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Messages - keilmillerjr

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631
Scripting / Re: Problem plugin - Random
« on: September 07, 2018, 06:34:02 PM »
@jedione I think I know what you are talking about. It’s possible. Send me a video just to be sure.

632
Scripting / Re: Problem plugin - Random
« on: September 07, 2018, 05:29:25 PM »
https://github.com/keilmillerjr/sequencer-plugin

Will add the option of selecting random display as well, but will likely be for another night. Since set_display reloads module/plugin/layout, I understand the need for writing a variable to nv table.

633
Scripting / Re: Problem plugin - Random
« on: September 06, 2018, 06:32:46 PM »
Turns out my internet wasn’t shut off. Having intermittent isp issues I will resolve later.

Anyways, your code has me a little confused and seems complicated. I created a very small and simple plugin for this feature. It works 100%. Hopefully it has the features you are looking for, and can include it if it does not. Need to get some sleep. Will create docs and push to GitHub tomorrow.

634
Scripting / Re: Problem plugin - Random
« on: September 04, 2018, 03:14:01 PM »
Is it because m_last_rand = 0 on class instance and then your tick function is triggered at >10000?

635
Scripting / Re: Problem plugin - Random
« on: September 04, 2018, 02:39:24 PM »
I looked at it quickly on my iPhone. Can’t afford to pay my isp this month, so my help is temporarily limited. Damn.

Default number of seconds is 600. I think you meant to set a default of 60? Prepending variables with m_ gets a tad confusing. You shouldn’t have to set a nv record. Just have transitions or signals update a class variable, and use that to compare with ticks for idle time and if it’s in gameplay.? I did this a long time ago as a screensaver for one of my themes - but ended up just using the default screensaver.

If you need further help, I can definitely do it but have to be patient. I started a new job today really good one and can’t even complete my work because no money for Internet wtf.

636
Scripting / Re: Framerate counter
« on: September 02, 2018, 05:07:06 PM »
I talked to zpaolo11x, and with his permission, added his idea into the Debug plugin! If you guys have any other ideas that would help you through the development process, be sure to let me know and I can add them as well!

https://github.com/keilmillerjr/debug-plugin

637
That is actually a good idea, keilmillerjr!

Would, maybe, be a little overkill on my current layout/support apps setup but surely deserves a thought.

Still curious about passing arguments, tho. Seems to be an useful feature.

Here’s what I do, just as an example:

Emulators
  mame
  neogeo (mame with unibios command line)
Displays
  Arcade (mame emulator with nofiller tag list)
  NeoGeo (neogeo emulator with neogeo tag list)
  Vs Unisystem (mame emulator with vs tag list)

638
Couldn’t you just create two different emulator configs?

639
Liquid8d created the animate module. Maybe send him a message? Or review the module on github?

If you can’t figure it out, you could always create the movement yourself by creating a class to accept positions and monitoring ticks to move the object. Things like easing and stacking other animations would get more complicated than I could do - that’s where the module shines.

640
Scripting / Re: A curiosity of a code seen here
« on: August 31, 2018, 07:31:14 AM »
so :: it indicates a global variable ... interesting, thanks.

Global variable must be set as such, but can be accessed with or without if no local variable has same name.

641
Scripting / Re: A curiosity of a code seen here
« on: August 30, 2018, 02:19:16 PM »
According to 3.0 docs:

Quote
Global variables are stored in a table called the root table. Usually in the global scope the environment object is the root table, but to explicitly access the global table from another scope, the slot name must be prefixed with '::' (::foo).

exp:= '::' id

For instance:

function testy(arg)
{
    local a=10;
    return arg+::foo;
}
         
accesses the global variable 'foo'.

However (since squirrel 2.0) if a variable is not local and is not found in the 'this' object Squirrel will search it in the root table.

function test() {
   foo = 10;
}
is equivalent to write

function test() {
   if("foo" in this) {
      this.foo = 10;
   }else {
      ::foo = 10;
   }
}

642
Themes / Re: Arcadeflow theme v 2.3 [Release] Updated 29 August 2018
« on: August 29, 2018, 09:07:19 AM »
Dayum!!! Looks great!

643
I wrote a script before to read the cfg file and parse it. Was kind of messy. Maybe some one else can tackle it?

644
Scripting / Re: custom loading screen for every game.
« on: August 27, 2018, 08:03:25 PM »
Looks great! We can incorporate this feature to the plugin as optional and fade after loading screen is shown for a specific time.?


I use this plugin in AM PC, but when I start the game I get a black screen, and there is no image of the game.
Can you explain more about the plugin?

That’s exactly what the plugin is supposed to do.

Jedione list details on how to slightly modify the plugin to show custom loading screens.

645
Themes / Re: Arcadeflow theme v 2.2 [Release] Updated 23 August 2018
« on: August 27, 2018, 07:57:22 PM »
Great idea!

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