Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - calle81

Pages: 1 ... 6 7 [8] 9 10 ... 13
106
General / Mac and Ubuntu builds?
« on: January 19, 2018, 04:36:17 AM »
Hi, anyone got up to date Mac and Ubuntu builds that they can share?

107
Themes / Re: My first theme! Smooth grid :) [Preview]
« on: January 16, 2018, 07:13:28 AM »

108
Themes / Re: HyperPie2 Theme [Preview]
« on: January 15, 2018, 12:27:43 PM »
I was asked was it going to be a PC version of this as well but i can ask in group

Yup, there will be an HPPC2 release with more systems supported. Comes with AttractMode, emulators and Rocketlauncher preconfigured with media and romlists (but no roms).

109
Themes / Re: My first theme! Smooth grid :) [Preview]
« on: January 15, 2018, 12:23:55 PM »
Nice! GJ :)

110
Themes / Re: SpaceTrace, preview
« on: January 08, 2018, 01:15:20 PM »
Really cool! GJ  :)

111
Themes / Re: HyperPie2 Theme [Preview]
« on: January 08, 2018, 01:11:30 PM »
Thanks! The easiest way to get this theme will be by getting the HP2 image when it's out if you have a pi.  That way you will get all the menu flyers (made by Dwayne Hurst), the main and sub menu setup, all the new videos (by Eddy Smith), the silver ring wheels, all modules needed etc. It comes with no roms but has romlist pre-configured that follow the Hyperspin naming so it's really easy to setup. It will also have a theme downloader script, built in attract mode upgrade script and a way to switch between a flat menu structure and the main/sub/system structure. It's a really nice base to start off with.

I will of course upload the themes to github but then you will have to get a hold of all the media to make it look nice :)

112
Themes / HyperPie2 Theme [V2 Released]
« on: January 08, 2018, 10:24:00 AM »
HyperPie2 Themes V2

Updated again with drop shadow and glow behind snap options. https://mega.nz/#!KF0C0SiR!WOmTzlAYqIUrkNtTeU6l8FAJQ1uBnqY7fgQj22klSWI
Here's a pack of modules needed for this theme. Drop the folder in the zip file straight into the attract folder: https://mega.nz/#!2McxhCpC!_vVPWFp-LjHH7Q-XZx1V66UkrGEEbYgLmdo779qxJ4A

------------------------------------------------

Now with "ambiance" as background option thanks to zpaolo11x. Make sure you get version 2.4.1 from the Attract Mode website as well. Delete the old HP2 theme folders before extracting these folders into attract\layouts

This version also allows per display layout options meaning all layout options can be set differently for different displays. Like you probably don't want cart art for arcade based systems and so on.

There's also a background option named per display which will show a background matching the selected system in most cases.

The best way to customize your layouts is to assign a button to "Layout Options" in the AM settings. This is a new feature for AM 2.4 and pressing that button will take you directly to the layout options which now can be set independently of other displays.

Oh, and btw you can select which HP2 layout you want in the layout options now so you can replace the "toggle layout" button with "layout options" instead. The selected view is stored in the attract.am file so make sure to keep a backup of that file when you have setup AM the way you want it.



Ambiance demo: https://youtu.be/1hAlmL49phM

https://youtu.be/Y-ii-i505mg



--------------------------------------------------------------

https://www.youtube.com/channel/UCM8xZ6CbyMiLrokOQwfWl6Q

You set the hp2-main-menu layout to the "displays menu", hp2-sub-menu to all sub menus if you have sub menus configured, hp2-arcade-menu to all arcade systems that don't have cart art and finally hp2-systems-menu to everything else. Read the startup tutorial carefully and don't forget to set a button to "Toggle layout" to switch between the different views.

You can set your screen ratio to either 16:9 or 4:3 in the display options for each theme and you can also select between PC or RPi for better timed animations depending on what hardware you run on.

This zip doesn't include  the game descriptions. You can get them here https://mega.nz/#!3MkWwbTJ!emOUuFeGLy9NosR7qk-j16JzkSOGE4Zp3xv60sIYlsQ. Drop these in your romlist folder.

Let me know if you run into any issues.



































113
Themes / Re: Ambience HD theme [WIP]
« on: January 06, 2018, 01:44:07 PM »
Wow, looks amazing. Cant wait to try that blur effect!

114
Scripting / Re: Controls module v1.0!
« on: December 20, 2017, 11:41:25 AM »
Yeah, it's really strange. I get the same problem with your sample layout. I'm testing on my PC. Ill try the layouts on my Pi to make sure there are no local issues with my PC. Your search module works perfect.

115
Scripting / Re: Controls module v1.0!
« on: December 19, 2017, 12:36:55 AM »
Quote from: calle81
link=topic=2017.msg13920#msg13920 date=1513120837
Ok, I tried it just now. I pasted your sample code at the end of the layout I'm working on. It shows when the layout starts but as soon as I exit the menu there's no way to return. I want it to listen to custom2 and be hidden by default until I press the button and not close until I press custom2 again or press a button on the display tied to custom2 which subsequently closes the menu.

https://youtu.be/aMUHq_jIAIc

Hello calle81!
How did you do that the right transparent menu opens and closes?

I have inserted your example code in my layout.nut but i get only the left menu!

I can not get a right menu.

Hi Neo, I used Oomeks Silky theme as a base for the theme I'm working on. It's however probably not the easiest theme to start off with if you are new to Attract Mode :)

116
Scripting / Re: Controls module v1.0!
« on: December 18, 2017, 02:46:52 PM »
hey, sorry for the delay - i was reloading OSs  :o

If you are using "Custom1" - that won't work, the signals are case-sensitive.. you need "custom1".

I was able to do a menu toggle in the sample layout by just updating "custom1" in the signal handler to:
Code: [Select]
function on_signal(str) {
    if ( str == "custom1" ) {
        if ( menu.visible ) hide_menu(); else show_menu();
        return true;
    }
    return false;
}

and it worked just fine.. let me know if you are still having issues.

Hi, I just cant get this to work. It's very odd. Even with just your sample layout I can only see the menu when opening the layout. After that I cannot open the menu again.

117
Scripting / Re: Controls module v1.0!
« on: December 14, 2017, 01:40:36 PM »
Hi Liquid8, I can't get your sample code to work when changing to custom1 for activating the menu. Can you please test on your end?

118
Scripting / Re: Controls module v1.0!
« on: December 12, 2017, 03:20:37 PM »
Ok, I tried it just now. I pasted your sample code at the end of the layout I'm working on. It shows when the layout starts but as soon as I exit the menu there's no way to return. I want it to listen to custom2 and be hidden by default until I press the button and not close until I press custom2 again or press a button on the display tied to custom2 which subsequently closes the menu.

https://youtu.be/aMUHq_jIAIc

//////////////////////
//Control Menu
///////////////////

//be sure to load the module!
fe.load_module("objects/controls");

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

//side menu
local menu = fe.add_surface(flw * 0.2, flh);
local menu_bg = menu.add_text("", 0, 0, flw * 0.2, flh);
menu_bg.set_bg_rgb(130, 130, 130);
//menu_bg.alpha = 150;

//create manager class (options are chainable if you prefer)
local manager = FeControls({
    selected = "lblDisplays"
});

function hide_menu() {
    menu.visible = false;
    manager.enabled = false;
    title.set_pos(0, 0, flw, flh * 0.1);
    art.set_pos(0, flh *0.1, flw, flh);
}

function show_menu() {
    menu.visible = true;
    manager.enabled = true;
    title.set_pos(flw * 0.2, 0, flw, flh * 0.1);
    art.set_pos(flw * 0.2, flh *0.1, flw, flh);
}

// ADD LABELS //
manager.add(FeLabel("lblDisplays", flw * 0.025, flh * 0.05, 200, 50, {
    surface = menu,
    up = "btnLaunch", down = "lblFilters", right = hide_menu,
    select = function() {
        ::fe.signal("displays_menu");
    },
    state_default = {
        msg = "Displays",
        charsize = 18
    }
}));

manager.add(FeLabel("lblFilters", flw * 0.025, flh * 0.12, 200, 50, {
    surface = menu,
    up = "lblDisplays", down = "lblPrev", right = hide_menu,
    select = function() {
        ::fe.signal("filters_menu");
    },
    state_default = {
        msg = "Filters",
        charsize = 18
    }
}))

manager.add(FeLabel("lblPrev", flw * 0.025, flh * 0.19, 200, 50, {
    surface = menu,
    up = "lblFilters", down = "lblNext", right = hide_menu,
    select = function() {
        ::fe.signal("prev_game");
    },
    state_default = {
        msg = "Previous",
        charsize = 18
    }
}));

manager.add(FeLabel("lblNext", flw * 0.025, flh * 0.26, 200, 50, {
    surface = menu,
    up = "lblPrev", down = "btnRandom", right = hide_menu,
    select = function() {
        ::fe.signal("next_game");
    },
    state_default = {
        msg = "Next",
        charsize = 18
    },
    // state_selected = {
    //     msg = "S"
    // }
}));

// ADD BUTTONS //
manager.add(FeButton("btnRandom", flw * 0.025, flh * 0.45, 200, 50, {
    surface = menu,
    up = "lblNext", down = "btnLaunch", right = hide_menu,
    select = function() {
        ::fe.signal("random_game");
    },
    state_default = {
        msg = "Random Game",
        charsize = 18,
        file_name = "button.png",
        rgb = [ 0, 0, 0],
    },
    state_selected = {
        file_name = "button_selected.png",
        rgb = [ 100, 0, 100],
    },
}));

manager.add(FeButton("btnLaunch", flw * 0.025, flh * 0.55, 200, 50, {
    surface = menu,
    up = "btnRandom", down = "lblDisplays", left = "btnRandom", right = hide_menu,
    state_default = {
        msg = "Launch",
        charsize = 18,
        file_name = "button.png",
        rgb = [ 0, 0, 0 ],
    },
    state_selected = {
        file_name = "button_selected.png",
        rgb = [ 0, 200, 0],
    }
}));

//Our own signal handler - control is handed over to the controls manager
//when 'left' is pressed. Control is passed back to our signal handler when 'right'
// is pressed on any of the label/buttons above
fe.add_signal_handler(this, "on_signal");
function on_signal(str) {
    if ( str == "Custom3" ) {
        // For debugging
        fe.signal("reload");
        return true;
    } else if ( str == "Custom2" ) {
        //return control to the controls manager
        show_menu();
        return true;
    } else if ( str == "right" ) {
        //do nothing for right to prevent confusing UI
        //hmm... we could do a show_right_menu() here with game info :)
        return true;
    }
    return false;
}

//initialize the controls manager
//we init if after our own signal handler here, just to make our signal handler get priority
manager.init();

119
Scripting / Re: Controls module v1.0!
« on: December 11, 2017, 06:01:24 AM »
Is it possible to make a sub-menu that popups when you press a specific button? Would be great to see a code snippet I can steal to incorporate into themes. :)
The layouts are already so crowded so I'm having a hard time imaging how to fit the buttons I want.

120
Scripting / Re: Controls module v1.0!
« on: December 11, 2017, 02:15:50 AM »
Wow, I thought I was done with my theme for HyperPie2... Amazing work as always!  :)

Pages: 1 ... 6 7 [8] 9 10 ... 13