Author Topic: RetroFE development  (Read 21033 times)

Pieter Hulshoff

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Re: RetroFE development
« Reply #135 on: February 05, 2017, 11:40:17 AM »
I'm playing around a bit with the default menu animation for Aeon Nox (default theme). It feels a bit sluggish to me, so I've (locally) changed the starting speed to .25 seconds (down from .35 seconds). It does feel a bit more responsive that way. Feel free to play around with it on your own theme settings, and let me know what you think?

Pieter Hulshoff

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Re: RetroFE development
« Reply #136 on: February 05, 2017, 11:46:36 AM »
I'm also considering changing the release setup a bit. I'm currently using the bx postfix to indicate it's a beta release for a new upcoming release, but I think I will switch to increasing the middle number more often, so simply use 0.x.0 for the release, and then 0.x.y for the incremental changes. 0.x.beta-y will then be reserved for true beta releases in preparation for a full release. This would result in:
0.8.0 (full release)
0.8.y (y > 0, incremental changes on 0.8.0)
0.9.beta-z (beta release z for release 0.9.0)
0.9.0 (next full release)
Any thoughts?

shatshoes

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Re: RetroFE development
« Reply #137 on: February 05, 2017, 05:27:47 PM »
sounds good

Tom Acunzo

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Re: RetroFE development
« Reply #138 on: February 05, 2017, 07:23:19 PM »
It's a bit redundant, 0.x.y is all beta until 1.0 and beyond is out right?

Pieter Hulshoff

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Re: RetroFE development
« Reply #139 on: February 05, 2017, 07:27:11 PM »
I guess I could use RC (release candidate) in stead. 😀 The idea though is to only do bug fixes during that time.

Pieter Hulshoff

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Re: RetroFE development
« Reply #140 on: February 08, 2017, 02:11:30 PM »
I'm playing around a bit with the default menu animation for Aeon Nox (default theme). It feels a bit sluggish to me, so I've (locally) changed the starting speed to .25 seconds (down from .35 seconds). It does feel a bit more responsive that way. Feel free to play around with it on your own theme settings, and let me know what you think?

Has anyone played around with this, and is able/willing to give me some feedback? This is always an issue between fast animation and smooth animation, and I'm trying to find an optimum.

Tom Acunzo

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Re: RetroFE development
« Reply #141 on: February 08, 2017, 08:47:47 PM »
All my themes are broken. :(

Pieter Hulshoff

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Re: RetroFE development
« Reply #142 on: February 08, 2017, 10:46:13 PM »
All my themes are broken. :(
Which themes are broken, and in which way?

firewater

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Re: RetroFE development
« Reply #143 on: February 17, 2017, 03:58:42 AM »
I'm interested on having a different background image load every time the selection changes. So for example:

[NES] background: image of Super Mario Bros. 3
>
[Mega Drive] background: image of Gunstar Heroes
>
[NES] background: image of Crystalis

Is this something that can already be done or is this what "Randomization of art alternative selection, animations, etc." refers to?

Pieter Hulshoff

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Re: RetroFE development
« Reply #144 on: February 17, 2017, 06:38:48 AM »
That's what the randomisation refers to. It's not yet available.

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firewater

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Re: RetroFE development
« Reply #145 on: February 17, 2017, 07:58:28 AM »
Cool, just wanted to be sure.

edit: I think this is covered by the planned UTF-8 support feature but I just wanted to report that "Pokémon Mini", "NEO・GEO CD" and "Odyssey˛" can't be the name of collections because if they are logo.png (perhaps neither are the games, I didn't go that far) isn't recognized and it defaults to a boring text name .
« Last Edit: February 17, 2017, 11:33:30 PM by firewater »

FrankyRizzo

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Re: RetroFE development
« Reply #146 on: March 27, 2017, 03:11:19 AM »
Cool, just wanted to be sure.

edit: I think this is covered by the planned UTF-8 support feature but I just wanted to report that "Pokémon Mini", "NEO・GEO CD" and "Odyssey˛" can't be the name of collections because if they are logo.png (perhaps neither are the games, I didn't go that far) isn't recognized and it defaults to a boring text name .

My guess is the special characters just aren't supported. 

Pieter Hulshoff

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Re: RetroFE development
« Reply #147 on: March 31, 2017, 12:19:44 PM »
My guess is the special characters just aren't supported.

RetroFE was programmed to use standard C++ strings, which indeed do not support UTF-8. It's quite a big program wide change to get this supported, but it's certainly on my to-do list. :)

iGarikoitz

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Re: RetroFE development
« Reply #148 on: April 01, 2017, 07:53:00 AM »
The loading of art now always waits until the animations are complete. The onHighlightExit animation doesn't trigger until all menu animations have stopped.

It's basically:
- menu actions
- onHighlightExit
- load art
- onHighlightEnter


Can I disable this? Because it break my theme

Pieter Hulshoff

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Re: RetroFE development
« Reply #149 on: April 01, 2017, 07:55:30 AM »
The loading of art now always waits until the animations are complete. The onHighlightExit animation doesn't trigger until all menu animations have stopped.

It's basically:
- menu actions
- onHighlightExit
- load art
- onHighlightEnter


Can I disable this? Because it break my theme

How exactly does it break your theme if I may ask? Which theme would that be?