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Topics - jedione

Pages: [1] 2 3 ... 6
1
Scripting / shuffle module Q: regards animation
« on: February 16, 2019, 02:41:47 PM »
hey guys,   i have too theems that i am ready to release,  but ....the shuffle module was updated
and i would like to use it...   i have them working with the original shuffle.nut,    but not the new one

so original sample code working....
Code: [Select]
class ShufflePow extends Shuffle
 {

        function select(slot)
 {
slot.visible = true;
}

function deselect(slot)
 {
slot.visible = false;
}

}


local pow = ShufflePow(9, "artwork", "flyer");


pow.slots[0].set_pos(flx*-0.051, y, w, h);
local pic_cfg = {
when =Transition.ToNewSelection,
property = "scale",
start = 1.0,
end = size,
time = 0500,
//tween = Tween.Linear,
}
animation.add( PropertyAnimation( pow.slots[0], pic_cfg ) );
pow.slots[0].mipmap = true;
each slot has a # so i can give it its own animation!


now with the new code,,,for new module
Code: [Select]
## Overwrite the select function
#######################################
function select(slot) {
slot.visible = true;
slot.set_rgb (200,160,0);
}

## Overwrite the select function
#######################################
function deselect(slot) {
slot.visible = false;
}
}

## extended image list
#######################################
local pow = [];
pow.push(fe.add_image("art/icon.png", x1, fly*0.118, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.173, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.228, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.283, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.338, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.393, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.448, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.503, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.558, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.613, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.668, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.723, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.778, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.833, w1, h1));
pow.push(fe.add_image("art/icon.png", x1, fly*0.888, w1, h1));

## Create an instance of the extended class
#########################################

local list = ShuffleList(list, "text");
local pow = ShufflePow(pow, "image");

their is no way to add an animation to a selected position?   if that makes sence..
their all the same with just diff concordances...

help....thanks




2
Scripting / folders Q:
« on: January 20, 2019, 08:04:41 AM »
wondering.. does anyone know why.?

so in your layout folder you can put a  font.tff   and refrence it in the layouyt
ie:     local fonty = "captain"   like normal

now if you put that font in a folder and name the folder "fonts"  it now wont work.

but now if you put that folder in a new folder call it  "assets"     
ie:  assets>font>capitan.tff it works

were is the documentation on this...and what ells can be done as far as layout organization?

thanks

3
Scripting / overview..help..
« on: January 09, 2019, 10:03:14 PM »
iv asked before..to know avail..
can anyone help..with this.

what i need is a way for a .txt defalt overview file  so that
when overview is used, and cant find a match for a game it will use it.

even a hach,,will do..thanks   i realy need this for a theme i want to release but feel it needs this....to be right
ill just leave it at that..

4
Themes / C64 theme..next week.
« on: January 06, 2019, 09:07:11 AM »

next week...ill put up a new theme

C64..
feature's are
snap view
overview window 
author
genre
year

the game selection strip, is useing
the shuffle module, with animation...
new for any of my theme's

based off the new c64 mini...

please let me know what ya think ::)

tou tube = https://youtu.be/Cpve198MwnI



5
Scripting / default "overview" ?
« on: November 01, 2018, 05:46:44 PM »
ya know  in your theme,   you can set default pic, like snap.png
and it will show up if it cant find the right one or missing...

is their a way to have a default overview?    i tryed   overview.txt and put in the theme
but no go...i also tryed puting like snes.txt in the scraper file of the emulator...

would be nice... ;)

6
Themes / retro-blur "preview"
« on: October 27, 2018, 03:55:11 PM »


retro-blur   ...not official yet

a new theme, that will ...be good for all consoles,

with logo in upper right corner..   with out a lot of info... i prefer a visual ride.

not finished,  just needs a polishing..   and the game bar added

it relys appon mip map game pad to inform you
a snap and video
and overviews  thats all......

this is a preview of what snes might look like
if you have an idea please let me know...thanks

granted it is not done....by far...thanks

toytube = https://youtu.be/eqse_D2kRyc

7
Scripting / scrolling text to off screen surface...
« on: October 25, 2018, 07:00:49 PM »
ok well im trying to make it so we can have text overview's that will scroll and loop

with the beginning and end going off the surface layer...   here it is using anime on a surface.

iv been onley able to have it start off screen,   than end.....   i need help to make it happen

what do you think....

demo= https://youtu.be/DQ2Ee4RrL_U

code:=
Code: [Select]
//surface anime
local snap = fe.add_surface(1200,1000)
//snap.set_pos = (100,100);
local snapy = snap.add_text("[Overview]", 100, 1200, 800, 900 );

local layer_cfg = {
when = Transition.ToNewSelection,
property = "y",
start = 900,
end = 500,
tween = Tween.Linear,
time = 15000,
delay = 0,
loop = true
}

animation.add( PropertyAnimation( snapy, layer_cfg ) );

snapy.word_wrap = true;
snapy.align = Align.TopLeft;
snapy.set_rgb (0,0,0);
snapy.font="blogger";
snapy.charsize = 28;
//snapy.alpha = 255;

i need it to scroll off surface at the top!       thanks to any one

8
Themes / shump theme preview
« on: October 20, 2018, 01:44:47 PM »
no name yet.....  probley soon

would like to know what uall think, it 2 kinds of shaders

thanks

youtube = https://youtu.be/CalnVKtmOFQ

9
Scripting / animation scale, Q:
« on: October 20, 2018, 07:18:34 AM »
trying to solve an isu i have with animate ' scale"

here is the simple code.
Code: [Select]
local scale = fe.add_artwork( "snap", flx*0.580, fly*0.360, flw*0.200, flh*0.200 );
local scale_scale_cfg = {
when =Transition.ToNewSelection,
property = "scale",
start = 0.8,
end = 1.2,
time = 0700,
tween = Tween.Linear,
//delay = 3000,
}
animation.add( PropertyAnimation(scale, scale_scale_cfg ) );

it works fine, with out the delay, as soon as you add the delay
what happens is the snap sits their visable for the delay time
then does the scale,

thanks





10
Scripting / overview Q:
« on: October 17, 2018, 07:39:02 PM »
anyone know how to make overview  not center...

and be from top left. to word wrap down.

it seems to always center.

thanks.

Code: [Select]
info.word_wrap = true;
info.align = Align.Left;
info.set_rgb (156,161,168);
info.font="blogger";
info.charsize = 28;
info.alpha = 255;

always centers from top to bottom?

11
General / thanks hermine.potter....
« on: October 17, 2018, 07:23:14 PM »
i would just like to say thanks for all that you are for AM....hermine.potter

iv been here for since around 2015-16  and try to help others.. and i have needed help
from others.. for set ups and isus .. and on the DL  and you have been around.

seems like their has been some soldiers , that have come and gone eather to discord or just done
but you are always their

so thanks...  Cmd guru... ;)

keeping up the spirit... and the games on all platforms

12
General / standers for vertical theme?
« on: October 04, 2018, 06:08:36 PM »
well im starting a new theme,  and it's going to be a vertical

when it is done, it will be converted to the flw* flh*   way so it will fit most verticals the best,     maybe!

anyway    when setting the dimensions ,,,,  what would be the best to build it at

ie:

fe.layout.width=680;
fe.layout.height=480;

her is a chart ,  but what would be the prefer d!
http://www.prismo.ch/comparisons/desktop.php
thanks for the feedback....i just want to start on the right foot,,, ;)

13
Scripting / help with game indicator bar....
« on: September 27, 2018, 06:32:35 PM »
so iv seen two or three theems now that are using a bar  to indicate your
position or letter index of you rom colection

iv tried breaking the themes down to see if i could isolate just the code
but seems their all heavily tied to a lot of options config,  so it will break the theme.

all im looking for would be the most generic simple coding to make this bar
my goal is to make it into a donut, file that the themer can use and alter .

soon im hoping to release a zip file that will contain abought 20 plus donut to simplefy codeing
for many to build cool themes

hear is generic  pic of it..


thanks if you can help me.....

14
General / playing SID files
« on: September 08, 2018, 08:30:56 AM »
would be nice if AM sported SID music...
would it not?

over 50 thousand chiptune's great for themes.
https://www.hvsc.c64.org/

15
Scripting / looking for shaders help
« on: September 03, 2018, 08:11:23 AM »
so iv been messing around , with a blur shader and it seems to only be able to be applied
to an image..  you can size move it around ext...

was thinking what if you were to put a pic behind it,  and make the blured .frag image trans parent
via  ".alpha = 0;

you would have somthing that would look like this....blurred trans translucent boxes



not the case though..if anyone knows how this could be done or if even possile in AM
could you please chime in...  thanks

i have a theme concept that requires it.

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