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Messages - calle81

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121
Themes / Re: MAGNUS theme with coverflow game selector [preview]
« on: November 26, 2017, 02:23:02 AM »
Wow! Looks incredible.  :) :) :)

122
Scripting / Re: A little performance boost for those using video snaps
« on: November 14, 2017, 09:26:53 AM »
This works great 8bit! I have one issue though. When adding preserve_aspect_ratio = true like below it only applies after i have jumped one item in the wheel, never on the initial video. Any ideas?

if ( my_config["videomode"] == "Center") {
local last_nav = 0;
local gtime = 0;
local art_flag = false;

local video = fe.add_image( fe.get_art("snap"),flx*0.035, fly*0.155, flw*0.65, flh*0.7 );  //Use add_image so the snap doesn't auto-update while navigating
video.preserve_aspect_ratio = true;
fe.add_transition_callback( "my_transition" );
function my_transition( ttype, var, ttime )
{
   if ( ttype == Transition.ToNewSelection )
   {
      last_nav = gtime;
      art_flag = true;
   }
}

fe.add_ticks_callback( this, "on_tick" );
function on_tick( ttime )
{
    gtime = ttime;
   if (art_flag && (ttime - last_nav > 800))  //800ms delay
   {
      video.file_name = fe.get_art("snap");
      art_flag = false;
      
   }
}

}

123
Themes / Re: PanAndScan module v1.2 release
« on: November 09, 2017, 12:18:57 PM »
Yeah, I figured this out earlier but thanks anyway :)

124
Scripting / Re: A little performance boost for those using video snaps
« on: November 07, 2017, 02:58:36 PM »
This could be really awesome. Especially on the raspberry pi even when using Transition.EndNavigation;. Would be great to get a custom snap delay. I tried to use your code snippet but failed. Can you explain what should be in ".... your normal up dowbn handling"

125
Scripting / Re: Cycle through random game snaps on Display Menu?
« on: November 04, 2017, 11:28:09 AM »
Here is a "workaround": Create a folder in your snaps dir named as the title. Put the snaps in that folder. AM will then pick one randomly

Eg. menu-art/snap/Nintendo Game Boy/1.mp4, 2.mp4 etc.

126
Scripting / Re: KeyboardSearch module
« on: October 29, 2017, 04:37:24 PM »
Wow, awesome! Works great! Thanks for this. :)

127
Themes / Re: PanAndScan module v1.2 release
« on: October 14, 2017, 05:29:50 PM »
This module doesn't seem to take the bgart.trigger = Transition.EndNavigation; option into consideration. When used on a pi this causes navigation performance issues because it loads the flyer for each game when moving through the wheel. Does anyone here know how to fix this issue?

local bgart = PanAndScanArt( "flyer", 0, 0, flw, flh);
bgart.preserve_aspect_ratio = false;
bgart.set_fit_or_fill("fill");
bgart.set_anchor(::Anchor.Center);
bgart.set_zoom(4.5, 0.00008);
bgart.set_animate(::AnimateType.Bounce, 0.50, 0.50)
bgart.set_randomize_on_transition(true);
bgart.set_start_scale(1.1);
bgart.trigger = Transition.EndNavigation;

128
Scripting / Re: Display-Specific Music?
« on: October 14, 2017, 12:13:08 PM »
Hi, awesome! Can I stop the sound from looping? I'd like to have an announcement only

129
General / Re: Forum is back up (hopefully)
« on: October 09, 2017, 12:19:18 AM »
Yay! GJ  :D

130
Mickelson has added support for nesting in the source. I haven't tried it myself

https://github.com/mickelson/attract/commit/b71b0e48c478a115a9648968701b6191f831e23e

131
Scripting / Game info text [Overview] causes pi to struggle
« on: September 12, 2017, 03:12:11 PM »
Hi,

Adding game info text like below causes performance issues on a pi when scrolling through a wheel. I was hoping that adding a transition state would solve the problem but it seems transitions and text don't work together. If you have any ideas pleas let me know.

local gtext = fe.add_text("[Overview]", flx*0.73, fly*0.25, flw*0.25, flh*0.45 );
gtext.set_rgb( 255, 255, 255 );
gtext.align = Align.Left;
gtext.charsize = 20;
gtext.rotation = 0;
gtext.word_wrap = true;
gtext.font = "MyriadPro-Bold.otf"
gtext.trigger = Transition.EndNavigation;

132
Themes / Need help with snap delay function
« on: September 11, 2017, 06:01:59 AM »
Hi, I need help finishing this snap delay function. Thanks for offering to help Kent79 :) I attached the nut file. It wont make much sense loaded in AM without Hurstys tiles and a bunch of other stuff. The code is at the bottom of the file. End goal is to have 1 or sec delay before the snap starts playing.

/////////////////////
//Snap playback with delay
////////////////////   
local snap_active = false;
local delay = 0;
local max_delay = 0;
snap.playing = snap_active;

max_delay=abs(("0"+my_config["dtime"]).tointeger())
max_delay=(max_delay>999 ? 100 : max_delay);

::fe.add_ticks_callback( this, "tick_fn" );

function tick_fn( ttime )
   {
      delay++;
      if ( delay > max_delay )
      {     
         if (snap_active == false){
         local snap = fe.add_artwork ( "snap", flx*0.183, fly*0.0376, flw*0.635, flh*0.56 );
//         snap.trigger = Transition.EndNavigation;
         snap.preserve_aspect_ratio = true;      
         snap_active = true;
         snap.playing = snap_active;
         }

      }
   }


133
Themes / Theme the filters menu
« on: September 10, 2017, 09:28:57 AM »
Hi,

I've seen themed filter menus in some theme. Are there any nice nut files to look at to learn how this can be accomplished?

134
Scripting / Re: Pause AM During Intro Movie?
« on: September 08, 2017, 12:31:11 PM »
The animation module doesn't seem to help either. The delay value does not halt the snap from playing. The snap starts playing and then after 1 sec the animation kicks in making it look really weird.


local snap = fe.add_artwork( "snap" , 0, 0, flw, flh);
snap.preserve_aspect_ratio = true;
snap.trigger = Transition.EndNavigation;
local snapfade = {

   when = Transition.ToNewSelection
   property = "alpha",
   start = 0,
   end = 255,
        time = 7000,
   pulse = false
   delay = 1000
}
animation.add( PropertyAnimation ( snap, snapfade ) );   

135
Scripting / Re: Pause AM During Intro Movie?
« on: September 07, 2017, 02:10:15 PM »
Dumbed it down to troubleshoot but is does not seem to add any ticks:

local delay = 0;
local max_delay= 100;

::fe.add_ticks_callback( this, "tick_fn" );
function tick_fn( ttime )
{
delay++;
if ( delay > max_delay )
{

local test_art = fe.add_image("background/carbon.png", 0, 0, flw, flh );
test_art.alpha=255;
}
}

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