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Messages - liquid8d

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31
Themes / Re: Blueprint 1.0 (Finally!)
« on: October 29, 2017, 06:34:17 AM »
Hello liquid8d,

I like your keyboard-search module very much. 2 more things would like to request. Thanks

1. Could you update your module to replace current plugin search function

2. Your keyboard-search function missing "Enter" button.  Could you add it back in further version.

Do you mean replace the existing keyboardsearch plugin? I don't think I wrote that one, but if this one is found stable enough, it'd be great to update it. I know I played with making it a plugin before, but I think there were reasons why I went with a module, but I can look into it.

Yes, you are right - no enter. As of now, it expects you to use the search key as a toggle to return to the layout. Adding an enter key makes sense though :)

32
Themes / Blueprint 1.0 (Finally!)
« on: October 28, 2017, 09:14:17 PM »
This is the "Unnamed" theme I was working on way back when...  ;D





Right now it only has a default horizontal design. The intent is for it to support many resolutions, but additional changes could be added in the config.nut file and added to the UserConfig.

It also makes use of the keyboard-search module I just released:



The artwork makes use of PreserveArt and PanAndScan and you can customize what images/videos are used, and whether it will fit, fill and panandscan. I've included these in the zip file.

It has a bunch of options to configure info displayed:


Additional color themes could be added in the themes.nut and UserConfig as well.

It also includes a matching Displays Menu selector:



I've attached a download of the current version, but you can watch for updates here:

https://github.com/liquid8d/attract-extra/tree/master/layouts/blueprint

33
Scripting / KeyboardSearch module
« on: October 28, 2017, 05:35:25 PM »
I just pushed my keyboard-search module to github.. have at it! It's completely customizable, see  the README for usage:

https://github.com/liquid8d/attract-extra/tree/master/modules/objects/keyboard-search



I haven't worked on this recently and wanted to get it and my layout that uses it out there, so let me know if you come across any bugs. There may be issues with different orientations or aspect ratios.

34
Scripting / Re: [Plugin WIP] SumatraPDF reader (only for windows)
« on: October 28, 2017, 02:37:35 PM »
OK here is v1.1:

Code: [Select]
For the batch file:
- moved the .bat file into the plugin folder (command will now run from the FeConfigDirectory  + "/plugins/SumatraPDF/" folder, so if you do a bash script for RPi, you can drop it in there and update your plugin command setting)
- updated the .bat file to remove cd'ing to the directory (plugin_command starts there)
- added %2 in batch file to accept custom missing image

For the plugin:
 - added option to choose view key
 - added options for extension to ones I believe Sumatra supports
 - added option to set missing image location
 - added functions so paths can use some magic_tokens such as [Emulator], [System], etc..
 - add quotes for command line

Let me know if you notice any issues or have any questions about what I changed.

Thanks for this! I had the manuals and had completely forgotten about it, now they are easily accessible in AM  ;D

35
Scripting / Re: [Plugin WIP] SumatraPDF reader (only for windows)
« on: October 28, 2017, 01:13:52 PM »
Yes, slashes are a pain.. but you can do \\ for backslash and it should take care of the rest. Also, I believe if you use forward slashes (/) it will work for Windows/Linux/Mac.

I'll have an updated version here in a bit.

So there is a Linux variant of Sumatra?

36
Scripting / Re: [Plugin WIP] SumatraPDF reader (only for windows)
« on: October 28, 2017, 11:34:21 AM »
oh,nice job!

Steps to use:

1. Extract plugin to AttractMode directory
2. Extract SumatraPDF.exe to plugins/SumatraPDF directory
3. Setup your custom1 key to the key you want to launch the PDF
4. Put your pdfs in the plugins/SumatraPDF/list_title/Game Name.pdf

I can improve the plugin, what would you like to do with it? I'd say for starters, a choice of which button [custom1, custom2, etc..] because some have custom1 already set for something else.

Is the reason for slash option based on OS? I think you can use / for cross-platform, I'd have to double check.

37
Scripting / Re: Scale Animation issue
« on: October 21, 2017, 10:45:07 PM »
Hey kent,

Yes, that is an  unfortunate bug. It looks like it's getting incorrect position information when the new animation starts before the previous finishes. The way I implemented scaling was kinda hacky - so it was bound to show some issues. It may be possible to update some of the animations values when a new one starts to correct it, but I'd have to dig deeper with the code.

38
Scripting / Re: WIP Layout Builder
« on: October 21, 2017, 10:42:39 PM »
I am, but I have not forgotten! :P

Since I have the basic functionality working, I haven't put much time into it. I do need to get back to correct some of the issues I have listed in there, but I've held off since I'm working on a separate module that will simplify the conversion process to a .nut file. But feel free to add to the issues.

I still want to complete a new animation module and get that integrated, as well as add some additional objects. A lot of that rides on me getting this other module working.

39
Scripting / Re: ScrollingText module
« on: June 18, 2017, 07:21:51 PM »
As I mentioned before, there was no way to measure text width/height which you would need to accurately do something like that. With different fonts and font sizes, using number of characters in a string doesn't tell you much. You don't know if the text fits within its constraints, so you don't really know whether to scroll or not. You could set a limit of characters possibly, but with different fonts and font sizes, I don't think it'd be all that reliable.

For reliable scrolling, I think this is something that needs to be added in for text objects - or at least, provide a way in squirrel to accurately measure the virtual width/height of text with a specific font and size.

I'm going to look at some additional objects soon, so I might revisit this at that point. If I see raygun around, I might pester about it a bit more - since it is a lacking feature that is needed :)

40
Themes / Re: I present... AMBuilder: Layout Designer!
« on: June 17, 2017, 03:23:12 PM »
Would there ever be an option to use a selector a bit like the nes mini themes people are making? Update I found that there is a default theme called Grid that shows off what I am talking about .

Yes, possibly. Once I get the standard objects all working correctly, I can start adding other "objects" like a selector.

41
Themes / Re: [CONCEPT] NEON Theme
« on: June 17, 2017, 03:17:23 PM »
Looks great! I'm not sure if you are animating it or anything, but if there is a way you can make the "coverflow" its own object on a surface in a separate module, that would be an awesome plugin for  other themes :)

42
Scripting / Re: [Players] to image? [Solved]
« on: June 17, 2017, 03:11:17 PM »
I found an issue in the code "magic-images.nut"

As Boxxman said, that isn't a bug, it was intentionally using tags to find region. You could use name to save time from manually tagging, but matching might not be accurate for all types of roms ( U, US, USA, W, WORLD, EUR, EUROPE, etc..) - same for ESRB, you will need to add tags (ESRB-E, ESRB-M, etc) as there is no info on that being scraped

43
Scripting / Re: [Players] to image? [Solved]
« on: June 17, 2017, 03:06:15 PM »
Do you know of a way to modify the genre function to include multiple matches? I was working on some icons for Action/Adventure, ect., but can't figure out how to use the function to output all matches rather than just first, last, or random. Is this even possible to do with the function, or could it be done some other way? I was going to do it the hard way by making every combination of genres I could come up with, and just create the icons named in the same fashion, then just using the magic tokens to call them. However, the "/" output between the genres screws that up because "/" can't be used in file naming in windows, so I'm back to trying it with the function. Is this possible? Thanks for any help.

That's why I included a random option on multiple matches. It'd be a bit more involved to show multiple dynamically, the biggest issue being where you put it on the layout since you won't know how many will show. Otherwise like you said, coming up combos is another option - you could do a replace on the forward slashes to deal with that.

44
Scripting / Re: [Players] to image?
« on: June 14, 2017, 10:03:36 PM »
I discovered a small bug...

Thanks, I'll add in the hyphenated version.

45
Themes / Re: I present... AMBuilder: Layout Designer!
« on: June 12, 2017, 10:15:27 PM »
I'm not sure on the font thing, because I know for sure I used some fonts that I did not install and they worked fine. I'll have to look into it further.

As for ordering, that sounds about right. Once I implement re-ordering objects, i'll revisit how to handle zorder :) It might be a few days before I get to do some more work on it..

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