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General Discussion & Help / CoinOPS Forgotten Worlds
« Last post by Pieter Hulshoff on June 09, 2018, 09:27:12 PM »
It looks like the people from CoinOPS (from the XBOX) have moved their efforts towards the PC, and have used RetroFE to create CoinOPS Forgotten Worlds. I think it looks rather well, especially considering they didn't use Critical Cid's full screen HyperSpin videos for it, but actually use separate images, and move them around using RetroFE's animation features.

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General Discussion & Help / Re: Let's Build
« Last post by JonahUK on June 09, 2018, 01:47:35 AM »
Somebody throw me the art and I'll put something together.

https://github.com/TMNTturtleguy

4x3 and 16x9 all there. Good Luck :)
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General Discussion & Help / Re: Let's Build
« Last post by artman999999 on June 05, 2018, 09:09:33 PM »
The RetroFE layout language makes a lot more sense than some others, and is pretty straightforward.  I just did a complete overhaul of the Aeon layout because I didn't like any of the asset sizes and there really wasn't much to it.
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General Discussion & Help / Re: Scroll Accelleration Delay Setting
« Last post by artman999999 on June 05, 2018, 09:04:21 PM »
Makes sense.  Thanks for providing clarity on the acceleration setting - I wasn't sure exactly how it calc'd it in.

BTW - Really liking this front end.  Not sure if it just doesn't use a lot of resources or what, but my cab is running SO much smoother than it did with another FE (and RetroFE supports HD).  Great work!
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General Discussion & Help / Re: Scroll Accelleration Delay Setting
« Last post by Pieter Hulshoff on June 05, 2018, 07:25:05 PM »
Actually, you are referring to scrollTime and scrollAcceleration. RetroFE basically checks for next/previous game input whenever the menu is done scrolling the previous game. That animation initially takes scrollTime, so exactly scrollTime after you press next/previous game for the first time it should be done with the animation and check if the key is still pressed. Each time afterwards, that time is reduced by scrollAcceleration down to a minimum of that same scrollAcceleration (that's something I've been meaning to expand on, and make it a separate configurable). As such, if you want to prevent scrolling two games by pressing only once, you have to release the button quicker or increase scrollTime in the theme you're using.
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General Discussion & Help / Scroll Accelleration Delay Setting
« Last post by artman999999 on June 05, 2018, 06:13:16 PM »
What determines the delay that occurs before a menu begins to auto-scroll?  I'm not referring to scrollTime or scrollAcceleration, which are completely different.  I'm asking about what determines the time between when a scroll key is held down and when scrollAcceleration begins.

I use a joystick to select the games on my cab, and I often find myself advancing 2 games ahead because acceleration kicks in too quickly.  The sticks are digital U360s, so I even set the mapping to activate the direction only when it reaches the very edges of the map.  But still, if I pause just a hair too long, acceleration begins and I scroll 1 game past the actual game I wanted.

I realize it's impossible to please everyone with this, and anyone using a keyboard probably couldn't be happier with the setting as it stands now.  Is there a way I can set it, or is that delay hard-coded in the system?

If it can't be changed, I'll just increase the scrollTime a bit to accommodate my slow reaction times...  :D   
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General Discussion & Help / Re: Let's Build
« Last post by Sequence on June 05, 2018, 10:32:58 AM »
A while back I made a theme called Core. It was full of snippets where different themes could be made just by inserting piece code. It was all copy and paste. Didn't seem to gain any ground so I left it alone. I've seen that comic book theme and it's really Emulation Station but art heavy. Aside from "times played" it looks pretty doable. Just need the theme to steal the artwork and find the fonts used.

Really, shouldn't be too hard. Just need to create Emulation Station base theme first. I've got a copy around here somewhere. I'll play with the idea and get back with some results.


Top of my head, menu 0 is simply the white rectangle in the middle with a horizontal scroll. I'd use a 2x2 white pixel and set the size for the rectangle. The rectangle would have the alpha set somewhere around ".7". The background looks like it is two levels underneath the rectangle and it alphas to "0" on menu scroll. A layer above that you have the control instructions on the bottom left. The "games available" pop down can't be done to my understanding.

Menu 1 = Logo on top right, Logo2 on top left. List on left middle with the selected item using a different color. Blah blah you get the point. Somebody throw me the art and I'll put something together.

As for a theme builder app, the world isn't ready for such a useful tool. :)
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General Discussion & Help / Re: Let's Build
« Last post by Agent47 on June 05, 2018, 06:36:24 AM »
The layout section in the documentation part of the site has example snippets of the different types of layout items and also has links to the Aeon Nox (I think) layout xml which has comments for each section/item in the layout.
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General Discussion & Help / Re: Let's Build
« Last post by billyc666 on June 04, 2018, 08:35:22 PM »
why not have a snippets section, have a basic blank theme and then snippets of code with an image of what it does, should be pretty easy for people to follow. themes i've built in the past i've used the same principal
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General Discussion & Help / Re: Let's Build
« Last post by Pieter Hulshoff on June 04, 2018, 08:14:00 AM »
I'd love a theme maker too, but it's not really my cup of tea to build one, and I lack the time to do it as well. The theme you showed looks easy enough to build though, provided it comes with all the art they show.

Sent from my SM-G950F using Tapatalk

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