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Messages - Oomek

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1
Nahh... I don’t brag for titles, but thanks for appreciation.

Here are another 2 issues I found that may affect the borderless performance:

If you have DPI scale set in display settings to anything other than 100% do the following:
Right click on the shortcut to attract or on the attract.exe and tick disable DPI scaling on the compatibility tab, or
set the DPI override to "Aplication" (the options may vary depending on the version of Windows)

If your desktop resolution does not match the native resolution of the display it can also hinder the performance of the borderless mode. You can fix it by setting "GPU Scaling" in your driver settings.

By doing this you adding an extra framebuffer so when AM reads the snap from the disk it has 32ms instead of 16ms
to update the images. That makes the animations much smoother.

Or just use Full Screen if you can and you do not have issues with it like screen flashing on launching games :)

2
Check your window.am file if it’s not containing the negative offset

Code: [Select]
position -1,-1
size 1922,1082

If it looks like this you may be crippling the performance by skipping Windows’ borderless optimizations.
You can manually set it to the correct size

Code: [Select]
position 0,0
size 1920,1080

Or change your window mode to Full Screen and then back to Window (No Border)
The true window mode “Borderless Window” will be implemented in the future that won’t require this workaround.

This happens if you set Window (No Border) after Fill Screen.

3
Themes / Re: [CONCEPT] NEON Theme
« on: July 04, 2018, 09:38:09 AM »
One day it may come out of the concept phase. Recently I commited myself to improving Attract mode. Now when we have blending modes this theme is finally possible to construct as I wanted it.

4
Themes / Re: Ambience HD theme [WIP]
« on: July 04, 2018, 09:30:04 AM »
Hello, I introduce myself: I am igarikoitz, creator of the themes Aurora, Aura and Aura 4K for RetroFE.

After watching your latest video about the Ambience HD theme that you are doing, the possibility of the Frond-end Attrack Mode to create the themes has been powerfully called to me.

In August I have vacations in my work and I am considering studying the theme system used by Attrack Mode, to create a version of Aura 4K.

In any case, Oomek very good design. Keep it up so it's getting very impressive.

I'm happy that I'm the source of your inspiration. AM api is maybe hard to learn for the beginner, but if you spend some time dissecting other themes you will learn quickly and appreciate the versatility Squirrel provides.

5
Themes / Re: Ambience HD theme [WIP]
« on: June 27, 2018, 03:13:13 AM »
Andrew is in a process of merging my contributions to the Attract Mode on which my theme heavily relies on, so you have to be a bit more patient, It will be released as soon as the AM 2.5.0 is out

6
Scripting / Re: New feature: vertical text alignment
« on: June 18, 2018, 04:35:20 AM »
Hmm, i still don’t see any benefit of using it. Isn’t using a console version quicker in debugging?

7
Scripting / Re: New feature: vertical text alignment
« on: June 18, 2018, 02:33:42 AM »
Your exe is not compatible with :

Code: [Select]
if (fe.load_module("Debug")) log <- Log();

Not run with my theme layout and not shows "last_run.log" file.

Can you explain what is the purpose and describe the functionality of that plugin?

8
General / Re: Help to compile attract-mode in windows 10 64bits
« on: June 17, 2018, 07:01:08 PM »
I’m pretty sure you are refering to building with mingw. I’m talking about native VS compiler.

Yes, that's correct but it's what is mentioned in the original post.

Well, that's embarrassing , I indeed forgot what the first post was about :)

9
General / Re: Help to compile attract-mode in windows 10 64bits
« on: June 17, 2018, 01:13:46 PM »
I’m pretty sure you are refering to building with mingw. I’m talking about native VS compiler.

10
Scripting / Re: New feature: vertical text alignment
« on: June 17, 2018, 01:06:13 PM »
Your exe is not compatible with :

Code: [Select]
if (fe.load_module("Debug")) log <- Log();

Not run with my theme layout and not shows "last_run.log" file.

Thanks, I’ll look into it. Maybe it’s because I renabled the old debug window in the make file. If you compile it from my branch it should work.

11
Scripting / Re: New feature: vertical text alignment
« on: June 17, 2018, 01:05:41 PM »
The word "Super" disappears because of the bug? in AM which I’m currently working on I fixed already. If the text does not fit into the box AM cuts the sides and leaves only the middle part if word_wrap is enabled. Weird decision, but that’s how it was originally coded.

Update:

I asked Andrew to explain if it's whether a bug or feature. I need to know that before I pull the changes to Github.
Below is the video describing that odd behaviour. Both text boxes have default align modes.

https://www.youtube.com/watch?v=7QEVZ5mDMjc

12
Scripting / Re: New feature: vertical text alignment
« on: June 15, 2018, 10:39:05 AM »
Added the following align modes:

Align.TopLeft, Align.TopRight, Align.TopCentre,
Align.BottomLeft, Align.BottomRight, Align.BottomCentre,
Align.MiddleLeft, Align.MiddleRight, Align.MiddleCentre

The modes:
Align.MiddleLeft, Align.MiddleRight, Align.MiddleCentre

replace the:
Align.Left, Align.Right, Align.Centre

The old align modes:
Align.Left, Align.Right, Align.Centre
are still working like before for compatibility reasons





The old alignment modes were quite unreliable causing random vertical shift depending on the font used.
If your custom font is off vertically and your text aligment is set to Align.Left you just swap it with Align.MiddleLeft and it should be positioned pixel-perfect

13
Scripting / Re: New feature: vertical text alignment
« on: June 13, 2018, 05:38:53 PM »
No. It’s a separate fork. I will merge them if there were no issues.

The file was too large, I’ve swapped it with the link to my OneDrive.

14
Scripting / New feature: vertical text alignment
« on: June 13, 2018, 03:30:53 PM »
I’ve added some additional flags to fe.text.align property
Align.TopCentre
Align.TopLeft
Align.TopRight
Align.BottomCentre
Align.BottomLeft
Align.BottomRight





I would like you to test it with your fonts and report if it aligns nicely.
I’m attaching a compiled attract.exe x64 and an example layout for testing

https://1drv.ms/u/s!Ag7uFeM0f_fzhOM9Eb2a5bKE6dKv1g

15
As some of you probably know drawing something on nested surfaces in AM introduces an unwanted artifact, a 1 or more frames of delay in updating the nested surface content.
Luckily I discovered a neat trick that circumvents that.

Here is a code example that draws a game title twice in white colour, and twice in black but on nested surfaces ( with a little offset to make you see the white text underneath )
Just scroll through your game list and observe that the left side is blinking in white, that's the delay I'm referring to as the black title on a nested surface is being drawn with 1 frame delay.
The text on the right is drawn without any delay.

Code: [Select]
// This is an example of how to draw nested surfaces and avoid 1 frame delay ( or more, depending on the nesting level )
// The text on the left is blinking as the white text drawn on fe is updated first,
// then the black text on a surface is drawn on top, but it's late by 1 frame
// On the right the white and black texts are drawn on the same frame


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

local background = fe.add_text( "", 0, 0, flw, flh )
background.set_bg_rgb( 50, 150, 150 )



// title drawn on fe. in white
local textOnFe1 = fe.add_text( "[Title]", 0, 0, flw/2, 50 )
textOnFe1.align = Align.Left

// title drawn on fe. in white
local textOnFe2 = fe.add_text( "[Title]", flw/2, 0, flw/2, 50 )
textOnFe2.align = Align.Left



// SURFACE WITHOUT DELAY ( on the right )
local nestedSurface2 = fe.add_surface( flw/2, 50 )

// title drawn on nested surface in black
local txtsu2 = nestedSurface2.add_text( "[Title]", 0, 0, flw/2, 50 )
txtsu2.align = Align.Left
txtsu2.set_rgb( 0, 0, 0 )



// main surface on which both nested surfaces are drawn
local mainSurface = fe.add_surface( flw, 50 )

// shift the main surface by 2 pixes so you can see the white text underneath
mainSurface.set_pos( 0, 1 )

/////////////////////////////////////
// THE LINES BELOW ARE THE TRICK
nestedSurface2.visible = false
nestedSurface2 = mainSurface.add_clone( nestedSurface2 )
nestedSurface2.visible = true
/////////////////////////////////////

// position nested surface to the right
nestedSurface2.set_pos( flw/2, 0 )



// SURFACE WITH DELAY ( on the left )
local nestedSurface1 = mainSurface.add_surface( flw/2, 50 )

// title drawn on nested surface in black
local txtsu1 = nestedSurface1.add_text( "[Title]", 0, 0, flw/2, 50 )
txtsu1.align = Align.Left
txtsu1.set_rgb( 0, 0, 0 )



// do something at tick() so the screen keeps updating
function tick(ttime) {
mainSurface.x = 0
}
fe.add_ticks_callback( "tick" )


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