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Messages - ArcadeBliss

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1
Themes / Re: ArcadeBliss - Cab Edition: 2016-05-16 Update
« on: February 25, 2024, 06:12:27 AM »

This has nothing to do with the Attract Mode theme (which looks cool) but your swappable control panels. I LOVE that idea. I wanted to do that for my Taito cabinet but abandoned the idea when I discovered that I'd have to rewire the coin mechs (I don't use buttons to replicate coin drops, only the real thing). However, seeing your rack of control panels makes me want to revisit the Molex idea where I wire a Ultimarc control board to a female end and then attach a male end to each of the control panels. Either that or do a smaller Molex for the coin mechs and then just mount a dedicated control board to each control panel and then go USB to the PC.

Which method do you use?



Talk about bringing up the dead :). I use an iPac wired to a SCSI 50 pin connector and an OptiPac wired to a 25pin parraliall port connector. I then just connect the control panels as needed with one cable. That cable also connects to my LED Wiz to handie the lit buttons
 

2
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/28/2017
« on: December 01, 2017, 02:50:44 AM »
Here are my answers:

@jedione & ArcadeBliss - I see the delay/hesitation/flicker/flash that jedione describes when using coverflow on my under powered lower resolution laptop. Jedione if you make your "flyer" artwork unavailable, the default settings switch to text with a generic background which doesn't have the same issue. Maybe a resolution problem? Hope this helps.
AB: OK

@ArcadeBliss - Please provide a generic (unbranded) wheel frame. I see your point on branding your code but it would be nice for us non-artistic types to be able to use it on our cabinets. Maybe default your code to your branded frame but also include an unbranded frame we can choose via the layout.nut options or file renaming.
AB: you can use anything you want. just put the appropiate named png in your layouts folder and converyor_helper will use it. Look at page 8 of the readme for all file names e.g. to change the bezel the name of the file to put in your layout folder is: file: item_borderOverlay.png)

@ArcadeBliss - Anyway to tie this into the layout design project here http://forum.attractmode.org/index.php?topic=1729.0 ? It might be nice for non-coders.
AB: Liquid and I are already talking in the chat server. I am helping him where I can - but he is a much better coder than I

@ArcadeBliss - Thanks for all of your work! It's great and I'm happy to see you active again on the forum.
AB: Thanks! good to be back!

3
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/28/2017
« on: November 30, 2017, 08:34:44 PM »
this is what it looks like here: https://youtu.be/zNJ83-g52_4

4
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/28/2017
« on: November 30, 2017, 12:41:49 PM »
turn off the fade and let me know your results.

5
Themes / Re: Disc based theme help
« on: November 29, 2017, 12:15:47 PM »
Use the animate mode and include it in your work

6
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/28/2017
« on: November 29, 2017, 12:12:46 PM »
The fade is working brilliant, thanks a lot for implementing it. One slight request with it though, would it be possible to have the fade start when the layout starts up alongside it fade after the navigation? This could maybe even be another option if people prefer the list to show when they start the layout.

I added this request to my list.

7
Themes / Re: [dev re-started] THE EYE theme
« on: November 28, 2017, 08:29:49 PM »
yeah me too  ;) . So verion, when are you gonna release the horses  :)

8
Themes / Re: MAGNUS theme with coverflow game selector [preview]
« on: November 28, 2017, 08:24:13 PM »
do u plan to move all non selected covers slightly left and right relative to the selected one?

what do you mean? like rotate/twist in perspective?
If so - the answer is no... not because of the amount of work but because with this particular design I want covers to be presented in 2D.

But I'm cooking another theme design with coverflow in perspective.

Wink Wink.. All ready on to go my end :)

9
Themes / Re: Retrorama_theme
« on: November 28, 2017, 08:22:48 PM »
could you upload some pics?

10
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/28/2017
« on: November 28, 2017, 08:00:38 PM »
uploaded a new version and added a new game list type: coverflow!

Code: [Select]
2017.11.28
- [FEATURE]: added ch.Coverflow for coverflow lists and a new demo layout as an example
- [BUGFIX]: setting fade_afte_nav nolonger results in an endless loop
- [CHANGE]: refactored setLinearStops() (again) and LinearSlotItem.on_progress()  to match lessons learned with setSpinWheelStops all list types not work almost exactly the same simplifying code
- [CHANGE]: spinwheel gamelist items are now centered in the middle
- [CHANGE]: moved origin settings to setOriginSettings() based upon gamelist type and bend direction



11
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/19/2017
« on: November 24, 2017, 05:19:45 AM »
@ArcadeBliss - Did you update the original zip file in the first post? I don't see the changes you mention and the newest files in there are dated 11/15. Thanks.

I sure did forget to attach it. When I get home, I'll reupload it.

12
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/19/2017
« on: November 19, 2017, 11:51:59 AM »
Thanks for the compliment. Let me know in what Layout you're using it in. I like to see some real world uses. Regarding the fade. You would like something like this setting correct?


Code: [Select]
after_nav_fade = 255// fades the entire gamelist to the entered alpha value after navigation endes. Changes back to item.alphascaling during navigation

This is not implemented but if it helps, I will look into it. I need to put out a bugfix regarding vertical lists with text names.

That would be what I'm after, would also love the option that the highlighted games wheel doesn't fade so you're left with only that wheel on screen once faded, that would be sweet. The fade script I was using had an option to select how long the fade would take which was quite useful too.



so I implemented this. To adjust how long it takes to fade I have add two options - the delay before the fade should begin, and the fade speed. The fade speed is a multiplier so you will need to play with it untill it is as slow or fast as you want.


Cheers.



13
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/15/2017
« on: November 19, 2017, 10:59:41 AM »
Yes it is a bug I want to fix. Thanks for testing. Here is what is coming in the next release
Code: [Select]
2017.11.19
- [FEATURE]: added the ability to fade the wheel after navigating use: fade_after_nav, fade_delay, fade_selected, and fade_speed
- [FEATURE]: added the ability to change the navigation speed of the gamelist see: ms_speed
- [BUGFIX]: corrected vertical lists text scrolling in the wrong direction
- [BUGFIX]: fixed fading of the fallback text object in setSlotItemClass()
- [BUGFIX]: Ensure correct game is selected when item.count is an even number see: "sel_game_offset"
- [CHANGE]: refactored setLinearStops to match lessons learned with setSpinWheelStops

14
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/15/2017
« on: November 17, 2017, 10:48:50 AM »
Thanks for the compliment. Let me know in what Layout you're using it in. I like to see some real world uses. Regarding the fade. You would like something like this setting correct?


Code: [Select]
after_nav_fade = 255// fades the entire gamelist to the entered alpha value after navigation endes. Changes back to item.alphascaling during navigation

This is not implemented but if it helps, I will look into it. I need to put out a bugfix regarding vertical lists with text names.

15
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/15/2017
« on: November 15, 2017, 01:58:42 AM »
this code should still work. you just need to prefix "conveyor.m_objs.alpha" with the variable of your game list e.g.: spinList.conveyor.m_objs.alpha

Code: [Select]
//for fading of the wheel
first_tick <- 0;
stop_fading <- true;
wheel_fade_ms <- 0;
try { wheel_fade_ms = my_config["wheel_fade_ms"].tointeger(); } catch ( e ) { }

//Wheel fading
if ( wheel_fade_ms > 0 )
{
function wheel_fade_transition( ttype, var, ttime )
{
if ( ttype == Transition.ToNewSelection || ttype == Transition.ToNewList )
first_tick = -1;
}
fe.add_transition_callback( "wheel_fade_transition" );

function wheel_alpha( ttime )
{
if (first_tick == -1)
stop_fading = false;

if ( !stop_fading )
{
local elapsed = 0;
if (first_tick > 0)
elapsed = ttime - first_tick;

local count = conveyor.m_objs.len();

for (local i=0; i < count; i++)
{
if ( elapsed > wheel_fade_ms)
conveyor.m_objs[i].alpha = 0;
else
//uses hardcoded default alpha values does not use wheel_a
//4 = middle one -> full alpha others use 80
if (i == 4)
conveyor.m_objs[i].alpha = (255 * (wheel_fade_ms - elapsed)) / wheel_fade_ms;
else
conveyor.m_objs[i].alpha = (80 * (wheel_fade_ms - elapsed)) / wheel_fade_ms;
}

if ( elapsed > wheel_fade_ms)
{
//So we don't keep doing the loop above when all values have 0 alpha
stop_fading = true;
}

  if (first_tick == -1)
first_tick = ttime;
}
}
fe.add_ticks_callback( "wheel_alpha" );
}

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