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Messages - ArcadeBliss

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181
Themes / Re: New Theme - ArcadeBliss
« on: March 24, 2016, 04:17:29 AM »
Fixed the link to the YouTube video

182
Themes / Re: New Theme - ArcadeBliss
« on: March 24, 2016, 01:56:23 AM »
Updated the first post with current state, new video, and the layout as a zip file. Im having a problem with the favorites indicator (shown as a star on the tv set).

It does not show reliably when moving through the conveyour. If anyone can help, I would be most appreciative.

Enjoy...

183
Themes / Re: New Theme - ArcadeBliss
« on: March 21, 2016, 07:31:34 AM »
Arcade-

I did something similar with 3 TVs, but this is much nicer. This is very cool. You did the scrolling arcades too, right?

Yes that was me but I got veeeerrrrryyyyy frustrated regarding the skew, pinch, and scale combination not working. After I stopped searching for a shader algorithm to patch (fix) Attractmode's handling of skew and pinch, I decided to make the TVs straight on. After that, the theme was a little boring and needed sprucing up - hence the new theme.

184
Scripting / Re: Add entry in menu to reboot for example
« on: March 21, 2016, 03:27:17 AM »
Hello

i would like to add a entry in the menu of configuration afer general for example.

Is it possible and how please ?

Use the menu plugin and make a list of your own. When I get home, I'll send you my menu script that includes the power off feature script

185
Themes / ArcadeBliss - Info Overload Edition
« on: March 21, 2016, 02:59:18 AM »
Now that this is nearly complete, I figured I would change the first post for new comers.

This theme is used in a bartop cab that has 4 admin buttons: menu, select, exit/quit, and pause. The motivation for this theme was to show as much information as possible when chosing a game while keeping a good clead design and ensuring ease of use for guest unfamiliar with navigating emulator front-ends.

Introducing ArcadeBliss - Info Overload Edition
Video: https://youtu.be/imPfq14dC4M

Features:
  • Horizontal Gamelist with CRT Effect (can be turned off)
  • Game statistics on the home screen - # of players, # times played
  • Game info on the home screen - genre, description, emulator used (as graphic), esrb rating (as graphic)
  • History.dat integration for the game description directly on the home screen
  • Favorite game indicator directly in the game list
  • Fully customized menu overlay (displayed when using the favorite, filter, or display keyboard shortcuts or the menu plug-in)
  • Fully customizable artwork use e.g. instead of snaps, use flyers for the gamelist
  • fanart used as backdrops for the current game
  • Current filter and total games displayed on home screen
  • Clock on the main menu
  • Elapsed time on overlay menus

Directions
- In order for the ESRB Ratings to work, you will need to have tagged your roms with specific tags. The tag files included in the tag zip. If you use them, add the files in the "./romlists/mame/" folder.
- I have included my menu plugin setup in the file "Attractmode Control Menu.zip"
- If you are upgrading from a previous version, you will need to change the game list count in the layout options

Thanks to:
- Plex for the theme idea
- kent79 for the clock code and the idea regarding player count and times played.
- omegaman for the sliding tvs idea

Things left to do:
  • change the cab pic on the overlay menu screen to be my own (when it is finished)
  • backport optimizations from the theme: ArcadeBliss - Cab Edition
    • emulator logo display
    • the favorites icon
    • horizontal navigation
    • snap video sound


[attachment deleted by admin]

https://github.com/ArcadeBliss/AttractMode-Themes

186
Scripting / Re: Skew start
« on: March 05, 2016, 12:05:57 PM »
The game title is not matching the snap. The image for the correct snap is one to the left...


      Adventure                               Maze Craze                        River Raid
Maze Craze Picture                    River Raid Picture                 Tapper Picture

Yes, this was on of the bugs I was going to tackle after finding a solution to the skew. After looking through the AM code, skew is handled using a shader. I tried finding an implementation that would achieve what I was looking for and hit the wall called - "Hell, I don't know how to code"

187
Scripting / Re: Skew start
« on: October 18, 2015, 11:18:57 AM »
wow you want to have a stab at it? At least let me give you what I have done so far.

- yes each item is in the conveyour and it is a surface object (so skewing the individual objects is easier)
- please ignore some of the unfinished things such as not muting the video of the other objects, etc... Wanted to solve the skew issues first.

Cheers...

188
Scripting / Re: Skew start
« on: October 17, 2015, 01:26:45 PM »
Attached is a draft of what am trying to achieve in Attractmode (ignore the backward "TITLE" on the right side image") . It is not possible because I am unable to tell attractmode which edge of the image should be skewed. Bummer.

I will add my comments to the feature request as well.

Just a recap of how skew, and pinching of an image currently works:
If skewing the y axis of an image, the right side of the image will move either move up or down.
If pinching the y axis of an image, the right side of the image will expand or contract.

To make my layout work, I need a combination of skewing and pinching and the ability to tell attractmode to skew or pinch the left side of the object (or the right side when needed).


Thanks for all your help.

Cheers.

189
Scripting / Re: Skew start
« on: October 15, 2015, 12:09:40 PM »
Yes this is correct. I could just raise it. But I need to always figure out how high I should raise the image based upon the height and width when it is not a square. Just ugly math I would rather not have to do.

I already tried flipping the image, but it did not work as you proposed.

Good find with the issue. That explains what I need exactly.

No I am not looking for coverflow but I am trying to do transformation on the object as it moves along the "conveyour".

Any other ideas? Thanks alot for your help.

190
Scripting / Re: Skew start
« on: October 14, 2015, 07:47:30 PM »
yes this moves the skew in the other direction but I want the side of the object that skews to be the left instead of the right side.

Edit: attached a test layout and picture from Attractmode to demonstrate the issue. the square is only skewed up or down from the right side instead of alternatively on the left. Is it possible?

191
Scripting / Re: Help me understand the conveyor module
« on: October 07, 2015, 10:24:45 AM »
I figured it out. I was over thinking how this worked. I had original changed the orbit layout to only have 4 coordinates in the array thinking the conveyour module would automatically smoothout the transition between the x stops.

After changing the spin speed to a snails pace, I was able to find the error. I now use 12 slots in the array to ensure the smooth motion.

Thanks for your help.

192
Scripting / Skew start
« on: October 07, 2015, 10:21:46 AM »
Just wondering if it is possible to change the location where the "skewing" works.

for example

Code: [Select]
img.skew_y = 20;
will move the top-right and bottom-right of an image down by 20 pixels.

How can I tell attractmode to instead, skew the top-left and bottom-left of the image?

Thanks

193
Announcements / Re: Version 1.6 Released!
« on: September 25, 2015, 10:27:57 PM »
Cool! downloading now

194
Scripting / Re: Help me understand the conveyor module
« on: September 25, 2015, 12:32:57 PM »
Hi O-Man  ;)

Thanks for the insight. To accomplish what I am trying to achieve, I can not use the simpleartstrip. Let me be a little more precise. In your robo layout, you are setting the x coordinates for the wheel using this array:

Code: [Select]
local wheel_x = [ flx*0.80, flx*0.795, flx*0.756, flx*0.725, flx*0.70, flx*0.68, flx*0.64, flx*0.68, flx*0.70, flx*0.725, flx*0.756, flx*0.76, ];
This is the line that used the progress "p" to move to the next x coordinates:
 
Code: [Select]
m_obj.x = wheel_x[slot] + p * ( wheel_x[slot+1] - wheel_x[slot] );
Are the values in the array "wheel_x" giving absolute resting values for displaying the wheel's items? Are the amount of items on the wheel in relation to the conveyour setup?  If not, is this even possible and if yes, what needs to change.

My code uses a similar setup just with Y being a fix value.

Thanks,

AB

195
Scripting / Help me understand the conveyor module
« on: September 21, 2015, 10:42:14 AM »
I am animating three slots and I want the objects to rest in exact x coordinates and can't figure this out.  Studying the orbit layout hasn't  helped.  Trial and error is resulting in more error than success.  Can anyway give me a tip? 

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