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Any specific requirement for the animated/interactive SWF banner? I tried to insert mine for a games, but it always force close right away.

SWF in question: LINK

Hm, shouldn't be. Is the SWF using any ActionScript 2.0? Unfortunately, only ActionScript 3.0 is supported. Make sure the banner stays within its bounds, to be extra sure you can create a mask with the exact size of the stage and apply it like so;

stage.mask = myMask.

I'm already using ActionScript 3. I found out that after removing my script (for tweening image), I can load the swf just fine.
But even when it loaded, the image is all scretched out. Looks like there's problem with GameGo scaling mechanism for swf. Eventhough I'm masking the content (stage.mask is not available I'm afraid) inside a MovieClip, it always detect overall size of the image inside the swf.

My feedback:

  1. Is there any restriction when using script to tweening the image dynamically? (I'm using TweenMax from Greenshock in this instance). It seems the app always Force Close when I try to use it. I have tested that Flash native Tween class is ok to use, but is not powerful enough for my needs.
  2. I think you need to remove scaling check for loaded swf (or at least masking them within GameGo individually). I don't think there are any method to completely clip the swf content based on it's stage size. If it's loaded in other SWF, it will always detect overall asset size inside the swf.

Ok, I have workaround with scaling problem by adding the animation MovieClip after 1 frame delay. It seems the GameGo will detect the swf size correctly if there's nothing on the stage at the beginning.

I also sticking on using the Timeline to manually tween my banner. Not the most preferred way for me as programmer, but it do the trick :