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Messages - liquid8d

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Themes / Re: Ambience HD theme [WIP]
« on: January 06, 2018, 10:28:41 AM »
I spy... Overwatch!  ;D Looks great, and good to see you back!

Scripting / Re: Controls module v1.0!
« on: December 19, 2017, 07:21:32 PM »

I'm not sure the issue, perhaps you have some control conflicts or conflicting signal handlers? Have you tried just the sample layout by itself, without your code and does it work? To troubleshoot, I'd have to see the full code you are using.

Scripting / Re: Controls module v1.0!
« on: December 16, 2017, 01:59:09 PM »

Good question :) Think you could use set_custom_controls() with a custom listbox when displays_menu is triggered?

Themes / Re: Blueprint 1.0 (Finally!)
« on: December 16, 2017, 12:28:38 PM »
Nice theme.  I really like the simplicity of it.  One question though.  Is there a specific line to adjust the opacity of the background overlay?  It's so dark so snaps/flyers are barely visible.

thanks, yes that should have been part of the theme - it is in the config.nut under bg_overlay, alpha is currently 210 - you'll want to go lower to see the artwork better.

Scripting / Re: Controls module v1.0!
« on: December 16, 2017, 12:15:14 PM »
hey, sorry for the delay - i was reloading OSs  :o

If you are using "Custom1" - that won't work, the signals are case-sensitive.. you need "custom1".

I was able to do a menu toggle in the sample layout by just updating "custom1" in the signal handler to:
Code: [Select]
function on_signal(str) {
    if ( str == "custom1" ) {
        if ( menu.visible ) hide_menu(); else show_menu();
        return true;
    return false;

and it worked just fine.. let me know if you are still having issues.

General / Re: Hyperspin Theme conversion question - Backgrounds not Showing
« on: December 13, 2017, 06:11:02 PM »
Let's calm down, it seems like a misunderstanding, no need to get up in arms. KTurner was already in the discussion you joined and the topic was that Hyperspin layouts were not loading.

Scripting / Re: Controls module v1.0!
« on: December 11, 2017, 06:00:29 PM »
Is it possible to make a sub-menu that popups when you press a specific button? Would be great to see a code snippet I can steal to incorporate into themes. :)
The layouts are already so crowded so I'm having a hard time imaging how to fit the buttons I want.

The sample layout does exactly that. It toggles a menu surface when a signal is received, enables the controls, and hooks control actions to return and disable/hide the menu.

If your layout is crowded, use a toggle then overlay a new surface that "hides" or covers the main one. It depends on what you want the controls to do, whether it seems appropriate to still see the layout while using the controls.

Scripting / Re: ScrollingText by press a button
« on: December 11, 2017, 05:57:37 PM »
Yes, you can modify the scroll_obj.settings.speed_x and speed_y to speed up, slow down or stop scrolling. Tie this with a signal handler, and you are all set...

Here you go:
Code: [Select]
local scroller= ScrollingText.add( "This scroll can be stopped/started", 0, 0, fe.layout.width, 75, ScrollType.HORIZONTAL_BOUNCE );
fe.add_signal_handler(this, "on_signal");
function on_signal(str) {
    if ( str == "custom1" ) {
        //toggle horizontal scroll (use speed_y for vertical)
        if ( scroller.settings.speed_x == 1 ) {
            //stop scrolling
            scroller.settings.speed_x = 0;
            //reset text position (might want to change this depending on scroll type)
            scroller.text.x = 0;
            //reset to far right of scroll object
            //scroller.text.x = scroller.surface.width
        } else {
            //start scrolling
            scroller.settings.speed_x = 1;
        return true;
    return false;

Scripting / Re: KeyboardSearch module
« on: December 11, 2017, 03:48:22 PM »
Oh, great, I see what you mean now - next_match already selects the next match in the results, but show_results doesn't. Might take me a day or two to work out some of the bugs and add a few features I want, but should have an update pretty soon  :D

As for where to put videos (yes, ublock origin saved me): (converts to gifs, which you can then include in your post with the img tag) (create a share link, it will auto-embed videos to play) (self explanatory) :) (alternate option)

Scripting / Re: KeyboardSearch module
« on: December 11, 2017, 10:24:34 AM »
I'll check this out tonight. I was able to get typing working for the most part.. still have to figure out some things, like if your search key is a letter, you obviously can't use it to toggle search for instance.

Scripting / Re: ScrollingText by press a button
« on: December 10, 2017, 05:12:35 PM »
No, in fact I don't think that is even part of that module, you'd have to implement stop/starting it with a button yourself  ;D

Scripting / Controls module v1.0!
« on: December 10, 2017, 05:06:54 PM »
I've just put together another module for the toolbox  ;D

The Controls module allows you to more easily create a layout that contains selectable buttons and labels:

The module is located here, along with a README to explain usage:

There is also a sample layout for using the module here:

Right now it just contains selectable labels and buttons. I will probably be looking at adding perhaps some checkboxes that could change a setting, or maybe lists as well.

I'm anticipating some good feedback for this module as some designers start figuring out how to create some more unique, navigate-able layouts  ;)


Scripting / Re: KeyboardSearch module
« on: December 10, 2017, 04:51:24 PM »
I'll have to check that out. Do you mean after you exit the search? Remember that the list is a list - it isn't showing the "selected" game. This is why typically you might want to cover - at least partially - your main layout when searching.

FYI, I haven't got to look at adding keyboard typing yet, but I'll do that soon.

Scripting / Re: KeyboardSearch module
« on: December 09, 2017, 08:52:46 AM »
Right, it probably should override at least some of those - but that is all just handled using the signal handler. signal handler doesn't allow for catching individually pressed keys if I'm not mistaken. I think to do that, I need to use get_input_state.. I had some of the code in there testing it out, but ran into issues. This also should really be a plugin that can replace the current keyboard search, but I think I had issues doing that as well  :'(

I look at it today and see what's possible.

Scripting / Re: KeyboardSearch module
« on: December 08, 2017, 11:56:36 AM »
That's one of the things on my list - I believe that's the issue I ran into, it was difficult to listen for arbitrary key presses. Think it has to use get_input_state and listen for all keyboard presses, so it might be possible just take a bit more work.

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