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Jump to the original submission)
Wed 25 Aug 2010 10:18:03 AM UTC, comment #9:
Background is now displayed (BitmapData.loadBitmap). Text wrapping seems okay. Focus change ("game paused") bug is still there.
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Fri 19 Dec 2008 01:40:10 PM UTC, comment #8:
I confirm the text wrapping bug, plus there's an unexpected
"game paused" message coming up when you put the kid to the
bat tube.
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Tue 16 Dec 2008 10:31:36 AM UTC, comment #7:
Transparency fixed, opening dialogue fixed (was a SharedObject bug). The other two bugs remain.
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Mon 01 Dec 2008 09:39:14 PM UTC, comment #6:
With revno 10371 - Selection.getFocus() and Selection.setFocus() implemented - the game runs, but reveals more problems.
There is no opening dialogue box to enter a name. The background image of the main game isn't displayed (might have something to do with an apparent second JPEGTABLES tag, especially as Gnash complains the first one is empty). Text doesn't wrap in the instruction bubbles. Those three bugs aren't present in swfdec.
And the alpha display looks awful in agg, but that is a long, long-standing bug.
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Thu 27 Nov 2008 08:25:42 PM UTC, comment #5:
I can confirm that the game runs much better if something gets returned from Selection.getFocus. Might be time to implement it properly.
I see there is a movie_root::getFocus method that returns a character (and the corresponding setFocus methods), which seems to be what's needed for Selection.
For use in Selection it would either have to be modified, or Selection_setfocus would have to do more checking.
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Thu 27 Nov 2008 04:55:20 PM UTC, comment #4:
I reckon this is a more likely culprit:
R2.update = function () {
if( this.isTextfieldFocusKilled ) {
this.isTextfieldFocusKilled = false;
Selection.setFocus(this.focus_mc);
}
if( (Selection.getFocus()==null) ) {
this.pauseGame();
}
};
...
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Sat 22 Nov 2008 07:46:44 AM UTC, comment #3:
seems an action execution order related bug.
The effect is you can't play as it sticks in the "paused" mode.
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Mon 08 Sep 2008 03:37:07 PM UTC, comment #2:
No assertion makes the bug "normal"
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Thu 04 Sep 2008 03:13:41 PM UTC, comment #1:
I've dropped the upper limit on the assertion because it makes no sense to limit the sound index.
Obviously that fixes the abort, but Gnash complains it can't find many exported characters and the SWF doesn't work. It seems unusual that there should be more than 1000 sound samples here, but given the size (and type) of the SWF, it's not impossible.
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Thu 04 Sep 2008 11:46:30 AM UTC, original submission:
http://www.girlsgames123.com/games/baby_blimp_game/baby_blimp_game.swf
md5: 94718738a6710950c7967b6b56162333
SWF8
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