When using the height and/or width attributes on Brightcove Player's Standard (iframe) or video tags, those attributes are measured in pixels only. In fact, you do not enter any units at all for the height and width attributes (you can enter the px, but technically it is invalid HTML):
In newer browsers that support the fullscreen API, it's necessary to apply in-page CSS rules to ensure the player is scaled to 100% when switching to fullscreen. Otherwise, the player will appear at the original size within the fullscreen display.
I hate to squash the importance of these well researched stats- but the only Stats that could really tell the whole story are the Stats for Starters. I would suggest the average size for a starting NHL Player has not changed a whole lot in 45 years. My research indicates less than an inch in height and 8 pounds in weight. A difference to be sure- but not much. No greater change in the game comes close to the space aged new skates, gloves and sticks.
and I am currently using it for my project, and I try to embed Windows Media Player on it. However, the size always changes depend on the video size that it plays. My question is: How can I size the WMP, so that eventhough I play the 800x600 pixels it will just stay in in original size?
There is a community-made utility (download) for WMP, however.I can't vouch for it but apparently it did the trick for this fellow. It might just force fullscreen everytime instead of a fixed window size.
Currently I am using the YouTube IFrame Player API to construct the player and triggering an onmouseover event listener to adjust the size of the player upon mousing over the player. And it doesn't seem to be working.
Feedback: Unless you know what you are doing, in terms of what to do with js when certain things have happened ( "load order" ), put js last as you are not doing a check if the DOM element ( "player / playerHolder") has loaded before you bind it to any events. This helps prevent errors relating to undefined / null objects being bound to events.
The Minotaur and Centaur playable races have the size set as Medium for player characters - but both I and my players feel that it would be more fun and interesting to have them be Large creatures, similar to what the respective NPC stat blocks suggest.
What are the advantages and disadvantages a Large PC would have? Are any of them game-breaking in a way where they either become overpowered in a standard group of player characters, or become a liability for the group?
As we are not planning to play a published adventure, I am not overly worried about important story-related spaces not being accessible to them due to their size, as that is something I can adjust in my preparations.
Largeness is not, in and of itself, a particular problem. The drawbacks to being Large -- like having a hard time taking cover, squeezing a lot, and being unable to block small creatures in combat -- are probably balanced by the benefits -- like being able to grapple bigger creatures and occupying a wider space, which allows threatening opportunity attacks against a bigger area and physically blocking more squares against Medium to Huge creatures.
In 5e, reach is not an inherent property of size, so there's not a major benefit in being able to threaten non-adjacent spaces for opportunity attacks, as long as you keep the standard 5-foot reach intact. While you might be considering giving the Minotaur a 10-foot reach or an ability like the Bugbear's long limbed (which increases its reach when attacking on its own turn), I'd advise against it. Attacking into a larger area really is a significant boost in melee combat, so be cautious about altering that.
You also might run into some issues if somebody wants to use certain spells or effects that hit targets in a short radius from the character, because a size increase vastly increases the number of squares the effect can reach. For example, the Hunter Ranger's whirlwind attack potentially becomes a lot more dangerous when you can affect an area 4 squares on a side instead of 3, and when its user can share small creatures' spaces. Imagine wading into a horde of goblins and then doing a whirlwind that hits 12 of them at once! (This is somewhat counterbalanced by the risk of exposing himself to up to 12 counterattacks if he can't drop them with that one hit, and the fact that they can intentionally set up the same situation to pincushion him... even if he doesn't have any whirlwind-like abilities.)
It's also worth considering that large creatures are much less impacted by the threat of opportunity attacks. A large creature can reach a much larger area while remaining engaged with one target than a medium creature can. (This is a little hard to explain without using pictures.)
The roleplaying difficulties of being too big for the world around them are probably what the players are looking for in asking to play large characters in the first place, so I doubt those actually count as "drawbacks" in this case.
Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and quadruple the weapon dice if it's Gargantuan. For example, a Huge giant wielding an appropriately sized greataxe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12.
A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all.
You can easily rule that a centaur is still only able to use weapons sized for a Medium character, since their human half is only human sized, with normal human hands and arms. But a minotaur in the Monster Manual is Large and has a greataxe that deals 2d12 damage, which is going to be completely broken if your PC minotaur decides to pick it up and use it. You need to figure out how you'll deal with that right up front, and let the player know what that ruling is going to be before the game starts. (If the players are asking to be large because they secretly think they're going to have 10 foot reach with a double-damage greataxe, you'll want to disabuse them of that notion as soon as you can. They might drop the entire request!)
You also need to consider how you're going to handle it when one PC decides to ride on another, especially with a centaur in the party. You should talk it over with the player ahead of time to decide how that's going to go -- if centaurs find it demeaning to be ridden, then maybe you can just avoid the issue through roleplay. If not, or if the player decides that "normally no, but it's okay if it's Lance", then you're potentially going to wind up with an intelligent mount that can hit like a PC and lacks the main counterbalance to intelligent mounts, which is the DM having it act against the rider's wishes because it's a person rather than a trained animal. (Yes, PCs can act against each other's wishes, but that's much less likely to happen unless your PCs are particularly fractious.)
You'll want to make it clear to the players right up front that you reserve the right to override game effects that are based on the character's size and may have strange interactions with a naturally Large creature, and that you might need to ask them to switch back to being Medium if it turns out there's some unforeseen effect that makes being Large totally broken.
I wouldn't call any of these things "game-breaking", but they were enough of a challenge that the Player opted to be shrunk. They couldn't find enough cover, even behind their Party-mates, maps limited their movement, and they were too easy to target. And no real benefit for the cost, except flavor.
If, on the other hand, you make all of the Party Large, and you scale the environment to the Players, then we're right back to things being relative again, and you are effectively shrinking the monsters/NPCs, and giving them the "buffs" outlined above.
The main disadvantages are size -- cover, fitting in places, etc. If you have a mostly outdoors campaign, or you're doing a series of adventures against the giants, so that the setting will have room for large creatures, then some of that will not be such a problem. Your normal dungeons, etc., will cause difficulties.
Equipment will also be a problem -- the character will need to get large weapons, armor to fit, hard to find a mount, and so on. Going indoors in towns, getting rooms at the inn, a lot of those normal interactions become a little more complicated.
The main advantage is that large creatures (using large weapons) get an extra die of damage, which can be significant. Adding an entire d8 (or d10 or d12) of damage makes a difference. Enough to make up for all the other stuff? Maybe.
The rule about large creatures with large weapons getting extra damage is a general rule, so it would apply to everyone, unless there is a specific exception. The Enlarge/Reduce spell does make such an exception. There is no such exception for PCs in general, so the DM would have to make that exception if he thought it was needed.
As html5 make mobile learning (on an iphone 5s/mobile safari) a reality, the only real issue is the tiny prev/next/submit buttons in the player...they seem to be functioning better than custom buttons, which is why I want to use them, but they are really small.
I'm aware of the solution you're suggesting, and I did try that, however it turns out that the custom buttons don't work as well as the built in ones. Sometimes it will lead to the next slide, sometimes not. Might have something to do with the loading of the elements on the slide, don't know. Anyways, the built in ones always lead to the next slide, as long as I can hit them. Bigger built in buttons would greatly improve the usability and possibility for creating courses for the smallest mobile devices...
Here is the code to adjust the buttons. You need to open the player.css file in the mobile folder. This only works for the HTML5 version. This doesn't work for the flash version. You don't have to delete the comments between /* -- */. They won't render. I also added the code to adjust the font sizes for the buttons to make them bigger. Just paste the code at the end. This will have to be done every time you publish it.
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