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Messages - zpaolo11x

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Themes / Re: Arcadeflow theme v 7.9 [Release] Updated 29 May 2020
« on: Yesterday at 11:21:12 AM »
(but you don't love AZERTY ? :D)

Hmm never thought about that :D I like onscreen keyboards in alphabetical order but I can always add AZERTY as an option in 8.0 :D :D :D

Themes / Re: Arcadeflow theme v 7.9 [Release] Updated 29 May 2020
« on: Yesterday at 08:29:56 AM »
Arcadeflow 7.9 is out!

Lots of changes in user experience and under the hood. A new on-screen keyboard that works on every text entry, new smarter search with no need to specify the search field, better display of active search/filter terms in the UI. Plus, a new tags management that always gives you the possibility to add "Completed" tag, and lets you add new tags using an on-screen keyboard... which doubles as a text entry field for real keyboards.

So many changes, hopefully not so many bugs, but I'm sure you'll be quick in reporting them so we can squash them to death :D


P.S.: and while you enjoy the sweet version 7.9, I'm already working on a couple of new features for 8.0... "sort by last played" and "sort by last favourite". I can't wait :D

Scripting / Re: Squirrel language: how to create a directory?
« on: May 28, 2020, 09:56:33 AM »
Yep. Even works in OS/2...

Fantastic! Is that the right way to run the command?

Scripting / Re: Squirrel language: how to create a directory?
« on: May 28, 2020, 09:50:13 AM »
Use system command mkdir.

I'm using

Code: [Select]

It seems to work fine on macOS, gonna check if it's cross platform compatible

Scripting / Squirrel language: how to create a directory?
« on: May 28, 2020, 07:44:30 AM »
Is it even possible? I need to create a subdirectory to manage tags my way, I can open a file for writing using the file.nut module or directly using squirrel libraries, and the file will be created from scratch if it's not there already, but if the folder is not there, then an error is thrown.
Is there some way from a layout to create a folder?

Themes / Re: Arcadeflow theme v 7.8 [Release] Updated 19 May 2020
« on: May 28, 2020, 02:25:20 AM »
I like the new on-screen keyboard so much that I decided to delay a bit the new release to try and create a new tag management system where Arcadeflow will interact directly with the attract mode folders. That will allow you to enter new tags without using a physical keyboard!

Maybe I should release 7.9 as is, and wait 8.0 for the new tags :D

Scripting / Re: Beginner
« on: May 27, 2020, 05:29:10 AM »
I started with this guide to give me a basic idea of how things worked:

if there's anything you don't understand, reference this:

and if you want a more in-depth understanding, take notes on the electric imp documentation:

(just go down the list)

And you can also refer to the standard Squirrel documentation:

Themes / Re: Arcadeflow theme v 7.8 [Release] Updated 19 May 2020
« on: May 26, 2020, 09:47:11 AM »
I think it's an excellent idea, because if you categorized precisely your games as I do (puzzledrop, puzzle, puzzlematch, puzzlemaze), you have multiples choices currently. But with the system you told us, I cna type puzzle and got all the games listed above !

Filter frenzy preview: in the picture I first selected a "more of the same manufacturer" (from a Konami game), then applied a multifilter to select a year, then chose from the category menu "Shooter / Flying Horizontal". And on top of that the quick search for the "TH" terms.
I have a beta almost ready ;)

Themes / Re: Arcadeflow theme v 7.8 [Release] Updated 19 May 2020
« on: May 26, 2020, 02:59:54 AM »
By the way, can you make the filter search clear itself when you quit AM ? Because the next launch after I put a filter, I was searching for about 10 minutes a game which was masked by the filter, and Iwondered why I can't find my game before I remember I have put a filter the day beore ;)

Oh right, it happens to me all the time :D I'll put an option for that...

In the new version I'm cleaning up the category menu too, I'm decoupling it from searches so you can both select a category from the menu _and_ do a search in the resulting list. There will be a clear visual clue for that, so you won't forget you have search or category enabled :O

Of course you can also add multifilter to the mix.

Themes / Re: Arcadeflow theme v 7.8 [Release] Updated 19 May 2020
« on: May 25, 2020, 03:14:48 AM »
Speaking of new features and things that makes your gaming life easier... I was wondering wether the current search menu is a bit too overwrought. I mean, you have to chose where you want to search (title, manufacturer year etc) and only then enter or type your search.

Wouldn't it be much better to call the search function and just start typing your search term, and the layout will show you all the results of a multi-search done by year, manufacturer and title? The issue is there's no way I can show results grouped by search field, so if you search for "capcom" you'll have "Capcom vs Street Fighter" together with all other games that have capcom as manufacturer.

What do you think?

Themes / Re: Arcadeflow theme v 7.8 [Release] Updated 19 May 2020
« on: May 22, 2020, 01:11:10 AM »
Everything can be improved and bug fixed forever, especially software, but I don't think that Arcadeflow is confusing.

Good to know :) But you are right, everything can be improved forever, and that's the fun part of all this :D

That being said, if you feel that things are getting complicated, it's a good idea to take a step back from development and just use AF, without changing anything, for a week or two. Temporarily go user side 100%. This will give you a broad view of the current situation, let your mind time to evaluate and process ideas for version 8.

Excellent advice, that's exactly what I did in the past, and it helped me develop some nice feature like "more of the same..." and later the "multifilter" menu. I've been just playing games for the last week using AF, and found that I kept using the multifilter a lot instead of searches. It basically covers what "more of the same" and "categoy menu" do, that's why I'm thinking of revisiting a bit the UI.

I also noticed that I don't like the on-screen keyboard when I have a physical keyboard on my laptop, so I'm doing some changes there too, the on screen keyboard will react to "physical" keyboard too, while all the function that now require a physical keyboard (like some options) will use the same on screen/physical UI too.

Scripting / Re: Help with fe.get_input_state and number keys
« on: May 21, 2020, 01:42:03 AM »
Ok, found the answer myself: fe.get_input_state("Num1") works fine!

The suggestion is interesting but maybe it's a bit too much...

Most theme developers do something like this: they open one thread for their theme, in the first post you can find the latest version (or links to the latest version) and latest release details, in the discussion they post sneak peeks, answer bugs reports, issues, discuss future features etc. I personally use this method and after each update on the main post (post edit) I also post a small "heads up" message in the discussion so it jumps up on the latest updated posts.

As keilmillerj pointed out there's the "presentation" post where each theme should be listed with a link to the proper forum page.

I like things this way because all the discussion regarding one layout is in a single forum post, even if it can be difficult to follow all the discussion.

Scripting / Help with fe.get_input_state and number keys
« on: May 21, 2020, 01:08:40 AM »
It seems that fe.get_input_state works fine with letter keys, like "A", "B" ecc, but has some issues with numbers like "1", "2" etc. When the string to check is a number the input states turns to true at the layout load even when no key is pressed.

I've put together a simple layout to test this: there's a string where you can add the letters/numbers you want to check, and the result state is shown on the display.

Code: [Select]
local displaybutton = fe.add_text("TEST",0,0,fe.layout.width,fe.layout.height*0.1)

fe.add_ticks_callback( this, "tick" )

local stringkeys = "12AB"

local keys = {}
foreach(letter in stringkeys){
   keys[letter.tochar()] <- false

function tick( tick_time ) {
   displaybutton.msg = ""
   foreach (key, value in keys) {
      keys[key] = fe.get_input_state(key)
      displaybutton.msg = displaybutton.msg + key + ":" + value + " "

Has anyone had the same issue? Is there a different way to pass a check on number keys?

Themes / Re: Arcadeflow theme v 7.8 [Release] Updated 19 May 2020
« on: May 21, 2020, 12:35:30 AM »
I bet this is the most sophisticated, feature rich theme available on any front end, not just attract mode. Amazing work.

Thank you! It's great to see people appreciate this work :) Honestly the user interface of Arcadeflow is getting a bit confusing, I'm thinking of some changes but I'm not even sure what to do :D Before that, I'm also investigating some new features for users with a keyboard, like instant multi-field search when you start typing something, or instant jump on the sorted lists.

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