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Topics - jedione

Pages: [1] 2 3 ... 7
1
Scripting / shuffle problem
« on: June 02, 2019, 01:57:26 PM »
im dealing with an ishu with the shuffle module...

when using the new shuffle, and letter skipping alphabet,,,   it is moving up & down
very undesirable.

so iv just taken the old shuffle module and named it "slotmate"
and add it in new theme so there is no conflict to the new shuffle.
ie: fe.load_module("slotmate");


the old shuffle module is working fine not moving..around like new one


any chance new shuffle can be fixed? in the latest shuffle module :)

iv tried to add vid of it but utube not uploading at the moment..hope this make scene

2
Scripting / was music loop crash ever solved?" solved
« on: May 25, 2019, 05:19:01 PM »
was music loop crash ever solved?

cant seem to find,  any info...  but it happens when using..

kind of old topic...but still revalant :-\

after song ends...
Code: [Select]
local mysong = fe.add_sound("music/music-3.mp3");
mysong.loop = true;
mysong.playing = true;

3
Scripting / Q: a bought, adding favorites
« on: May 20, 2019, 09:38:54 AM »
looking for some direction, on the easiest way to add "favorites "   into a theme

i have never had them in a theme before...  where say like selecting and un-selecting
with an icon that shows up,,,  thanks anyone..

ok i see their is an "add/remove favorite" under controls  to assign to key or button
but how is this linked to an image to show or hide?

4
Scripting / houston we have a problem....
« on: May 19, 2019, 11:06:41 AM »
can anyone confirm this,,,

that, fe.layout.orient=RotateScreen.Right;

is not working in latest, AM build....thanks

it,s throwing a wrench in a vertical theme.... :-\

5
Scripting / aspect ratio, Q:
« on: May 12, 2019, 03:53:44 PM »

so lest say i set my theme to 4:3     

Code: [Select]
fe.layout.width=640;
fe.layout.height=480;

local flw = fe.add_text( "", 0, 0, 640, 480);
flw.set_bg_rgb( 170, 0, 21);
when i open AM it fills the whole screen even it i stretch it out horizontally,   
is their a way. to set AM to open to the correct size, short of punting it on the monitor i want and making it full size?

should i just put in on a layer,  havent tryed,  to see it..  just some advice would be nice...   alwas used to using

variables ie:  flx*0.200;  kind of one size fits all......

6
Themes / aura 4k Coin-ops "release"
« on: May 03, 2019, 04:23:18 PM »
sorry got caught up in a nother theme..  ;) better late then never

hey,, new theme..aura 4k coin-ops

its all or nothing right...
Size = 3.64 GB
what it comes with,,,  this is every thing you need to have it complete, excpt-roms!
but if you happen to have a full mame rom set your in luck!

thanks to iGarikoitz for his insaration..at retrofe
thanks to Radek Dutkiewicz (oomek) carrier module
thanks to zpaolo11x  for new scroller


instructions = their is a readme.txt included,,,ok

#1 any way here ya go...just scrape your compleate mame, file then replace
   the rom lists, with the one suplyed !

#2 set up your artwork ,,direct it to >cover >logo >video

#3 put the modules in the  "modules folder"

enjoy...

their are two places to DL, first one is google drive, & also Mega..

down load link is = https://drive.google.com/open?id=1IkS1lJMgtZT3y-p6XLibQPReFIsw0HIi
or mega = https://mega.nz/#!YGABxCjB!FrJbAHBUKCsGr_OsKAzd6qAvNDcxgaZroZVK7FKscDM

youtube preview = https://youtu.be/2VchxmZ1ifA








7
Scripting / animation, scale ....text Q:
« on: April 24, 2019, 08:12:27 AM »
any one know a workaround, for this...

scale text, in animation module, not working correct

works fine without "carsize" as soon as you add it freaks out..


8
Scripting / module location?
« on: April 16, 2019, 07:03:14 AM »
any one know ,,is it possible to call modules like "fade" from within a layout

i could of sworn iv seen it before,


 

9
Scripting / advanced progres bar
« on: April 11, 2019, 07:19:29 PM »
retro fe ,,,,has it   

launch box has it...

apparently,  we have seen it in AM ,,,,  Oomek,s layout....that will never come to be..


would anyone like to give it a tackle....  i would love to try to help...

dont we deserve to on this level guys.... :D



thanks..

10
Themes / shadows. theme
« on: April 04, 2019, 07:04:06 PM »
 
im bad at names...  i just put that to have somthing.....

im diging this new theme,   im yousing on my arcade   

what do ya think...  just think its missing somthing...maybe



preview
https://youtu.be/SW_PAmDujlg


11
Themes / aura4k port of coinops 1up for AM
« on: March 29, 2019, 07:07:46 AM »
here is a demo of the coinops 1up using a port i made of aura4k from retroFE


youtube...
https://youtu.be/bih0TVcao9M


ohh ps... be shure to turn your youtub to 1080p  .... ;D

12
Scripting / shuffle module Q: regards animation
« on: February 16, 2019, 02:41:47 PM »
hey guys,   i have too theems that i am ready to release,  but ....the shuffle module was updated
and i would like to use it...   i have them working with the original shuffle.nut,    but not the new one

so original sample code working....
Code: [Select]
class ShufflePow extends Shuffle
 {

        function select(slot)
 {
slot.visible = true;
}

function deselect(slot)
 {
slot.visible = false;
}

}


local pow = ShufflePow(9, "artwork", "flyer");


pow.slots[0].set_pos(flx*-0.051, y, w, h);
local pic_cfg = {
when =Transition.ToNewSelection,
property = "scale",
start = 1.0,
end = size,
time = 0500,
//tween = Tween.Linear,
}
animation.add( PropertyAnimation( pow.slots[0], pic_cfg ) );
pow.slots[0].mipmap = true;
each slot has a # so i can give it its own animation!


now with the new code,,,for new module
Code: [Select]
## Overwrite the select function
#######################################
function select(slot) {
slot.visible = true;
slot.set_rgb (200,160,0);
}

## Overwrite the select function
#######################################
function deselect(slot) {
slot.visible = false;
}
}

## extended image list
#######################################
local pow = [];
pow.push(fe.add_image("art/icon.png", x1, fly*0.118, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.173, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.228, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.283, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.338, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.393, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.448, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.503, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.558, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.613, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.668, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.723, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.778, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.833, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.888, w1, h1));

## Create an instance of the extended class
#########################################

local list = ShuffleList(list, "text");
local pow = ShufflePow(pow, "image");

their is no way to add an animation to a selected position?   if that makes sence..
their all the same with just diff concordances...

help....thanks




13
Scripting / folders Q:
« on: January 20, 2019, 08:04:41 AM »
wondering.. does anyone know why.?

so in your layout folder you can put a  font.tff   and refrence it in the layouyt
ie:     local fonty = "captain"   like normal

now if you put that font in a folder and name the folder "fonts"  it now wont work.

but now if you put that folder in a new folder call it  "assets"     
ie:  assets>font>capitan.tff it works

were is the documentation on this...and what ells can be done as far as layout organization?

thanks

14
Scripting / overview..help..
« on: January 09, 2019, 10:03:14 PM »
iv asked before..to know avail..
can anyone help..with this.

what i need is a way for a .txt defalt overview file  so that
when overview is used, and cant find a match for a game it will use it.

even a hach,,will do..thanks   i realy need this for a theme i want to release but feel it needs this....to be right
ill just leave it at that..

15
Themes / C64 theme..next week.
« on: January 06, 2019, 09:07:11 AM »

next week...ill put up a new theme

C64..
feature's are
snap view
overview window 
author
genre
year

the game selection strip, is useing
the shuffle module, with animation...
new for any of my theme's

based off the new c64 mini...

please let me know what ya think ::)

tou tube = https://youtu.be/Cpve198MwnI



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