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Messages - gionni44

Pages: [1] 2
1
Scripting / Re: How to insert Emulator text story
« on: March 15, 2018, 01:00:10 AM »
I scape with emulationstation and put it in romlist/extra
There's also a method with attract mode to import with command line
It's a good idea to create a tread where share romlists!

2
Scripting / wait 1 second before change artwork
« on: March 09, 2018, 01:27:27 PM »
Is there a way to delay the artwork changing?

When i press right art change immediatly, how to delay it one second?

3
Themes / Re: Ambience HD theme [WIP]
« on: March 09, 2018, 05:49:48 AM »
Is there a way to fade out your carreir after a few seconds?

4
Is there a way to fade out your carreir after a few seconds?

5
Scripting / Align text on top
« on: March 09, 2018, 01:18:26 AM »
I wrote a theme that show game story from "extra" voice of romlist, but I'm not able to align it on top of the "rectangle" that I decided, the only options that I found is left, right and centre, but each one is centered vertically.
How I can resolve this issue?

6
Scripting / Re: What is flx, fly, flh, flw?
« on: March 08, 2018, 02:50:44 AM »
And how to create a variable with dimensions of an artwork?
fe.layout.width  -->  the monitor width
fe.image????  I would like to create a border around an artwork but each art has its width

fe.layout.width is the canvas dimension, while ScreenWidth and ScreenHeight are constants you can use to get the actual screen resolution.

That said, image.width and image.height are the width and height of an artwork on screen.

Ok understood, but I have many artworks, how to assign image.width to boxart for example?

local fbw = fe.image.width.boxart ?

local fbw = fe.image.boxart.width ?

thanks!

7
Scripting / Re: What is flx, fly, flh, flw?
« on: March 06, 2018, 06:01:08 AM »
there are two variables
fe.layout.width - layout width in pixels
and
fe.layout.height - layout height in pixels


if you leave it undefined
fe.layout.width will be your screen X resolution (like 1920px) and fe.layout.height will be your screen Y resolution (like 1080px)

flh and flw - are usually used as a shorter version - so you don't have to type in code "fe.layout.width" all the time - just "flw"
but you have to define it first as variable
flw = fe.layout.width

---

So - if you want to use fixed dimensions in pixels - you should first define fe.layout.width and fe.layout.height in pixels.
Because if you don't - you'll end up with fixed dimensions and position of your layout elements and variable size of a whole layout.
Keep in mind that AM stretches your layout (by default) to fit the screen.

So if you use
fe.layout.width=640
fe.layout.height=480
it will look as intended (full screen) on 1024x768 or 800x600 res screen - but it will be stretched horizontally on 1920x1080 screen

And how to create a variable with dimensions of an artwork?
fe.layout.width  -->  the monitor width
fe.image????  I would like to create a border around an artwork but each art has its width

8
I've uploaded the first version to github. Ready for grabs in the first post.

I grab your carrier module, but I'm not able to put in text
is there a new version coming out tomorrow?  :)

9
Very useful! I decided to use it inside my new theme!

I'm waiting your blur shader!

 ;D

10
Themes / Re: Ambience HD theme [WIP]
« on: February 22, 2018, 05:14:21 AM »
Amazing work! Congrats!   ;D

11
Scripting / OVerlapping animations, how to stop it?
« on: February 20, 2018, 04:51:49 AM »
Hi guys, I'm working on my layout but when it start animations run simoultanesly.
The Transition.ToNewList doesn't stop when I press to change game and the result is overlapping the 2 animations.  :(
Is there a way to stop Transition.ToNewList when start Transition.ToNewSelection?

local panel = fe.add_image("white.png", 0, 0, flw*0.28, flh*1.00 );
panel.set_rgb( pR, pG, pB );
panel.alpha=paa;

   local plb_an1 = {
      when = Transition.ToNewSelection | Transition.ToNewList,
      property = "alpha"
      end = paa,
      time = 500,
   }
   local plb_an2 = {
      when = Transition.ToNewSelection | Transition.ToNewList,
      property = "alpha"
      start = paa,
      end = 255,
      time = 4000,
      delay = 5000,
   }
animation.add( PropertyAnimation( panel, plb_an1 ) );
animation.add( PropertyAnimation( panel, plb_an2 ) );


Thanks a lot !  :)

12
Scripting / Re: How to insert Emulator text story
« on: February 15, 2018, 08:32:02 AM »
shmups? what is it?

every "case" should match emulator or display name, shouldn't you?

13
Scripting / Re: How to insert Emulator text story
« on: February 14, 2018, 11:44:22 PM »
Thank you rand0m but I found another solution that works!


local emu_text = fe.add_text( "", flx*0.01, fly*0.05, flw*1.00, flh*0.03 );
emu_text.set_rgb( 255, 255, 255 );
emu_text.font="RobotoMono-Medium";
emu_text.align = Align.Left;

function transition_callback2( ttype, var, ttime ) {
   switch ( ttype ) {
      case Transition.ToNewList:
         switch ( fe.list.name )   {
            case "sega32x":
               emu_text.msg = "ce l'ho fatta cazzo!";
               break;
            case "mastersystem":
               emu_text.msg = "sistema 2";
               break;
         }
         break;
   }
}
fe.add_transition_callback("transition_callback2");


14
Scripting / Re: How to insert Emulator text story
« on: February 14, 2018, 09:55:08 AM »
I'm trying this one but doesn't work, could someone help me?
The goal is to show text when each display start

local emu_text = fe.add_text( "", flx*0.01, fly*0.01, flw*0.30, flh*0.03 );
emu_text.set_rgb( 255, 255, 255 );
emu_text.font="RobotoMono-Medium";
emu_text.align = Align.Left;
function transition_callback( ttype, var, ttime )
{
   switch ( ttype )
   {
      case Transition.ToNewSelection:
      local selected = fe.game_info(Info.Emulator, var);
         switch ( selected )
         {
            case "sega32x":
               emu_text.msg = "bla bla bla bla bla bla bla e futiti!";
               break;
            case "nes":
               emu_text.msg = "bla bla bla bla bla bla bla e futiti!";
               break;
         }
         break;
   }
}

fe.add_transition_callback("transition_callback");

15
Scripting / Re: How to insert Emulator text story
« on: February 14, 2018, 05:34:25 AM »
I found this solution that it takes text from romlist voices (Players, Emulator, etc...)
this is close to what I want, but is not available for systems or displays.
What's the way to show a string matched to display or emulator in use?

local emu_text = fe.add_text ( "", flx*0.01, fly*0.01, flw*0.30, flh*0.03 );
emu_text.set_rgb( 255, 255, 255 );
emu_text.font="RobotoMono-Medium";
emu_text.align = Align.Left;
fe.add_transition_callback("selection_transition");

function selection_transition( ttype, var, ttime ) {
   if ( ttype == Transition.ToNewSelection) {      
      local emu_name = fe.game_info(Info.Emulator);
      emu_text.msg = emu_name;
   }
   return false;
}


Thanks!

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