Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Oomek

Pages: [1] 2 3 ... 9
1
General / Re: [DOWNLOAD v0.1] Attract True Black - Application
« on: April 26, 2017, 09:10:23 PM »
When ATB is running there should be a purple icon in your system tray. You can right click to exit.

edit: Oh and make sure AM is configured to fullscreen or borderless before launching ATB. If it's not you will get a black screen.

2
General / Re: [DOWNLOAD v0.1] Attract True Black - Application
« on: April 26, 2017, 09:08:14 PM »
Most likely you have another attract.exe hung-up in the memory. check with the task manager.

3
As I said, change the default action of left and right to prev/next_letter. It's the only workaround I can think of for this moment.


4
I've looked at the AM sourcecode and I know why this is happenig.

AM checks if the "default action" set for the navigation key classifies as repeatable, if it returns false feVM.on_end_navigation() is not triggered

By default up/down is shared with prev/next_game and left/right with prev/next_display.

If you change the default action of left and right to prev/next_letter your script will work.

The commands below are repeatable:
Code: [Select]
bool FeInputMap::is_repeatable_command( FeInputMap::Command c )
{
return (( c == PrevGame ) || ( c == NextGame )
|| ( c == PrevPage ) || ( c == NextPage )
|| ( c == NextLetter ) || ( c == PrevLetter )
|| ( c == NextFavourite ) || ( c == PrevFavourite ));
}

Maybe I will fix it if it won't require rewriting half of the input handling function.

5
If you want to check for keys instead of signals you would need to use
fe.get_input_state()

6
The variable sig does not specify the actual keyboard button, but the action that it's bound to, so for default mappings you would need to write it like this.

Code: [Select]
function Navigation(sig)
{
local disable = false;
if (sig=="prev_game")
{
disable = true;
fe.signal("prev_letter");
}
if (sig=="next_game")
{
disable = true;
fe.signal("next_letter");
}
if (sig=="prev_display")
{
disable = true;
fe.signal("prev_game");
}
if (sig=="next_display")
{
disable = true;
fe.signal("next_game");
}

return disable;
}
fe.add_signal_handler( "Navigation" );

With your code your left and right has still default mappings so nothing changes because you are still cycling through filters and I suppose you've got only one.

edit: I forgot my mappings weren't default, so I corrected it. It still though works for unchanged mappings, so If someone has changed default bindings it's still advisable to use the function below.

edit2: Read my explanation 2 posts below.

7
It appears that for overlay mode I won't be able to make the alpha blending working. It's due to how glsl's output merger belnding states work. I can work around this by making blending modes as a shader, but I wanted to make them native and accessible by setting for example image.blending("overlay"). To make it as a shader it would require to render all the theme objects on the master surface and then pass that surface to the shader to be used as a back buffer.

The good side of this is that I'm not limited to just 4 blending modes. I could do all the ones that Photoshop provides and many more.

Tell me what do you think.

8

9
Scripting / [ANNOUNCEMENT] Blending modes will come to Attract Mode
« on: April 20, 2017, 06:07:03 AM »
I'm planning to add belnding modes to Attract Mode (overlay, multiply, add, subtract)
Are you happy?

10
Themes / Re: [CONCEPT] NEON Theme
« on: April 19, 2017, 06:47:27 AM »

11
Themes / Re: [CONCEPT] NEON Theme
« on: April 19, 2017, 05:46:34 AM »
Where did you get that N64 logo from? I like it.
Nvm, It's just an original logo inverted and grayscaled.

12
Themes / Re: [CONCEPT] NEON Theme
« on: April 19, 2017, 05:33:24 AM »
Hmmm, I forgot about the system logo :D that solves the problem, thanks. The neon at the bottom? Why not :D
If you are interested in colaborative theme developement drop me a msg with your email or fb name. I wouldn't like this thread to grow to 100 pages :D

13
Themes / Re: [CONCEPT] NEON Theme
« on: April 19, 2017, 04:45:25 AM »
How about this?


14
Themes / Re: [CONCEPT] NEON Theme
« on: April 19, 2017, 03:18:02 AM »
One more thing, The game descriptions from the history.dat seem to be very lenghty and I couldn't find any dat file with compact version that would fit into the trivia box. What would you do with that?

15
Themes / Re: [CONCEPT] NEON Theme
« on: April 19, 2017, 03:16:04 AM »
Finally some constructive cuggestions. I really appreciate that.

1. I will rearrange that space.

2. No need to worry about the font as I have a function that selects the appropriate font weight for the current resolution. I've got the whole family of Bebas Neue. Description will have a different font, that's for sure as the my Bebas is uppercase only.

System selector: I wouldn't like to draw the glass sheet twice as I'm planning to do some transitions so the glass moves to the center when the system selector is launched. Maybe adding some system related info below the glass would make it less empty?

Hheh, I see you had the simillar idea with your design, did you finish it, or you are stuck at coding?

Pages: [1] 2 3 ... 9