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Messages - jedione

Pages: 1 2 [3] 4 5 ... 60
31
Scripting / Re: how do you animate artwork?
« on: April 26, 2020, 03:39:59 PM »
i think this might be what u want,,, just basic animation,,,

note:  notice the alpha has no delay,  it fucks it up,  so settle for a long fade,  tryed this before..

just both marquee and flyer running,  set to next and previous game,  asumming you could set it som how to custum2
not shure what you are doing..

Code: [Select]


fe.layout.width = 1250;
fe.layout.height = 1025;


# load module
fe.load_module("animate");


    #marquee--------------------------------------------------
local pic = fe.add_artwork( "marquee", 300, 200, 200, 200 );
local pic_cfg = { when=Transition.ToNewSelection,
property = "x",
start = 300,
end = 600,
time = 1000
}

local pic_cfg1 = { when=Transition.ToNewSelection,
property = "x",
start = 600,
end = 300,
time = 1000,
delay = 1000
}

local pic_cfg2 = { when=Transition.ToNewSelection,
property = "alpha",
start = 255,
end = 0,
time = 4000,

}

animation.add( PropertyAnimation( pic, pic_cfg ) );
animation.add( PropertyAnimation( pic, pic_cfg1 ) );
animation.add( PropertyAnimation( pic, pic_cfg2 ) );


    #flyer---------------------------------------------------
local pic = fe.add_artwork( "flyer", 300, 500, 200, 200 );
local pic_cfg = { when=Transition.ToNewSelection,
property = "x",
start = 300,
end = 600,
time = 1000
}

local pic_cfg1 = { when=Transition.ToNewSelection,
property = "x",
start = 600,
end = 300,
time = 1000,
delay = 1000
}

local pic_cfg2 = { when=Transition.ToNewSelection,
property = "alpha",
start = 255,
end = 0,
time = 4000,

}

animation.add( PropertyAnimation( pic, pic_cfg ) );
animation.add( PropertyAnimation( pic, pic_cfg1 ) );
animation.add( PropertyAnimation( pic, pic_cfg2 ) );



32
Scripting / Re: how do you animate artwork?
« on: April 26, 2020, 06:50:48 AM »
dont think, can be fixed ,,with the" custom2"

notice if you switch the string to "prev_game" or somthing els it works..

plus the animation module is far from perfect.

sucks that 'wait dont work right ,   every time you push it keeps stacking the imiges..if you do it quikley

33
Scripting / Re: Grid-Text (conveyor module) its posible?
« on: April 17, 2020, 01:53:12 PM »
I supose you are using arcadeblis conveyor_helper

no i am not,   and have added text,   to the code like you have above,,,,

you can put the text in front or behind your artwork,   just depends on how you have it layered

ill send you a working layout for you to peep....i think it is what u might need,

when i get off later tonight ill hit u up.
 

34
Scripting / Re: Grid-Text (conveyor module) its posible?
« on: April 16, 2020, 05:51:26 PM »
hey qqplayer

is this what u mean,   i beleave im useing conveyor with added,  text of title or whatever...let me know

i could probley send you something..

https://youtu.be/tcBJbhUfK8o

also i thought grid and conveyor were diff?  no..

35
Themes / Re: New SubtleHD Layout Mockup
« on: April 10, 2020, 02:59:47 PM »
I love when a new theme might pop out.
Do you have a vid or link to it... So we can see what it looks like in motion.... Thanls

36
Themes / Re: Portait mode theme, still learning
« on: April 02, 2020, 08:42:19 AM »
hey ..it looks like a cool theme...keep us posted,  love to try when u get it their...

37
Scripting / Re: Signal handling removing key repeat
« on: March 29, 2020, 08:03:16 AM »
here you are. my friend

should work good.

Code: [Select]
function on_signal( sig )
{
switch ( sig )
{


case "up":
fe.signal( "" );
 
return true;


case "down":
fe.signal( "" );

return true


case "left":
fe.signal( "prev_game" );

return true;


case "right":
fe.signal( "next_game" );

return true;

case "select":
default:

}

return false;
}

fe.add_signal_handler(this, "on_signal");

38
Themes / Re: [HELP] Ambience HD Revised version (v0.1)
« on: March 28, 2020, 08:06:09 PM »
Hey... Just an idea,   but I would jump on
Discord... And ask Oomek... He has alway been wiling
To give me some insite... Almost like he just waiting...
Don't think he checks AM that mutch...
I'm not that active on it... But everyone is invited..
And it. Would solve your issue quickly...
Also thanks for your mod... 😁

39
Emulators / Re: pinball fx3
« on: March 24, 2020, 07:39:10 PM »
thank you,   its working.....my friend... :)

40
Scripting / Re: [ListEntry] ### Format Instead Of #?
« on: March 23, 2020, 03:13:51 PM »
mabey somthing like this not shure if it works

Code: [Select]
fe.add_text( "[ListEntry] [[ListSize]]",
0, 0, 400, 20 );

no...it dont :-\

41
Scripting / Re: [ListEntry] ### Format Instead Of #?
« on: March 23, 2020, 12:21:37 PM »
maby like

listbox.format_string = "0[ListEntry]";

would be  ..
01-09
010-099
0100-0999   hmm


42
General / Re: fadetogame plugin used on teknoparrot help
« on: March 06, 2020, 02:55:00 PM »
here you can try this one,  works fine for me....

ATTRACT-MODE PLUG-IN: NOW LOADING

http://www.idahogaragecade.com/

go under AM layouts and you will find it... ;D

43
General / Re: Attract mode for Playback Videosnaps as Playlist
« on: February 16, 2020, 03:39:55 PM »
just wanted to men-chin that you could use your sequencer plugin,  to switch to random game,  with your one set time...
this works good for me....

say average snap is 20 sec just set for say 15 sec...   

44
Themes / Re: Arcade1Up Layout?
« on: February 05, 2020, 05:49:02 PM »



put in....

fe.layout.base_rotation = RotateScreen.Right;

45
Scripting / Re: show number of games on display
« on: January 31, 2020, 10:22:52 AM »
Unfortunately their is no way yet,
I asked Oomek on discord,  a wile back
And he told me he was working on this,
Not shure what has come of it....
It is a feature that is needed...

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