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Messages - zpaolo11x

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Scripting / Re: Possible to get a stroke/outline around text?
« on: February 23, 2018, 05:12:59 AM »
In a theme I'm working on, the background snapshots sometimes overpower the text in the ROM list. Is there some way to add a stroke or outline or even shadow to the text to help it stand out?

One solution is, as already suggested, to add a shadow, I did this in my Arcadeflow theme.

Another way is to put the text on a surface, for some reason this adds a very tiny border around the text. Since this is probably a bug and since the effect is very very very subtle I don't think it's viable

Third option, and I'm thinking of implementing something like that, is to find a font that has a "bold" sibling, so you can superimpose two fonts and use one for the outline. Of course it's very tricky to find a font that is perfectly matching its bold counterpart, in the end you'll probably have to build your one with some font editing tool

Themes / Re: Arcadeflow theme v 1.2 [Release]
« on: February 19, 2018, 12:17:55 AM »
Updated to v 1.2! Download file in the first post...

Scripting / Thin border around white text on a surface...
« on: February 16, 2018, 06:59:12 AM »
Scenario: I have a theme with a light background and some white text over it.

If the text is a text object on the front end then no problem, but if I put the text inside a surface, a thin border appears around the text.

Is this a known issue, and is there a way to avoid it?

Code: [Select]
local flw = 1280
local flh = 800

fe.layout.width = flw
fe.layout.height = flh
fe.layout.preserve_aspect_ratio = true

local whitebg = fe.add_text("",0,0,flw,flh)
whitebg.set_bg_rgb (255,255,255)
whitebg.bg_alpha = 255

local textsurf = fe.add_surface (flw,200)
local text1 = textsurf.add_text ("TEST 1",0,0,flw,200)

local text2 = fe.add_text ("TEST 2",0,200,flw,200)

Themes / Re: Parallelism Full Pack Theme [Dispaly + Game Menu] [WIP]
« on: February 14, 2018, 06:50:31 AM »
The Carrier implementation (which is the base for my "stripped" theme also) assigns tiles position from the game index number (with some tricks to perform tile reflow). Simplifying a bit game index "i" is placed at a position along x that's multiple of i/rows, and a position along y that's a multiple of i%rows, so a regular grid is populated. If instead of this simple math you pass those indexes (the row and column indexes) through a lookup table you can customize the position and size of each tile in an irregular pattern. I think if you design a  2x5 irregular pattern that fits a box, then you can "repeat" it for tiles greater than 10.

I know my explanation is a bit lacking :D

Themes / Re: Parallelism Full Pack Theme [Dispaly + Game Menu] [WIP]
« on: February 14, 2018, 03:29:27 AM »
You could make it responsive using percentages and breaks between formats.

The theme I posted above is responsive, but I mistakenly hardcoded 1280x800 as a resolution :D You can edit the code and comment those two lines to check :D

Themes / Re: Ideal of new theme - Parallelism
« on: February 13, 2018, 05:34:19 AM »
I tried to put together a very stripped down version of my theme with a 2 rows flowing grid. The source has a bit of comments but if you have doubts I can explain some parts.

Oh, there's a mistake in the layout.nut: change the lines according to this:

   namez.set_bg_rgb (0,0,0)
   namez.bg_alpha = 120
   namez.charsize = height*1/12.0
   namez.word_wrap = true
   //namez.alpha = 0

otherwise it won't show the game name in text format.

During this I discovered a very strange feature: my grid is composed of surfaces. If the last updated element of the surface is a text box (like in this theme) the scrolling is much faster and smoother. If the last element updated on the surface through a rawset_index_offset is an image the scrolling is slower. I don't know why :D

Themes / Re: Ideal of new theme - Parallelism
« on: February 13, 2018, 12:46:06 AM »
If you use a fixed grid, maybe with square cells, then you have to add a transition callback and modify the texture x,y,width and height of the snap artwork. You can use this trick to "crop" the original image so that only the square center area is used. If you have thumbs with incorrect aspect ratio (pixel perfect thumbs) you can use the same tick to correct the aspect ratio to 3:4 or 4:3.

Themes / Re: Ideal of new theme - Parallelism
« on: February 12, 2018, 11:49:24 PM »
Do you know how to let first box display "game system"? like as above ideal mod "MAME" text box? 

This is something I haven't done before, probably the part of the theme that requires a bit of tricking. It would be easier to have the system box at full height, then the two rows of thumbnails.

Also, how to display game name in each box? :) Agree with one row is easy, but do you know how to make 2 rows?

Adding the name is not difficult, I made it in a test theme that is not published, it's a simple extension of the carrier.nut module where instead of just adding a snap artwork you add also texts or wheel artwork. Two rows like in my theme is quite easy too, although the theme will be a bit less fluid than the standard one line theme. The difficult part would be to implement an "irregular" grid like the one you showed in your mockup, but if it's predetermined I think it can be done too.

It's intriguing and I like the look of the theme, but I don't have time to code right now, otherwise I'd be glad to try it :D

Themes / Re: Ideal of new theme - Parallelism
« on: February 12, 2018, 10:44:28 PM »
The first implementation of my Arcadeflow theme looked a bit like that, if you add a white border around the icons it looks very similar with game titles overlapping the game graphics. The main difference is that the thumbnails are square, I have to think if different sized thumbs are possible. A theme like that with one row will be very easy to do with carrier.nut.

Themes / Re: Arcadeflow theme v 1.1 [Release]
« on: February 12, 2018, 09:55:53 AM »
Yea,  at first I had the extra folder inside the folder...

...upon fixing that,  I can see some layout options (from my recollection from last night... I was testing a lot of layouts)... but yeah,  it locked up.

I think this is caused by the Pi, maybe someone else can do a cross check...

Arcadeflow theme

This is my first theme, inspired by media centers with clean aesthetic and smooth graphics.

You can find more informations and the download link here:

There is a website for all releases here:

while the youtube preview is here:

Themes / Re: Arcadeflow theme v 1.1 [Release]
« on: February 11, 2018, 11:41:23 PM »
I only got to run 1.1... not 1.0.  I did NOT generate the backgrounds... I "assumed" it would simply run with a blank background (to test the theme of course).

That's what should happen, if the "blur" category is not defined it should work with a plain gray background. One thing to note is that inside the zip file there's a Arcadeflow_11 folder, that's the one you have to put in the layouts folder. If you unzip the archive you'll probably end up with a Arcadeflow_11 folder INSIDE another Arcadeflow_11 folder, which would not work. Sorry that was my mistake in building the zip archive.

I also tested it with a 320x200 window resolution and it works, so maybe the issue is with the Pi itself.

P.S. thanks to this low resolution test I found a small issue with thumbs zooming: since the zooming item is a surface, the image content is at the resolution of the small tiles, so it gets pixellated when zooming to larger. I'll tweak the theme with a prescaler so that the image looks crisp when zoomed, and scaled back to the smaller size. That will look much better for low res screens.

Themes / Re: Arcadeflow theme v 1.1 [Release]
« on: February 11, 2018, 02:04:03 PM »
I wonder what I could be doing wrong.  I unzip to my LAYOUTS folder... when I select Arcadeflow Theme it simply shows a tanish background... a could of white highlighted boxes... and that is it.  No videos.  No snaps.  No marquees.  Etc.

Wow that is not good, not good at all. I'm not sure if the theme is compatible with the Pi, I can't check it, but have you followed the instruction for the creation of the "blur" art category, to obtain the blurred backgrounds? Maybe I can add it as an option so if you don't want/can't generate blurred backgrounds you can still use the theme with a simple background...

There is no option for vertical display because the theme should adapt automatically, at what resolution are you running it? Did you have the chance to try v 1.0 or only 1.1?

Themes / Re: Arcadeflow theme v 1.1 [Release]
« on: February 11, 2018, 07:43:30 AM »
Revision 1.1 is out with some tweaks and a couple of visual changes!

Themes / Re: My first theme! Arcadeflow v 1.0 [Release]
« on: February 02, 2018, 11:07:14 AM »
wow,  i am impressed i think you have some talent here
i love this theme....thanks boss 8)

Thank you so much! I just found an easier way to process the blurred backgrounds:

crop to 480x480
scale to 32x32
apply gaussian blur 9x9 pixels

this gives a result that's almost identical to the previous method, but the file size is way smaller (like 500 bytes instead of 15 KB).

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