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Posts posted by damageinc86
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There's some other cool scenes that the pixel artist has on their youtube page. https://www.youtube.com/@waneella/videos
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the superpausemenu plugin has folders you can place the manuals in and they'll show up I think.
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On 3/5/2026 at 3:54 AM, PadeMoNiuM Prods said:
Alright, I’ll take a look at it during the day. The easiest thing will probably be for me to just send you the animation directly. I’m not sure yet how I’ll send it, but I’ll find a way. I’ll simply send you the animation, you’ll just have to copy and paste it, and then you can set the timing however you want. I’ll show you how to do it.
Were you able to find the spot for the selected game animations enter delay? or whatever it would be called lol.
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This type of game is what I wish someone could do to my characters and game idea I have. But it's so much fucking money to hire devs. I love this style of game. and schmups too.
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3 hours ago, PadeMoNiuM Prods said:
In Big Box themes, this kind of slowdown usually comes from three places in the XAML:
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BeginTimein aStoryboard
–Durationin aDoubleAnimationorOpacityAnimation
– or aDelay / Bindinglinked toIsSelectedorIsGameSelected.If you want, you can also send it to me on Discord as an attached file. If you have the CTC version of the view, I can tweak it in about three minutes and send it back to you.
By the way, how did your little journey go? Did it help you with your views?
no nothing productive came from the gpt journey lol. I think it may have helped with the platform views, but the games view is still SLOW entrance of details.
I can't send on discord because it pops up some file limit message about nitro. So maybe you could just get the theme from here:
It's BAnnerBox 2.1
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On 3/2/2026 at 1:16 AM, PadeMoNiuM Prods said:
I really can’t recommend enough that you take some time to browse the forums. There are resources everywhere, especially when it comes to animations. Sometimes they’re very simple, but incredibly useful. And if one day you feel like creating something a bit more unique, you can always build your own animations. It does take time. You have to code them and experiment. But honestly, with AI today, it’s not nearly as complicated as it used to be.
Over time, I’ve built myself a small animation library just by picking things up here and there, from friends and from shared themes. If people share their work, it’s meant to be reused. That’s the whole point. Faeran made a lot of “standard” themes for a reason. They’re there for creators to dig into, learn from, and build on. They were made for us. So don’t hesitate to explore them. They’re a huge help.
Y2guru also occasionally releases small theme concepts, proof-of-concept builds with tons of interesting animations. Those require a slightly higher skill level to really understand and adapt, but what he shares are absolute gems. You’ll find unique animations and genuinely complex mechanics in there.
For example, the Netflix theme served as the foundation for Kingslayer’s new CoverFlow. He built his own vision on top of it, of course, but the original structure, the skeleton, came from there.
A few years ago, together with another contributor, we started working on a template theme. We never really continued developing it due to a lack of participants, but I could bring it back. I believe we still have the files.
If you’re interested, I can post it here.
how about you prod? could you look at the BannerBox .xaml files and find where the values are to change the delay on details entering once a game is landed on? it takes WAY too long for the fade out and theme elements to begin to slide in and populate the details
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12 minutes ago, TJ_on_Launchbox said:
What do you mean with "I don´t know where to look"?
I explained it to you. Did you count how many seconds it takes that the details fly in?
Just count the time and then look in the xml file for this number.
Change it to 2 seconds and watch what happens. You can´t destroy anything. You can always change it back or just copy paste the xml and if you screw things up then you can insert the backup file again.
ok i searched for 3 seconds as an example. i got anything that had the number 3 in it lol. including grid height "1080 Width "384" . so...still don't know where the value for delaying the game details coming in would be.
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1 hour ago, TJ_on_Launchbox said:
You have to think a little bit by yourself.
What i did back then: I counted the seconds until it transitioned. It was i think 5 seconds.
Then i searched for this number in the xml. Then i changed the first found 5 to 10 and watched the reaction until i found the right one.
I could also not solve how to delete the transition but i changed the number from 5 seconds to 100 seconds so it never bothered me again.Yeah i don't know where to look. and apparently chatgpt can't figure out what values to edit either. I need the banner box details to fly in(transition) quicker. It takes too long after you land on a game for eveeything to come in.
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14 hours ago, TJ_on_Launchbox said:
I would recommend to use Chat GPT.
Honestly it would take a long time for me.Well, I just wasted over an hour trying to explain to chatgpt what to do, and the game select fade-out and details transition in for BannerBox theme still is slow as molasses. It could never figure it out lol.
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interesting takes on these. What are you using?
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4 hours ago, TJ_on_Launchbox said:
This is a great Thread, a great Idea. Thank you so much for this.
I started with Big Box a few years ago. I liked some of the Themes but there was always something i wanted to have changed.
Therefore i reverse engineered and learned by myself from scratch what each program codes do if you change this and change that.
It took me weeks of hard work but in the end i made it happen to have my theme personalized how i wanted it.
But i always thought why there is not a Template where unexperienced Users could create their Themes how they want to.
Could you look at the BannerBox theme code and help me get the details/game name screen to slide in quicker than it currently does? That's all I want different in the theme. It takes WAY too long for all the details to slide in and populate once you land on a console or a game from the list.
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Is there the ability to map BB navigation controls on a per-controller basis yet? Asking for a friend lol.
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Thanks for these!
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Why not just put them all in a mega.nz link to supplement the thread then?
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And per controller navigation mapping?
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I'd put anything DOS, through retroarch Dosbox pure core.
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I don't see any presentation in their screenshots that uses a clear logo for the game? Are there any views that do at least have clear logo, box art, and other basic artwork pieces for the game? I wouldn't really want to go back to just plain text game lists. That's the entire reason why I'd want to use a front end.
Also curious, are you able to map each one of your controllers independently for navigating the front end interface? Launchbox still just applies one button set to all controllers you have plugged in for navigating big box. Which leaves you guessing as to which button on which controller is going to start the game, or move back, etc.
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3 hours ago, JoeViking245 said:
Ah, ya. If you delete a Category, other platforms that were in that category can't be in that [now] non-existent category.
To remove a platform from being in/under a certain category (which I think is what you're actually after), right-click that platform and select Edit. Go to the Parents tab and there you can check/un-check Categories they will be nested under.
This should be the way to edit where platforms are nested. But I don't see why deleting say,...NES out of the consoles category, would cause any other console platform to go anywhere. That's odd.
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1 hour ago, SiriusVI said:
My rom set comes from a trusted source. I'm not sure what version it is, but it might be the most recent one (245), since mk3 does work with hbmame standalone version 245. The hbmame core version however is 220. That's probably why not all of the (probably) more recently added games work.
Ahhh yeah ok, if it is that new, then perhaps it was added, and the core is just too old. And I don't think they are planning on releasing a newer version of the core anytime soon either. Especially since it was taken down altogether from their official offerings. That's too bad. I think the only option is to point LB to the standalone hbmame for that particular entry then. Which will be a mismatch in presentation if you are using the mega bezel reflective shader for the rest in retroarch.
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My HBMAME romet doesn't even have an mk3.zip in it. I downloaded this romset, and HBMAMEUIFX when it was version 0.174. I was under the impression it was a nice full romset at the time. So I'm not sure if I'm just missing that one, or if yours has that for some reason? I haven't been able to find any information on a Mortal Kombat 3 HBMAME romhack either. So I'm really not sure what is happening here. I found a .211 HBMAME romset on internet archive, and that also does not have an mk3 rom in it.
I'm beginning to think that someone just included an mk3 rom in your hbmame romset? I dunno.
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9 minutes ago, SiriusVI said:
Ah so it could be that it imported a wrong rom? I thought mk3 was a different rom hack than umk3. I will have to check later. Thx for your suggestion.
What version does your hbmame core display in retroarch? Is it 220 for you, too?
yes, shows it as .220 mame hbmame_libretro.dll
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1 hour ago, SiriusVI said:
No, the regular mk3. I got umk3 working. Regular mk3 won't work. I can send a picture later.
but isn't hbmame for mame hacks? I only have a umk3 in my hbmame folder, not a plain mk3
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5 hours ago, SiriusVI said:
That would be great. I was wondering if I made a mistake or if the older core just won't run MK3. There are a few other games that don't run also, but I haven't tested all of them, so I don't know how severe the problem is...
so it is umk3 rom then?
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I might not be the best test case for this, since ive only ever tried out 3 games. pac and ms. Pac Renaissance, and a 25 maze ms. Pac.
I could try and see iif mortal kombat hack works on mine.
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Someone has been changing the SNES to I guess suit Himself IE: carts to Fanart - Carts - Front
in Platform Media
Posted
This is just wild. We have enough phenomenal HQ cart, box, whatever else SETS made by the community. I feel like LBDB (staff, or whomever) should just grab those sets, rename appropriately, and have those as the defaults and then lock it. Option stuff can be added by the user after that, or given a choice: Default LBDB HQ set (community username contributor) , or Fanart cart random.