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Scripting / Re: fe.signal Q:
« on: September 09, 2019, 02:40:07 PM »
The problem here its you are adding this:
I suppose you are using this code in your grid sega genesis mini.
Up,down,left and right is like a new selected game.
So, just avoid this part.
Look into my savestate plugin.
Im using fe.get_input_state, but what I want to do is almost the same.
Last problem its the animation will be triggered again when you press left...
But not when you press the other signals...
Code: [Select]
when = Transition.ToNewSelection,
I suppose you are using this code in your grid sega genesis mini.
Up,down,left and right is like a new selected game.
So, just avoid this part.
Look into my savestate plugin.
Im using fe.get_input_state, but what I want to do is almost the same.
Code: [Select]
local is_statesnap = fe.get_input_state ("J+Joy0 PovXneg")
if (is_statesnap) {
local alpha_bgstate = {
property = "alpha", start = 0 end = 255, time = 500 easing = Easing.In,
}
animation.add( PropertyAnimation( bgstate, alpha_bgstate ) );
Last problem its the animation will be triggered again when you press left...
But not when you press the other signals...