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Everything posted by damageinc86
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What an amazing idea! I've always wondered how the heck I'm going to remember which one of the buttons do what (when I finally do make an actual cab). Something like this would be phenomenal. I wonder if you could do some creative woodworking to a recroommasters cab and mount a small monitor under the main monitor, right above the control panel. That's where I'd want them to show up. So you just have to look slightly up from your own control panel and see the comparison.
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[SOLVED] [Request] [NSW] TMNT: The Cowabunga Collection (Box - 3D)
damageinc86 replied to k_rollo's topic in Game Media
Yeah, I prefer 2D for boxes. I have a few 3D cartridge sets. I like it for that. But glad you got something figured out in any event. Something happened at least right!? lol. I'm working my way backwards from Z. I'm almost done with W. Definitely have a long, tedious road ahead. A few box fronts a day at least. Take care! feel free to message anytime. -
[SOLVED] [Request] [NSW] TMNT: The Cowabunga Collection (Box - 3D)
damageinc86 replied to k_rollo's topic in Game Media
It's amazing what little things can end up being difficult lol. I've just embarked on a journey to make Sega Master System Boxes, and I've already been tripped up by several things. And they are pretty simplistic in design. You should be able to get there with GIMP eventually. It will just be a matter of getting the text corner pulled out a bit on the top right and bottom right so it looks like it's following the "3-dness" of the spine. You could probably get really close just "eyeballing" it too. -
[SOLVED] [Request] [NSW] TMNT: The Cowabunga Collection (Box - 3D)
damageinc86 replied to k_rollo's topic in Game Media
Font is MarkPro Bold. I just found a website tutorial that showed how to skew text perspective like this and still have an editable text layer. It has to be converted to a smart object. then you can use the edit->transform->perspective tool to adjust the top and bottom right corners of the 90 degree rotated text to move the perspective to look like it's following the same perspective as the 3D spine of the case. I just tried it myself and was able to replicate it by typing the same text and adjusting it until it matched the original text layer. But I still had to make it a smart object. Which means that in order to edit the text, I have to double click it for the new window to open, edit the text there, save it, close, and see the reflected changes just like the original template has. Looks like gimp hasn't yet become compatible with photoshop's smart objects. Is there any way you can just skew the perspective of the text in gimp? The alternative to making a smart object in photoshop was to just rasterize the text layer, and then you could skew the perspective. It just wouldn't be able to be edited ever again, and you'd have to make a new and unique text layer for each image you wanted to make. If you are doing a bunch of these and just want to get your covers in there, I could do the text layer for you and export them for ya. -
[SOLVED] [Request] [NSW] TMNT: The Cowabunga Collection (Box - 3D)
damageinc86 replied to k_rollo's topic in Game Media
Yeah dang, that's too bad that gimp rasterizes it. No, it is just an old version because I have never bothered to upgrade lol. I also noticed the text isn't just straight up and down. There is some distortion to it so that it looks correct for the angle. -
[SG's] Nintendo Wii - Discs (Hi-RES)(500+ Images)
damageinc86 commented on SomeGeezer's file in Nintendo Wii
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[SOLVED] [Request] [NSW] TMNT: The Cowabunga Collection (Box - 3D)
damageinc86 replied to k_rollo's topic in Game Media
I think you might have to use photoshop to get to the editable spine text. I tried it, and it opened up the editable text layer in it's own window, a .psb window. I could then edit the text, click save, close that window, and the changes were there on the spine. I just had to move the text down a bit. It showed this message first: I followed the tutorial and it worked great. I did notice however, that the red part of the spine wasn't actually all the way beneath the overlay, so there was a very small blank gap. I stretched that layer a bit to fix it. I've attached the template here for ya with the cowabunga collection finished within Switch Box Template.psd -
Ohhh, yeah, that modular stuff is neat! I really want a recroommasters cab, but their 4-way stick and spinner is way up at the top of the control panel above the other sticks and trackball. I will probably settle for it, but I don't like the idea of having to reach up there to play 4-way games. This modular idea would be nice to have on it.
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I have my WiiWare as a separate Platform. I just named the platform that, and imported all the roms for it.
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[SOLVED] [Request] [NSW] TMNT: The Cowabunga Collection (Box - 3D)
damageinc86 replied to k_rollo's topic in Game Media
Someone on the forums here posted a link to their google drive with a template and an instructional video. Might want to check that out. https://drive.google.com/drive/u/0/folders/1KFvFeplMFgk3fQ-dM9yWvhfRt3s-jEan -
I'll never understand why templates aren't shared. People have different collections, and would really benefit from being able to put their own artwork into these awesome types of images so that their collection remains uniform. I'm having trouble with the 3D vector NES carts, as I have some gaps there. I'm sure I could eventually figure out how to align a label to make it look correct in that cart,...but it would just be so much easier to slide it into an already set up template ya know? EDIT: Well, apparently it was more easily within my reach to make a template out of one than I thought! I figured it out and now have filled in a couple gaps.
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ABeezy's Nintendo Game Boy Advance Box Fronts
damageinc86 commented on ABeezy13's file in Nintendo Game Boy Advance
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BigBox startup video intermittent black screen, audio playing
damageinc86 replied to Gangor's topic in Troubleshooting
No solution to offer. But this is so odd to hear about, as I've literally never had BB not play the startup video properly. What the heck could be going on? -
That's an interesting look, dividing it up by platform. I suppose it is assumed you can quickly tell what platform it is going to be based on the box art. But still would be cool to have an option to have a more clear division.
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Is there any other system that you've ran into this problem with? I've never tried importing commodore 64 stuff, so I don't have any experience there. And I've only manually added a handful of games at a time. Yes, I understand the time consuming part. I'm actually going through my gameboy cart art filling in gaps, and it's taken a few 4 hour sessions to get to the letter D. Maybe someone else knows more about using the audit function and the import function in a better way than I do. I've never ran into the problem of launchbox importing the roms initially, but then when the import is done, it's not there. Every single time I've ever imported, the rom/game entry still shows up in launchbox when I'm finished. It just has no artwork because the database didn't have that entry to link it to any artwork. So I can quickly scan that platform, see the entries that are just text, and go investigate that entry more to see if it was a spelling error, or if it really isn't in the LB database. Then I can assign it my own artwork if I have it. It's never disappeared after the import for me. So that is the odd part. Sorry I couldn't be of any real help.
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I guess I don't understand what is happening. Can't you just click the "add" button to any one of your platforms and add any game you choose? I've added Commander Keen hacks to my MS-DOS platform, and launchbox has no idea what they are, so I just manually type all the info in and add all my artwork. It doesn't disappear afterwards. Odd.
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Huge Mame Marquee Collection including many in 4K resolution
damageinc86 commented on Mr. RetroLust's file in Arcade
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wow,...found you damageinc86. Searched for "sega triforce" and way down on the list is this png. The answer is no. You just have to put the bordered logos into the Clear Logo folder.
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Yes i changed the canvas resolution, and attempted to resize what I could down, but it was very difficult because they were then so large they were way outside of the bounds of the canvas. For some reason arcade cabinets wouldn't show up for me. And I changed no attributes at all other than resizing.