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11
Scripting / Re: zorder
« Last post by keilmillerjr on Today at 05:14:39 AM »
What version of AM are you using? Because zorder changed after 2.2 (or was it 2.3?). Also consider that zorder doesn't work reliably inside a surface

2.5.1-12

I found the commit you were talking about.

- zorder attribute can be set to any integer value.  The value stays
  at whatever it is set to (previous behaviour was that all objects
  had a unique zorder value, forced in to the range of 0 to number
  of objects-1)

This is odd.

Changing the zorder of the first object to 1 AFTER creation of the second object results in the first object being drawn on top of the second. Success. Still interesting.
12
Scripting / Re: zorder
« Last post by zpaolo11x on Today at 04:52:28 AM »
What version of AM are you using? Because zorder changed after 2.2 (or was it 2.3?). Also consider that zorder doesn't work reliably inside a surface
13
Scripting / zorder
« Last post by keilmillerjr on Today at 04:47:25 AM »
zorder - Get/set the Text's order in the applicable draw list. Objects with a lower zorder are drawn first, so that when objects overlap, the one with the higher zorder is drawn on top. Default value is 0.

Code: (Layout) [Select]
local gameInfo = container.add_text("[Year] [Manufacturer]", -1, -1, 1, 1);
setProps(gameInfo, config.gameInfo);

local gameInfoBR = container.add_text("[Year] [Manufacturer]", -1, -1, 1, 1);
setProps(gameInfoBR, config.gameInfo);
gameInfoBR.set_rgb(0, 0, 0);
gameInfoBR.set_pos(config.gameInfo.x+(overscan*0.25), config.gameInfo.y+(overscan*0.25));
gameInfoBR.zorder = -1;

printL("Game Info zorder: " + gameInfo.zorder);
printL("Game Info BR zorder: " + gameInfoBR.zorder);

Code: (Terminal) [Select]
Game Info zorder: 0
Game Info BR zorder: -1

I have two objects. I would like the second object placed under the first. A negative integer does not change the zorder.? Changing the zorder of the second object to 1 places it under the first. Actually, I have no idea. I get whacky results. Does this make sense?
14
After serveral days looking for a solution, I have to say that it was impossible for me to do that.

How can I add a submenu of the displays menu?
This plugin seems the easiest method, but the link is broken.

I would like to add some submenus based on filters , something like that:
   Main menu: displays
   Sub menus: Platform/puzzle/.. (filters)
   Final menu: Games

I thought it had to be easy... please some help!
15
General / Re: Image resize are not clean
« Last post by wildpumpk1n on Today at 03:15:28 AM »
So, i've found a new message when it crashed



So maybe the crash is related to a bad video codec. Not sure.
16
Scripting / Re: Question about carrier.nut image sizing.
« Last post by zpaolo11x on Today at 02:41:25 AM »
The scraped wheel images tend to be pretty large so i'll have to tweak until i get something useable.

If you want "pixel perfect" wheel images you should look for "Title" collections (that is the snap of the title screen) and crop them yourself, but you can always let AM scale down larger wheel images (and in this case setting obj.mipmap = 1 for every image object will improve on the downscale quality)
17
Themes / Re: io_pi_refried Theme for pi. Only 4:3 resolutions (WIP)
« Last post by calle81 on Today at 01:57:16 AM »
This theme I loved, but what I did not like was that the wheel disappears, it could be possible to stay the wheel and with sound every time you pass game.

Este tema me encantaba, pero lo que no me gustaba era que la rueda desaparece, podría ser posible quedarse la rueda y con sonido cada vez que pasas de juego.

Los sonidos los puedes poner tú mismo en Attract-Mode, y mi rueda no va a desaparecer...

You can put the sounds yourself in Attract-Mode, and my wheel will not disappear...

If you refer to my theme it's fully configurable to turn on or off the wheel fade and also set how long time the fade animation will take.
18
Themes / Re: io_pi_refried Theme for pi. Only 4:3 resolutions (WIP)
« Last post by Tontaina2 on Today at 01:54:06 AM »
Thank you, for your contribution and for responding.

Gracias, por tu aporte y por responder.
19
Scripting / Re: Question about carrier.nut image sizing.
« Last post by keithcorcoran on Today at 12:06:47 AM »
good explanation. I'll mess with it and see what I come up with.  The scraped wheel images tend to be pretty large so i'll have to tweak until i get something useable.

thanks.
20
Scripting / Re: Question about carrier.nut image sizing.
« Last post by zpaolo11x on Yesterday at 10:42:51 PM »
There are a couple of ways to obtain this, basically the carrier.nut image size is controlled by carrier width and height, number of tiles and padding. In your case you only have 1 tile so width and height directly apply to the image, while padding creates a blank border around that image.

So solution 1, if your images all share the same height, you can create your carrier as large as the screen and as high as desired, set to keep image aspect ratio. Let's say screen is 640x480 and images are 300x200, you define your carrier as 640x200, and you should be good to go. This will make your images all the same size, or all the same height if they are not all at the same proportion.

If your images are not at the same proportion, and you want to have them all at the same width, you have to play a bit with padding, so you create a carrier that has a 640xdesired.carrier.height and add padding so that the actual image width is the one you desire. I don't remember how padding is placed but I think it's half on every frame so in your case to have a 300 pixel image on a 640 screen your padding should be 340 pixels.
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