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Messages - qqplayer

Pages: [1] 2 3 ... 9
1
Themes / Re: AMGPS (Attract Mode Grid Pro System) v1.92
« on: Yesterday at 04:26:47 AM »
Update to version 1.91

- minor update animation for selection item effect

Looks awesome , thanks for your work.
Can you help me to create a simple grid theme but "with vertical" flow only.
I mean I want a simple grid to navigate up and down.


2
Scripting / Re: Scale Animation issue
« on: October 18, 2017, 03:52:53 AM »
This worked for me:

Code: [Select]
//Background
local bg = fe.add_image("bg_base.png", 0, 0, flw, flh);

local bg_shrink_cfg = {
    when = When.StartLayout,
    when = Transition.ToNewList,
    property = "scale",
    start = 1.4,
    end = 1.0,
    time = 1000
    tween = Tween.Quad,
}

animation.add( PropertyAnimation( bg, bg_shrink_cfg ) );

Maybe cant be "0" , try "-0.001" to "1.0"

3
I see some layouts with "click" sounds but only using wheel module.
I want to add a "click.mp3" sound when I select a new game but with for example the "Basic" layout.
Tried this example:

Code: [Select]
function transition_callback(ttype, var, ttime)
{
    switch ( ttype )
    {
        //case Transition.StartLayout:
case Transition.ToNewSelection:
                 local Wheelclick = fe.add_sound("Click.mp3")
Wheelclick.playing=true
            break;
    }
    return false;
}

http://forum.attractmode.org/index.php?topic=221.0


But doesnt work.

UPDATE: Solved found the solution on fry theme , thanks @jedione

Code: [Select]
function fade_transitions( ttype, var, ttime ) {
 switch ( ttype ) {
  case Transition.ToNewSelection:
  case Transition.ToNewList:
local Wheelclick = fe.add_sound("Click.mp3")
      Wheelclick.playing=true
  break;
  }
 return false;
}

fe.add_transition_callback( "fade_transitions" );

4
Scripting / Re: [Plugin WIP] SumatraPDF reader (only for windows)
« on: October 17, 2017, 04:31:20 AM »
Can you post some screen capture?
I mean you need the "SumatraPDF.bat" alongside the attract.exe
"SumatraPDF.exe" inside the module folder...

UPDATE: Working on a fresh install.

Im going to put two screenshots , maybe this can help.

Enable plugin



Add custom 1 key to launch Sumatrapdf


5
General / Re: Games With Interstitial Screens/Pop-Ups
« on: October 16, 2017, 08:28:42 AM »
A quick fix for me was adding this line to the emulator.cfg

Code: [Select]
minimum_run_time     10
Maybe you have to incease to 20, 30...

6
Scripting / [Plugin WIP] SumatraPDF reader (only for windows)
« on: October 16, 2017, 07:56:53 AM »
Just for testing , ONLY WORK ON WINDOWS BUILD.

Its really easy to use , just decompress in the main AM folder.
Download Sumatrapdf portable.

https://www.sumatrapdfreader.org/dl/SumatraPDF-3.1.2.zip

Put exe on "plugins\SumatraPDF\SumatraPDF.exe"

And pdf manuals like:

plugins\SumatraPDF\Game Manuals\Atari 2600\Basketball (USA).pdf

Changing "Atari 2600" for your emulator name.

*IMPORTANT* Decompress on the main AM instalation folder.


P.D. Maybe someone with more "squirrel skills" can improve the code and add the manual image found.
I´ve tried but failed  :(


7
Scripting / Re: Show an image if an object doesnt exists
« on: October 15, 2017, 04:03:20 AM »
Thanks @jedione is almost finished , the code isn´t perfect but works great :)

@keilmillerjr , thanks , I saw this code yet but... you know... can you please make me something more "usefull" I can´t even imagine how to convert this  to my purpose :)
I just want the layout.nut to check some path and if founds the "romname.pdf" inside shows a little icon.

8
Scripting / Show an image if an object doesnt exists
« on: October 14, 2017, 01:11:35 PM »
I`m working on a little "pdf reader" plugin.
The main idea is read our game manuals from the layout.
So I need some help to show a little png, icon or somthing when there isnt pdf manual on the respective folder.

This is how it looks.

https://www.youtube.com/watch?v=CO16rOauGgU

What I want is as I said to show some info on the layout if the game hasn´t a pdf manual.

9
Scripting / Re: Continuous sliding image like as SNES Mini background
« on: October 11, 2017, 05:58:42 AM »
Below is code, it can do it, but it is some lag (low performance) when navigating system or game.

I don't know exactly reason. The issue does not related of machine hardware. I suspect that it is AM animation function issue. It may be not optimized  :-[

https://youtu.be/aNulntecNx4

Code: [Select]
local bgArt = fe.add_image("bg.jpg", 0, 0, 1280, 720 );
local bgArt2 = fe.add_image("bg.jpg", 0, 0, 1280, 720 );

local move_bgArt1 = {
    when = Transition.ToNewList, property = "x", start = 0, end = -1280, time = 24000, loop=true
 }

local move_bgArt2 = {
    when = Transition.ToNewList, property = "x", start = 1280, end = 0, time = 24000, loop=true
 }

animation.add( PropertyAnimation( bgArt, move_bgArt1 ) );
animation.add( PropertyAnimation( bgArt2, move_bgArt2 ) );

Sometimes I just position the object outside the layout and move then into it "when = Start.Layout,"
I think I have some example on my MachiRoomNesScroll Layout.
Or just adding a little alpha transition.

Code: [Select]
local title_alpha_cfg_on_load = {
    when = When.StartLayout,
    property = "alpha",
    start = 0,
    end = 255,
    time = 1000
}

animation.add( PropertyAnimation( title, title_alpha_cfg_on_load ) );

Maybe this can help.

10
Scripting / Re: Text styling questions
« on: October 09, 2017, 07:28:14 AM »
I think the "easy way" to get uppercase text is set an "only uppercase" font on your layout  :)

Code: [Select]
fe.layout.font="New Athletic M54";
To get different text styles make something like this:

Code: [Select]
local tittletext = fe.add_text("[Title] , flx*0.235, fly*0.02, flw*0.300, flh*0.500 );
tittletext.charsize = 16;
tittletext.align = Align.Left;
tittletext.word_wrap = true;
tittletext.alpha = 255;
//tittletext.style = Style.Bold;

And then just change this part:

Code: [Select]
local tittletext = fe.add_text("[Title]
Code: [Select]
local manufacturertext = fe.add_text("[Manufacturer]
Download my theme here , you will see a bunch of text examples.

http://forum.attractmode.org/index.php?topic=1558.0

11
Scripting / Stop loop true animation when return form game.
« on: September 23, 2017, 10:31:52 AM »
Can I stop a loop animation when I return from game?

I made this:

Code: [Select]
    when = Transition.ToGame,
    property = "alpha",
    tween = Tween.Expo
    start = 0,
    end = 255,
    time = 800,
    loop = true

So I want to stop the loop , I´ve tried this but doesnt work:

Code: [Select]
    when = Transition.FromGame,
    property = "alpha",
    start =255,
    end = 0,
    loop = false

12
Themes / Re: Gif animated
« on: September 18, 2017, 05:21:19 AM »

Thanks, I was thinking of including more animations in the layout

I love your "Attrack mode reflections demo" video , can you please paste your code?

13
General / Re: Fade in/out without rocketlauncher.
« on: September 07, 2017, 07:57:19 AM »
Nicely done! Even if you already use rocketlauncher with fade, this plugin-fade makes it look even smoother :)

Thank you! I just made a commit to adjust ToGame and FromGame fades separately. This is very useful if you have a sound play when you select a game and need the ToGame fade to run longer matching the sound duration.

Im working on this.

http://forum.attractmode.org/index.php?topic=1866.0

Maybe we can "mix" our ideas , let me finish mine "module" and i´ll send you the entire code.

I would be interested in seeing the code to your module. The plugin I scrapped was a loading screen as well. I scrapped it because I could not figure out a way to tell if the emulator has loaded. Then again, emulators load almost instantly on even my rpi2 - negating the need for a loading screen.

Posted here  ;)

http://forum.attractmode.org/index.php?topic=1866.0

14
Scripting / Re: WIP Rpi - Hyperpie V2 - Fade Module
« on: September 05, 2017, 01:44:50 PM »
Im trying to explain how it works and upload a "beta" version.

Yo need to create a folder called "fade_in" inside the "modules" folder.
And another folder inside this new one called "media".
Then add this lines at the end of each layout.nut you want to "fade_in"

Quote
//
// Fade_in Module
//
fe.load_module("fade_in/fade_in.nut")

So inside the "modules/fade_in/media" folder copy your rocketlauncher "Fade" folder.
Usually contents a "_Default" folder and system folders like "Atari 2600" , "Atari 5200"
You need to rename this folders to match your "emulator names"

Check this lines:

Quote
...fe.add_image("/home/pi/.attract/modules/fade_in/media/_Default/Layer 1.png"

At this moment I cant get the "module" to work with relative paths , so I set the complete path of my rpi.
If you want to try on another system you will have to change all this lines.

15
Scripting / Re: WIP Rpi - Hyperpie V2 - Fade Module
« on: September 04, 2017, 03:12:28 PM »

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