Jump to content
LaunchBox Community Forums

syncy

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by syncy

  1. Started a github repo for my custom startup / shutdown theme, dubbing it Tactile: https://github.com/warrendunlop/Tactile Big shout out to @BMovieBen for some source image files. Higher quality consoles will be in soon for a v1.1.
  2. Progress update video. It's all looking amazing, but... I fucked up. Realized it half way through but kept on truckin' since I was already so far. I used Transforms instead of building proper grids. So, transforms aren't maintain with a resolution change which means everything I've done so far is only specific to one resolution (2560x1440). Maybe someone wants to help this project along and put them into proper grids? Or at the very least point me in the right direction as to which tools to use to make it easier to make XAML grids. So far I've literally been tweaking transform values by a few numbers in notepad, running game in Launchbox to see if it lines up, then doing the whole process many times over to get it right. /cc @Rincewind @faeran @BMovieBen 2020-06-02 00-46-58.mp4
  3. @Rincewind Excellent, Ez pz. Implementing. Thanks for the assist!
  4. @Rincewind Thanks! Glad you're digging them. How would I define a backup? Have a code snippet for that? Here is the current code: <Image x:Name="CartImage" Grid.Row="1" Grid.Column="1" Source="{Binding SelectedGame.CartFrontImagePath}" VerticalAlignment="Center" HorizontalAlignment="Center" RenderOptions.BitmapScalingMode="HighQuality" RenderTransformOrigin="0.5,0.5"> <Image.RenderTransform> <TransformGroup> <ScaleTransform ScaleX=".63" ScaleY=".63"/> <RotateTransform Angle="0" /> <TranslateTransform X="0"/> <TranslateTransform Y="-200"/> </TransformGroup> </Image.RenderTransform> <Image.Effect> <DropShadowEffect BlurRadius="10" Direction="-90" RenderingBias="Quality" ShadowDepth="1" /> </Image.Effect> </Image> I usually have to tweak the transforms for each console a bit. But other than that, working great.
  5. @BMovieBen definitely take what I can get. Thanks. Are they direct front views?
  6. Update. I went a little nuts with the N64 startup :P. Been charging ahead on this all day! So far I have startups for all CD based games (PS1, PS2, PS3, DC, GC, Xbox, etc.), top loading systems (so far just N64 but will be SNES, Genesis, and more once I find decent front images of the consoles), and a custom jobby for PSP (as seen in the vid below). Still no idea how to get the little guys back in their boxes on game shutdown due to trigger issue. Hopefully someone can help. 2020-05-31 14-29-04.mp4
  7. syncy

    StageBox

    Update. I went a little nuts with the N64 startup :P. So far I have startups for all CD based games (PS1, PS2, PS3, DC, GC, Xbox, etc.), top loading systems (so far just N64 but will be SNES, Genesis, and more once I find decent front images of the consoles), and a custom jobby for PSP (as seen in the vid below). Still no idea how to get the little guys back in their boxes on game shutdown due to trigger issue. Hopefully someone can help. 2020-05-31 14-29-04.mp4
  8. Hey all, I've started to further @faeran's startup and shutdown theme (StageBox) with disc animations and platform specific cover spines, but I've hit a snag with triggering animations on the game shutdown / game over screen. On the Game Startup screen, animations are fairly easily triggered via `NowLoadingText`: <TextBlock Grid.Row="0" Grid.RowSpan="3" Grid.Column="0" Grid.ColumnSpan="2" Text="{Binding Path=NowLoadingText, NotifyOnTargetUpdated=True}" Foreground="Black" HorizontalAlignment="Center" VerticalAlignment="Center" FontSize="1" Typography.Capitals="AllSmallCaps"> <TextBlock.Triggers> <EventTrigger RoutedEvent="Binding.TargetUpdated"> <BeginStoryboard Storyboard="{StaticResource Load}"/> </EventTrigger> </TextBlock.Triggers> </TextBlock> For the Game shutdown / game over screen, `GameOverText` would be ideal but I don't think that's available. Are there other routes available in the current build? I'm a XAML noob so maybe something I'm not thinking of? I tried Image.Loaded but that happens on Game Startup and stays loaded to memory, which means the game over animations are finished within seconds of launching the game (or however long the animation lasts, which can be repeated forever at slow speed, but I can't set keyframes or eases this way). I also tried triggering with MouseEnter on the canvas, but looks like that starts right away as well. Here's a vid of the startup screen working at least. A nice little disc popping out of the case and spinning up... 2020-05-31 05-40-01.mp4
  9. syncy

    StageBox

    Hey @faeran, I've started to further this startup and shutdown with disc animations and platform specific cover spines. Wondering if you know anything about triggering events on shutdown screen page load. Having a hell of a time getting my animation to start when the game is actually shut down. I tried Image Load but apparently that happens on Game startup and stays loaded to memory. A Binding Path=GameOverText would be ideal but I don't think that's available. Any ideas? Here's a vid of the startup screen working at least... 2020-05-31 05-40-01.mp4
×
×
  • Create New...