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Messages - FrizzleFried

Pages: [1] 2 3 ... 6
1
Scripting / Re: AM will prefer to play video issue
« on: May 13, 2018, 06:04:53 AM »
Download the latest SDARCADE module from my site... it includes code that pulls up snaps only... then separate code that places and plays a video over the top of the snapshot after x number of seconds.  This should achieve the goal you're looking for,  no?

2
Themes / Re: Custom Theme Page Online
« on: May 09, 2018, 03:41:12 PM »
Your site is beautiful. I will definitely spend some time there in the near future.

Thank you. 

3
Themes / Custom Theme Page Online
« on: May 09, 2018, 01:23:09 PM »
OK,  I've managed to finally get my Attract-Mode Custom Theme page up and going... you can find it either by visiting www.idahogaragecade.com and clicking the AM LAYOUTS button at the top menu bar or you can pop in directly by clicking HERE.

I currently have 10 themes up... including the just released update to SDArcade...

4
Scripting / Re: How Can I Accomplish This?
« on: May 07, 2018, 11:02:19 AM »
Here is the code in question...

Code: [Select]
local marquee2 = fe.add_artwork( "wheel", flx*0.150, 5, flw*0.700, flh*0.200 );
marquee2.index_offset = -1

local marquee2_scale_cfg = {
when = function( anim ) { if ( anim.transition.ttype == Transition.FromOldSelection && anim.transition.var == -1 ) return true; return false; },
property = "scale",
start = 1.0,
end = 0.01,
time = 0500,
tween = Tween.Linear,
}
local marquee2_move_cfg = {
when = function( anim ) { if ( anim.transition.ttype == Transition.FromOldSelection && anim.transition.var == -1 ) return true; return false; },
property = "y",
start = fly*0.010,
end = fly*0.140,
time = 0500 ,
}

local marquee3 = fe.add_artwork( "wheel", flx*0.150, 5, flw*0.700, flh*0.200 );
marquee3.index_offset = 1

local marquee3_scale_cfg = {
when = function( anim ) { if ( anim.transition.ttype == Transition.FromOldSelection && anim.transition.var == 1 ) return true; return false; },
property = "scale",
start = 1.0,
end = 0.01,
time = 0500,
tween = Tween.Linear,
}
local marquee3_move_cfg = {
when = function( anim ) { if ( anim.transition.ttype == Transition.FromOldSelection && anim.transition.var == 1 ) return true; return false; },
property = "y",
start = fly*0.010,
end = fly*0.140,
time = 0500 ,
}
local marquee = fe.add_artwork( "wheel", flx*0.150, fly*-0.2, flw*0.700, flh*0.200 );
local marquee_move_cfg = {
when =Transition.ToNewSelection,
property = "y",
start = fly*-0.2,
end = fly*0.010,
time = 500 ,
tween = Tween.Expo,

}
animation.add( PropertyAnimation( marquee, marquee_move_cfg ) );
animation.add( PropertyAnimation( marquee2, marquee2_scale_cfg ) );
animation.add( PropertyAnimation( marquee2, marquee2_move_cfg ) );
animation.add( PropertyAnimation( marquee3, marquee3_scale_cfg ) );
animation.add( PropertyAnimation( marquee3, marquee3_move_cfg ) );

5
Scripting / Re: How Can I Accomplish This?
« on: May 07, 2018, 06:48:59 AM »
Tried that... the element STAYS at zero alpha.  I need it to be zero alpha at the start then 255 alpha from the moment a key is touched...

Essentially I have two animations going... one that "zooms in" the just selected to artwork... and one that "zooms out" the prior selected artwork.  It works great if you go one direction... but as soon as you try the other direction the artwork that is "zooming out" is off by 2 because of the index_offset setting that I had to set to make sure the image zooming out was the "last" image dished up and not the "current" image being dished up by the system.   In order to combat this I created two local's ...one that would dish up the proper offset image going left... and another going right.  It works great too ONCE YOU MOVE LEFT/RIGHT ONCE.  Until then,  both the -1 and 1 offset images appear on screen UNTIL you click left then right then they properly get setup and things work great from there... I'm just trying to make those images BLANK until the user pushes left or right...

I hope I'm explaining correctly...

6
Scripting / How Can I Accomplish This?
« on: May 06, 2018, 08:55:15 PM »
I have an image that is animated based the trigger to change game.  I need that image to remain blank (zero alpha) until the animation starts... how is that accomplished?


7
Themes / Re: ArcadeSD layout?
« on: May 06, 2018, 08:47:21 AM »
I am not sure if Jedi is still developing ... I will be releasing a super-sized version of this mod VERY shortly (just working out a couple animation issues) which will include 3 "preview" size adjustments.... full video option for only the center frame.... speed options for the scroll... the choice to use "wheel" or "marquee" images for the animated top "title" ... and a half dozen or so different animations to choose from as well.   You can make it look nearly identical to the ArcadeSD or you can tweak it to where it's much different ... but still very familiar.

I am having trouble with one animation issue that I'm trying to figure out (or I just may remove that option)... a final clean up... and then I'll release it.  Give me a few days at the most (or sooner... depends on what I end up deciding to do with my animation issue).

Oh,  and it's all developed on a PC and tested on a Pi3 so it's working on both platforms without issue.

EDIT: Here is a video I did last week on my progress...

https://youtu.be/JxuBMGf8o5c


8
Themes / Vertical Sphere
« on: May 06, 2018, 08:40:19 AM »


Vertical Sphere - A lower-resolution vertically oriented layout designed primarily for low-res arcade cabinets.

A quick demo can be seen here: https://youtu.be/deBYoiu09gA

You can download the layout HERE.

9
Scripting / Re: animate.nut question
« on: May 04, 2018, 07:49:51 PM »
... and I do believe I worked my way around this issue using...

when = function( anim ) { if ( anim.transition.ttype == Transition.FromOldSelection && anim.transition.var == -1 ) return true; return false; },

to isolate next game and previous game... then repeat for the other direction.

10
Scripting / Re: animate.nut question
« on: May 04, 2018, 04:09:12 PM »
OK... I am coming up against an issue that I think it beyond my ability.   I've managed to get the behavior I want ... but only in one direction (if I choose the "next" game it works fine as the "last" game image continues on and then zooms out as intended)... but if I go the other direction and choose the "prior" game,  instead of the current logo animating out of existence,  the code pulls up the wrong image...

The code in question is:

Code: [Select]
local marquee2 = fe.add_artwork( "wheel", flx*0.150, 5, flw*0.700, flh*0.200 );
marquee2.index_offset = -1

local marquee2_scale_cfg = {
when =Transition.ToNewSelection,
property = "scale",
start = 0.9,
end = 0.1,
time = 0700,
tween = Tween.Linear,
}
local marquee2_move_cfg = {
when =Transition.ToNewSelection,
property = "y",
start = fly*0.090,
end = fly*-0.120,
time = 0700 ,
}
animation.add( PropertyAnimation( marquee2, marquee2_scale_cfg ) );
animation.add( PropertyAnimation( marquee2, marquee2_move_cfg ) );

The marquee.index_offset works great going forward...  as it's moving to the next game,  it reads the last game,  which happens to be the game that is being switched from and supplies the artwork for that game... GREAT!  If going the other direction though,  it then starts to switch over to the PRIOR game... then reads that -1 setting and supplies up the artwork for the game prior to IT when it needs to be doing the exact opposite and supply up the artwort from the game AFTER (ie: index_offset = 1 rather than -1). 

11
Scripting / Re: animate.nut question
« on: May 04, 2018, 01:57:40 PM »
...and I figured it out.  (x.index_offset = -1)....


12
Scripting / animate.nut question
« on: May 04, 2018, 07:00:01 AM »
OK,  I can easily make,  for instance,  the "wheel" or "marquee" of the next game that pops up appear and animate without issue...

...but how do I take an image that is already on screen (the last game selected) and animate THAT out of existence as the new games marquee/wheel image is being animated in to existence....

For example,  one of my current animations is a marquee image that "slides" from the top border down to be visible at game change.  How do I then make that image continue to slide down and under the preview below it (and out of existence) when the next game is selected.  I'm sure there is a simple setting to "choose" which game on the gamelist to pull art for,  right?   I'm just missing what is right in front of me I am sure.

13
General / Re: Artwork Question
« on: May 01, 2018, 12:23:48 PM »
I ended up having to modify the conveyor_helper module but I did manage to figure it out.  Thanks!

14
General / Artwork Question
« on: May 01, 2018, 07:19:47 AM »
OK,  both videoSNAPs and SNAPshots (still images) go in the "SNAP" folder... but how do I prevent a module,  say,  for instance,  the conveyor_helper module,  from using VIDEO snaps but rather only use STILL image snapshots when selecting "snap" as the artwork type?

OR if anyone can tell me how to configure the conveyor_helper module to display video for the SELECTED GAME ONLY,  that work beautifully as well.

I'm having an issue with speed on the Pi3 with one of my layouts I'm building and it's due to the fact the conveyor has 11 video-snaps all running at the same time. 

Reading through the code it appears the author INTENDED for there to be functionality to allow only the selected game video to run,  but I'll be darned if I can figure out how to set it up.

Thanks!

15
Scripting / Re: Image w/switch
« on: April 30, 2018, 05:05:01 PM »
when you press left and right,  the arrows change colors.  They are supposed to do so IMMEDIATELY.  If you adjust the scroll speed it affects when those arrows change color... basically adding a delay before they change colors ... so with slower scroll speeds the delay is such that they never change colors unless you HOLD DOWN the left/right button.

One thing I forgot to mention... you need to go in to the DISPLAY settings and configure LEFT/RIGHT for it to start functioning...

Are you testing this on a "powerfull" computer and with a keyboard?
I´ve set this:

Code: [Select]
layout_config Vertical Sphere_BETA
param                glsel Dark
param                glspeed Fastest
param                hold Yes
param                key left
param                key2 right

But seems to work perfectly.

OK...set glspeed to SLOWEST... now note how long it takes for the yellow arrows to turn red when you move left and right.

THAT's the delay I'm referring to.  No problem at FASTEST... the delay comes the SLOWER you set the scroll...

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