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Messages - sickle

Pages: 1 [2] 3 4 5
16
Scripting / Re: Beginner
« on: May 25, 2020, 08:01:10 PM »
I started with this guide to give me a basic idea of how things worked: https://github.com/mickelson/attract/wiki/Introduction-to-Squirrel-Programming

if there's anything you don't understand, reference this: https://github.com/mickelson/attract/blob/master/Layouts.md

and if you want a more in-depth understanding, take notes on the electric imp documentation: https://developer.electricimp.com/squirrel

(just go down the list)

17
Themes / need some beta testers for a theme
« on: May 24, 2020, 10:31:02 PM »
this is for a non-public version of my turbografx-16 mini theme.

id like to see if it runs on a raspberry pi, so if you want to get early access to my next release, message me and ill send you a download link!

(ill take testers for other operating systems as well)



UPDATE: CONFIRMED NOT WORKING ON RASPBERRY PI 3

18
Themes / Re: TurboGrafx-16 mini layout update v1.0!
« on: May 24, 2020, 07:32:10 PM »

Thanks for update  ;)
Can you make other mini consoles if not asking to much
yes, I do want to try making some other mini consoles, but I felt that the turbografx 16 mini had the best looking menu, so I started with that. I probably won't make an nes/snes/Famicom, because there's already plenty of themes for those.
I know it's not popular but a playstation classic theme would be cool

I'm thinking about it, I personally find the psClassic menu pretty unattractive though I guess it would be good practice!
What would be really cool is remaking the ps classic but improving what Sony did wrong like having things like game case overlays, flipping art for viewing the back of game cases, and maybe an animation after selecting games like this theme has

I think I might do that... once this theme is to a stable release :)

19
Scripting / Re: Compilation of Attract-Mode in Raspberry pi 4
« on: May 22, 2020, 09:25:48 PM »
Any updates on getting Attract Mode working on the Pi4?

not sure if this works on the pi 4, but i did it on a pi 2 with retropie 4.6: you can just install retropie, go to "manage optional packages" and install attract mode. then select it from the retropie menu, and from now on, the pi will boot into attract mode

20
Themes / Re: TurboGrafx-16 mini layout update v1.0!
« on: May 22, 2020, 02:50:37 PM »
Thanks for update  ;)
Can you make other mini consoles if not asking to much
yes, I do want to try making some other mini consoles, but I felt that the turbografx 16 mini had the best looking menu, so I started with that. I probably won't make an nes/snes/Famicom, because there's already plenty of themes for those.
I know it's not popular but a playstation classic theme would be cool

I'm thinking about it, I personally find the psClassic menu pretty unattractive though I guess it would be good practice!

21
Themes / Re: I'm searching for a Main menu theme
« on: May 22, 2020, 06:23:27 AM »
here's an eta prime video showcasing it:

https://youtu.be/AKjrxVmW5YU?t=97

22
Themes / Re: I'm searching for a Main menu theme
« on: May 22, 2020, 12:16:44 AM »
not sure, looks like the tronky fran them for retropie

if you don't end up finding the theme you want, pm me and I can make this for you

23
Themes / Re: TurboGrafx-16 mini layout update v1.0!
« on: May 21, 2020, 09:15:05 PM »
Some of these graphic assets seem to be much higher resolution than needed. "grafxmenu2.png" for example is 8000 x 842 this basically makes the theme unusable on the raspberry pi.  Is there any reason you chose to make these assets so high res?  Perhaps scale them down to 1080p since this is still the most common res.  I'm trying to think who has a screen res that is 8000 pixels wide?  The theme would run more efficiently with smaller sized assets.  Think of how images are prepared for web. 

Edit:  Just loaded one of your graphics and realized your running at 300 dpi.  Note this is a print resolution not a screen res.  Screen res is 72 dpi.  Also noticed you used some sort of crazy pixel scaling filter on the asset?   

haha, yes. I've already fixed all of that for the next release. I made everything as a vector, and must have mistyped when exporting :P

i think even the thumbnail file named "PC_Engine.png" was 3000 wide originally (in the release you have).

i figured this out because I wanted to run it on a rbpi, but very few of the images were showing up, and it was lagging like hell

24
Themes / Re: TecnoCab-Pinball theme [WIP]
« on: May 21, 2020, 02:14:30 PM »
wow, that's a lot!

I'm gonna have fun looking through it all!

25
Themes / Re: TecnoCab-Pinball theme [WIP]
« on: May 21, 2020, 09:33:37 AM »
great job! I've been thinking about adding some video pinball games to my library, what would you suggest?

26
Scripting / found a bug, anyone know a work-around?
« on: May 20, 2020, 11:10:48 PM »
it seems as though the layout settings cant interact with magic tokens.

i want to change the type of players image displayed depending on which option is chosen from the layout settings, so I use the following code:
Code: [Select]
local players = fe.add_image("", 1126, 845, 120, 70);
local config = fe.get_config()
if ( config["design"] == "TurboGrafx-16" )
{
players.file_name="ui/turbo/P[Players].png"
}
else if ( config["design"] == "PC Engine" )
{
players.file_name="ui/engine/P[Players].png"
}
else if ( config["design"] == "Core Grafx" )
{
players.file_name="ui/core/P[Players].png"
}

I have used this exact code on different parts of the layout, and they all work perfectly. the only thing different is that I'm using the magic token [Players].  I tested this by replacing the variable path with a literal path, and it had no problems. is this a confirmed bug, and does anyone know a work-around?

27
Scripting / Re: Pixelcade plugin
« on: May 20, 2020, 10:57:15 PM »
this is a great idea!


if just scrolling through a list of games:

Transition.ToGame
Transition.FromGame

otherwise, you can find a list of all available transition type variables here: http://attractmode.org/docs/Layouts.html#add_transition_callback

28
I agree with these suggestions. I know I have been guilty of double-posting recently (didn't really get the topic system at first), but now I full heartily agree that some organization similar to this would be nice!  :)

29
Scripting / Re: start layout transition?
« on: May 20, 2020, 10:39:15 AM »
You can try a much simpler approach..


Code: [Select]

local your_animation_on_old_or_new = {
when = Transition.FromOldSelection,
property = "x",
start = flx*0.294,
end = flx*0,
time = 0

}

local your_animation_on_StartLayout = {
when = Transition.StartLayout,
property = "x",
start = flx*0.294,
end = flx*0,
time = 0

}



animation.add( PropertyAnimation( your_object, youranimation_on_old_or_new) );
animation.add( PropertyAnimation(  your_object, youranimation_on_StartLayout) );


yeah, that would work too

30
Scripting / ToDisplay transition?
« on: May 20, 2020, 08:11:20 AM »
to my knowledge, the is no ttype for moving to the "Next display", so I came up with this little snippet of code that should have allowed me to trigger the next display after a video is done playing:

Code: [Select]
function code ()
{
     local staticv = fe.add_image("ui/static.avi",0,0,1920,1080)
     staticv.video_flags=Vid.NoLoop

          if (staticv.video_time==staticv.video_duration)
          {
               fe.signal("next_display")
               staticv.visible=false
          }
}

according to the attract mode programming reference, video_time is the current point at which the video is at (in milliseconds), and video_duration is how long the video is in total (in milliseconds).

so why does this not work, and how could I fix it?

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