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Messages - InsecureSpike

Pages: [1] 2
1
Scripting / Re: Retropie gamelist to attract-mode converter
« on: June 15, 2017, 03:34:46 AM »
awesome!ill try this out one the next few days, thanks

2
General / Re: Scrappe "Extra" info from thegamesdb
« on: April 18, 2017, 04:30:35 AM »
i figured it out!

edit...

now i get an error the index 'velTexto' does not exist

and i cant move the position of the text area

*gonna make my own thread on this

3
General / Re: Scrappe "Extra" info from thegamesdb
« on: April 18, 2017, 03:58:48 AM »
ok, if i add

Code: [Select]
fe.load_module( "animate" );
then i an error the index 'PropertyAnimation' does not exist

4
General / Re: Scrappe "Extra" info from thegamesdb
« on: April 18, 2017, 02:53:25 AM »
Game info scraping was added to AM in November but it doesn't use the "Extras" field of the romlist. It creates a folder for the emulator name and places gamename.txt file in there to match the game names. You can see it here https://github.com/mickelson/attract/commit/540ffb6ad022bb59a519a8f01b9926fb4900b941.

You need to manually enable it in the attract.cfg when AM is NOT running.
Code: [Select]
scrape_overview      yes

Then start AM and build the romlist to get the files.

what code needs to be added to the layout.nut, to get the Overview from the gamename.txt files to show?
i've been trying to use this

Code: [Select]
local textoverview =fe.add_text("[Overview]", 860, 440, 400, 200)
textoverview.charsize = 16;
textoverview.set_rgb( 166, 166, 166 );
textoverview.align = Align.Left;
textoverview.word_wrap = true;
textoverview.alpha = 0;
//textoverview.style = Style.Bold;

or this... but i get an error the index 'When' does not exist

Code: [Select]
local textoverview =fe.add_text("[Overview]", 860, 440, 400, 200)
textoverview.charsize = 16;
textoverview.align = Align.Left;
textoverview.word_wrap = true;
textoverview.alpha = 0;
//textoverview.style = Style.Bold;

local textoverview_alpha_cfg_on_load = {
    when = When.StartLayout,
    when = Transition.ToNewList,
    property = "alpha",
    start = 0,
    end = 255,
    delay = 1500
    time = 1000
}

animation.add( PropertyAnimation( textoverview, textoverview_alpha_cfg_on_load ) );

local textoverviewx = {
    when = When.StartLayout,
    property = "x",
    start = flx*1.2
    end = flx*0.705
    time = 1000,
    tween = Tween.Expo
 } 
 
animation.add( PropertyAnimation ( textoverview, textoverviewx ) );

local textoverviewy = {
    when = When.StartLayout,
    property = "y",
    start = fly*0.9
    end = fly*0.1
    time = velTexto,
    tween = Tween.Linear
    delay = 2000
    loop = true
 }   
 
animation.add( PropertyAnimation ( textoverview, textoverviewy ) );

5
Scripting / Re: overview text (not History.dat)
« on: April 16, 2017, 10:23:18 AM »
thank you

6
Scripting / overview text (not History.dat)
« on: April 13, 2017, 11:42:34 AM »
im trying to figure out how to add overview text from the romlist .cfg files, NOT the History.dat.
so i can display the game info for the console systems that have been scraped

7
Themes / scrolling text layout help
« on: March 12, 2017, 09:48:04 AM »
ok, i've seen and read the posts on this already,

http://forum.attractmode.org/index.php?topic=300.msg2189#msg2189

but i would like to add scrolling text to a list box like this, if its possible?

Code: [Select]
local l = fe.add_listbox( 630, 110, 570, 530 );
l.rows = 26;
l.charsize = 24;
l.selbg_alpha = 0;
l.set_selbg_rgb( 0, 0, 0 );
l.set_rgb( 166, 166, 166 );
l.set_sel_rgb( 255, 0, 0 );
l.align = Align.Left;
l.sel_style = Style.Regular;

thank you

8
Themes / Re: changeable system logo help, please
« on: December 16, 2016, 03:34:22 AM »
no worries, sorted it

9
Themes / changeable system logo help, please
« on: December 15, 2016, 06:37:25 AM »
hello, i'm needing a little help, with the layout i started building a little while ago.
i'm looking to be able to allow the user to select what system logo they want, so that the user is able to add logos of their choice or use the ones supplied.
i've been looking at other layouts, but as soon as i come across one i thing may be able to help me, i add it to the nut file but it breaks something along the way

thanks in advance

10
Themes / Re: wernaFLAT - coming soon
« on: June 03, 2016, 02:24:41 PM »
love it! nice n simple!

11
Themes / Re: Simulacra
« on: May 23, 2016, 12:13:55 PM »
ohhh, i like that! nice work!

12
Themes / Re: flyer/boxart sizing
« on: May 23, 2016, 12:13:00 PM »
ok, i feel a little silly, but, i'm pleased to say, i've fixed the poor quality boxart etc, i had the screen size set in 720p!
now I've set it to

local flx = fe.layout.width;
local fly = fe.layout.height;
local flw = fe.layout.width;
local flh = fe.layout.height;


alls cool!
just need to figure out if its possible to position the image to left-centre instead id top-left corner as the origin point of the art, so as the layout can be used for multiple systems and not a fixed bot art size..

but i'm making progress, and i'll post a WiP over the next few days,

thank you for all your help, @omegaman

13
Themes / Re: flyer/boxart sizing
« on: May 21, 2016, 12:42:51 AM »
Spike-

No, not without a function to parse the data into something squirrel understands, but I could just be talking out of my arse.

Instead, you can have your art auto scale or fill to the desktop resolution. So, if I want my layouts to scale up to most 4:3 & 16:9 resolutions, I would do this. There is another method as well but you would need to specify every possible aspect ratio. But, I'm too lazy for that. :)

Notice, that I did not specify a resolution in the .nut example. That's because I want all the objects to scale with the desktop.   

local flx = fe.layout.width;
local fly = fe.layout.height;
local flw = fe.layout.width;
local flh = fe.layout.height;

//create surface for snap
local surface = fe.add_surface( 640, 480 );
local snap = surface.add_artwork("snap", 0, 0, 640, 480);
snap.trigger = Transition.EndNavigation;
snap.preserve_aspect_ratio = false;

//now position the surface
surface.set_pos(flx*0.092, fly*0.38, flw*0.135, flh*0.135);

more examples, etc.

local marquee = fe.add_artwork("marquee", flx*0.117, fly*0.086, flw*0.35, flh*0.14 );

awesome, thank you, i'll have a play over the next few days

14
Themes / Re: flyer/boxart sizing
« on: May 19, 2016, 05:58:08 AM »
ok, I'm back for some more advice & help

is there anyway i can create this type of image/artwork input to attract mode.
these are what i use in my EmulationStation themes

      <image name="md_image">
         <pos>0.25 0.56</pos>
<!--          <size>0.135 0.301</size>
 -->         <maxSize>0.500 0.500</maxSize>
         <origin>0.5 0.5</origin>
      </image>

as you can see, there are no actual image/artwork sizes, just a maximum width & height.
with this the image/artwork is scaled down keeping the resolution.

i'm still having problems with scaling boxart for many systems, even when i batch size all of these high quality images, down to 500 max width or height, which ever is the greater.
i'm having boxart that has jagged diagonal and curved artwork

15
Themes / Re: flyer/boxart sizing
« on: May 06, 2016, 11:46:46 AM »
Trying doing your surface like this;

local surface = fe.add_surface( 430, 564 );
local artwork = surface.add_artwork("flyer",  0, 0, 430, 564);

or

local artwork = surface.FadeArt("flyer",  0, 0, 430, 564);

thank you lots!

local surface = fe.add_surface( 430, 564 );
local artwork = surface.add_artwork("flyer",  0, 0, 430, 564);

has worked a treat!

many thanks

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