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Messages - tvsht

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Themes / Re: Arcadeflow theme v 11.0 [Release] Updated 07 October 2021
« on: November 08, 2021, 11:43:36 AM »
Is it possible to switch displays with triggers?

In AM options you can customize controls and assign hotkeys to "prev_display" and "next_display" signals, so it should be possible to assign them to triggers (you mean like L2/R2 shoulder buttons?)

Yup, L2/R2, I'll try it later, thanks.

Btw. this hue color frame option hard freezes AM+, and I couldn't find how to revert it manually in files so I had to reset everything.

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Themes / Re: Arcadeflow theme v 11.0 [Release] Updated 07 October 2021
« on: November 07, 2021, 07:21:43 PM »
Is it possible to switch displays with triggers?

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Themes / Re: Arcadeflow theme v 8.6 [Release] Updated 21 July 2020
« on: August 18, 2020, 12:58:46 PM »
What I would like to see is to have buttons with proper states, with active, pressed, etc, let's say a favorite/star button and moving between them. Is that possible in attract even? I know that the way attract handles inputs restricts many things.

I get your point, I think it should be feasible, but I'm not sure where this could be useful in Arcadeflow... maybe on the on-screen keyboard? Or generally for every item you can select, like the pop-up context menu?

Yep, you've got what I meant. But ultimately, I would love to have something on the edge to move between systems, vertically, not via popup menu. Even just some dots.

Just tested the newest version, that snap transformation feature is amazing, just the animation when it returns back is too slow for me.

Also, video/snap previews are bugged in history panel, they play fine for some and for some they're corrupted ort stop right after starting, they all play fine in grid. [ might be my sys though, upgraded mesa recently, gonna check ]

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Themes / Re: Arcadeflow theme v 8.6 [Release] Updated 21 July 2020
« on: August 16, 2020, 11:37:35 AM »
August is not a month for relaxing, but for working hard! Here is a sneak preview of what the new Arcadeflow will bring: free aspect ratio of _everything_ (no more cropping) and smooth morphing of box arts into videos. No artwork stretching, with proper glow and shadow following the morph...

https://youtu.be/jnS8-g5jE2Y


What a beauty!
What I would like to see is to have buttons with proper states, with active, pressed, etc, let's say a favorite/star button and moving between them. Is that possible in attract even? I know that the way attract handles inputs restricts many things.

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Themes / Re: Arcadeflow theme v 8.6 [Release] Updated 21 July 2020
« on: August 01, 2020, 02:03:46 AM »

But I digress... the thing I’m trying to fix is that, at the moment, if the box art is vertical (genesis for example) the game video or snap is severely cropped. I’m almost ready to implement a way to smoothly cross transforms fon one aspect to the other, but I’ll dive deep into coding this after this weekend:D

Also the idea to generate fake box art that resembles real box art (with SNES or genesis template) is intriguing...

Yeah, I've mentioned that before, cross-transform is what I've meant, Ambience HD does it like that doesn't it? Genesis, Saturn, some early PSX, Wii/U, Amiga... verticals.

btw. Is that of any use for the theme? https://github.com/mickelson/attract/commit/afbfc96435df45cd487d2caf89e7b60b285bd3f1

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Themes / Re: Arcadeflow theme v 8.6 [Release] Updated 21 July 2020
« on: July 30, 2020, 09:42:35 AM »
please don't, or only as an option, I love cleanliness of Arcadeflow that you are able to achieve

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Themes / Re: Arcadeflow theme v 8.3 [Release] Updated 30 June 2020
« on: July 18, 2020, 02:55:13 PM »
It's the sole bothersome thing that's left for me now.

I really really love how it's done in "Ambience HD' in that  thumbs transform into proper video ratio, wouldn't it be possible to borrow that code?

Ambiance HD turns a cropped square thumbnail in the proper aspect ratio, but this is done with snaps, not flyers. I can see how that might look good, it's a bit more difficult for me to imagine a vertical flyer or box art that transforms in a 4:3 gameplay video without looking weird.

Yeah, I meant snaps, other stuff is in it's proper ratio already, at least in the box mode which I'm using most of the time

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Themes / Re: Arcadeflow theme v 8.3 [Release] Updated 30 June 2020
« on: July 09, 2020, 03:34:37 AM »
The videos in this layout should run in the original format of the video, and not in the format of the Flyer.

This won't probably ever happen, sorry. That would require a lot of rewriting and changes in the code. Plus I'm not sure it will look good.


It's the sole bothersome thing that's left for me now.

I really really love how it's done in "Ambience HD' in that  thumbs transform into proper video ratio, wouldn't it be possible to borrow that code?

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Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 27, 2020, 04:29:36 AM »
That would work for me :)
Yes I know that you disable it altogether but it takes you straight into game then.

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Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 27, 2020, 02:46:02 AM »
I'd love to have option to disable context menu and have it's functions moved to game panel, as normal buttons under description. Which would make for more traditional browse mode. This would make the theme almost perfect for me.

Either way, it's just getting better and better, great work

11
Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 17, 2019, 02:32:29 AM »
I use Skyscraper with the screenscraper module, which returns multiple comma-delimited categories for many games.  The result is that these games don't display any category image.  It would be neat if the theme could parse these and cycle through the relevant category images for these games.  Alternatively, and probably much easier to implement, you could have it omit everything after the first comma thereby only using the image for the first category listed.


Yup, same issue from me, didn't know the reason yet, thank you for solving that for me

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Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 02, 2019, 01:27:44 PM »
Arcadeflow 6.0 is out!

There are some new options for delaying the loading of background videos and an option to customize the artwork source for box art mode, but most important now the manufacturer images are in vector format.

I still have to vectorize 200 images from the 700 that were available before, so new upgrades will follow. Advantages of vector icons is that the archive is much smaller, the quality is better on any resolution, and there are no load times because the font is already loaded.


You're tearing me apart, Lisa!

( I can help with vectorizartion )

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Themes / Re: Ambience HD theme v0.7 beta [Released]
« on: December 01, 2019, 03:35:51 AM »
if ArcadeFlow's shaders comply with the GLSL 1.10 specs it will run, I'm using GLSL 1.30
I could in theory downgrade it to GLSL 1.10, but I don't have any platform to test it on atm.

This is also the reason why it does not run on older Macs. I'll have to think about it.

I didn't have the time yet to test Ambience HD on my late 2013 macbook pro (due to the demon puppy we recently acquired :D) but you are right, Arcadeflow is using OpenGL 1.1 or 1.2, there are many things in 1.3 that are not supported on my Mac and I do most of the development here (example: you can't get a specific mipmap level, for example the first mipmap level to get the average texture color, it works in Windows, not on the Mac)


I wish you guys did a collab, I love all the work zpaolo11x put into the genre icons and devteam logotypes [ I love the Amiga ones! ], with Ambience smoothness [ sans remaining bugs ] it would be a dream...
I'm being torn between themes!

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Themes / Re: Ambience HD theme v0.7 beta [Released]
« on: November 30, 2019, 12:53:19 PM »
Sorry, my bad, it was actually commented in kawaseblur.frag and debandilter.frag

after forcing #version 130 everywhere

It's almost fine!


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Themes / Re: Ambience HD theme v0.7 beta [Released]
« on: November 30, 2019, 12:49:23 PM »
If you remove # it's no longer a command as version 130 is not a GLSL command. I asked you to not remove, but add #version 130 to all the files

I mean't this,
kawaseblur.frag
Code: [Select]
//#version 130
uniform sampler2D texture;
uniform sampler2D background;
uniform vec4 coords;
uniform vec2 res;
uniform float iter;
uniform float ttime;

removed slashes "//"

Edit .It's all fine, I'm going in blind, know nothing about shaders, just a tad of programming

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