the video isā¦ letās say 640 * 480. What numbers do i need to put up there? Thanks for your help.
The logo size is the size of the atlas, in texels.
The rest of the calculation makes it so that the sprite is scaled to fit the entire screen.
ooooh, itās the ATLAS size not the IMAGE size!!! Mathias thank you so much, that was the key information i was missing.
The reason is that itās the atlas texture youāre replacing.
ā¦and THATāS why the you need to have the sprite you project onto in its own atlas. Thanks dude.
I still donāt entirely get screen_height = sys.get_config("display.height", 640)
. Is 640 a default value to return if display.height returns as nil?
Yes, exactly, thatās a default value. But it makes little sense since the setting display.height
should always exist. You can omit that default value.