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Messages - Luke_Nukem

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31
Themes / Re: FLAT BLUE aspect-aware layout [working test version]
« on: June 24, 2015, 02:40:38 PM »
I really absolutely cannot figure out why it's not working very well for you.
CPU usage for me hovers around the 30% margin. And no strange images like that.

I've updated the Git version, made it output a bunch of shit to the terminal, and also added in a heap of one-time switches to prevent the update call form creating extra objects and doing unnecessary calculations. It even *feels* a heck of a lot more snappier now. But that could also be the placebo effect  :o

My only suggestion is for you to try with a second AM set-up from scratch.
Also: What version AM? I test with both Git version and last release.

32
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 23, 2015, 09:43:14 PM »
Need testers now, theme is HERE

Over the next few days, if there are any issues reported by others, I'll start building in some error checking.

33
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 23, 2015, 02:39:35 AM »
More sneak-peeks!  ;D

Getting closer to releasing it. Got to optimise it, and maybe add in scrolling animations for the edge game tiles.
Pretty customizable so far since each element of the theme is it's own object, and all rendered on a "screen" object so that full-screen shaders can be applied after applying shaders to each individual object.

In the screenshots I've got the Halation shader running on the screen object, with a bloom shader on the video, and a bloom on the artwork icons.. Other shaders are; scanlines, pixels. And probably will add a few more like phosphor and plain CRT curvature.

34
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 23, 2015, 02:10:17 AM »
Hmm, I actually thought I'd done that. I fix it up.

35
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 22, 2015, 11:03:16 PM »
Here's how it's looking. Just ironing out some niggly little bits now.

[attachment deleted by admin]

36
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 22, 2015, 09:14:50 PM »
I've took you grid lines idea a little bit further. It is also colorized to match layout blue shade.

It looks really good!!

It does!
I've just switched to a better style of managing layout dimensions to make doing that positioning a lot easier. I've also started adding in customization options.

Such as shaders for each element, or even full-screen shaders. Looks great!



[attachment deleted by admin]

37
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 21, 2015, 05:10:18 PM »
Video preview

Tried two types of Background video. What looks best?

38
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 21, 2015, 04:32:54 AM »
I like that last one.  Would need a game info check to be able to sort out the vertical ones. I guess most people have an info dat sorted out these days.
 ;)
I'll have a play with some trials of it tomorrow.

39
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 21, 2015, 02:36:53 AM »
Hard call!

Two snaps looks great. But is probably not a good solution due to needing two sets.
The last one looks okay, but perhaps centered? I''l have a play around.

40
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 19, 2015, 04:18:21 AM »
Perhaps supply separate object graphics anyway? I'm kicking around a few ideas and might skip the solid menu altogether.

I disagree with aligning to the menu. Reckon align snaps/video to the right will be better, the menu design makes me feel like it should cover the snaps, hence the shadow. Plus it'll match the bottom right.

41
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 19, 2015, 03:45:08 AM »
An idea for the movies.

Fit to height but keep ratio and align right. Should work well with horizontal games, not so sure with vertical.

Or,  scale to a width minus the left menu width.

Or,  use horizontal layout for only horizontal games with the first or last method, and so on for vertical.

These graphics are perfect for what I'm working on at the moment, hopefully I'll have something to show tomorrow afternoon (it's 11pm here now) .

Looking forward to seeing everyone else's implementation. Will be cool to compare code and see what solutions to problems were come up with.

42
Scripting / Re: Discussion of creating Aspect-Aware Layouts
« on: June 18, 2015, 10:47:10 PM »
Yes I know the results are correct. But I also believe that when you are working with any computer language, you should be defaulted to floats, unless explicitly specifying integers.
In C/C++ when you do calculations with any variable specified as an int, then you get the results expected, because you declare your types etc.

But when it comes to a typeless language, it should definitely always default to floats, unless specified. The only time I've every really used a form of integer only calculation, is with the modulus operator. And that's in C/C++, Python, and Squirrel (Even Ruby + PHP, I've used all of these languages).

Imagine if a standard calculator defaulted everything to integers only...

Do you know how long it took me to find the "tointeger()" and "tofloat()" functions? Try searching "typecast", or "type cast" in the official reference. You won't get a single result.

And I've *always* gone by PEDMAS, not PEMDAS. But either are equivalent, and produce the same results. Man, this whole default to integer thing seriously messed with my head, trying to figure out why things were going batshit. (See this for why I am frustrated Link

Until Squirrel defaults to floats, it's much safer to write all numbers as xxx.0, that reduces the chances of an error due to a misplaced "tofloat()" to next to nil.

43
Scripting / Re: Discussion of creating Aspect-Aware Layouts
« on: June 18, 2015, 09:14:33 PM »
Here's a quick demo of what I've done. http://youtu.be/KkYFcZ3IygY.

Mind the shitty programmer graphics.  :P

(Videos playing will come soon. As I'm trying to do a universal class for it where there's only one instance of the video, but multiple settings to switch through).

Eventually I will make this one big universal class, to be used with just basic layouts consisting of only the main elements, such as video, screens, listbox, text, and perhaps sounds. Plus a way to load in from a single setting file per aspect+orientation.

44
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 18, 2015, 05:12:30 PM »
I was just going to use a listBox for it. And then later have animations move the tiles while fading the listBox out, then fade back in as tiles finish moving.

Looks like I might have to generalise my text objects classes a bit more, maybe include some standard animations.

45
Themes / Re: FLAT BLUE aspect-aware layout concept
« on: June 18, 2015, 04:52:15 PM »
That's pretty damned nice. Would you like to provide some graphics for us to try out with? It would be really easy for me to do with my current code base, I could probably get a really basic version going within 10 minutes.

I think the left side graphic as one piece. (which we can just crop individual parts out of if need be). And the bottom right graphic. Should be all that is needed to start with.
I won't do animation yet, as that isn't my focus for the moment.

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