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shro2016

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About shro2016

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  1. Mega Drive (EU) 2D Complete Cover Pack View File This file contains the complete cover set for all Sega Mega Drive (Genesis) games released in the United Kingdom Region and in the EU cover variant. All files have been collated by myself from the various repositories on the Internet and have been retouched where required and resized to uniform ratio. The quality does vary between the covers based on the source files available but images are scaled to the best quality size available. Image sizes in the pack are: 500x725, 750x1087, 1000x1450, 1500x2147, 2000x2900 If you are aware of better quality variants of the covers in this pack please let me know and I will update the pack as required. Submitter shro2016 Submitted 01/05/2019 Category Game Box Art  
  2. Version 1.0.0

    34 downloads

    This file contains the complete cover set for all Sega Mega Drive (Genesis) games released in the United Kingdom Region and in the EU cover variant. All files have been collated by myself from the various repositories on the Internet and have been retouched where required and resized to uniform ratio. The quality does vary between the covers based on the source files available but images are scaled to the best quality size available. Image sizes in the pack are: 500x725, 750x1087, 1000x1450, 1500x2147, 2000x2900 If you are aware of better quality variants of the covers in this pack please let me know and I will update the pack as required. It should be noted that all are the original covers with the exception of Lethal Enforcers 2 which I could not find a high enough quality version of and so I have adapted the US cover to the EU style box to make this a complete set.
  3. shro2016

    Modernist

    Unfortunately not @isilkin - the reason for using the screenshots is that this ensures the theme remains consistently sized - if using boxart then each system has different size boxes which then doesnt look right and would require layout to be changed. This is one of the issues I am currently having in that the themes will only ever be as good as users artwork - steam banners and square tiles is how it is being done on consoles so that all tiles are consistently sized. I am currently working on some boxart files to upload to emumovies that will give consistent dimensions but @jasoncarr would then need to somehow reference these as additional image types to pull in automatically for theme use but one step at a time.
  4. shro2016

    XAML Tips and Tricks

    @Grila having gone through your instructions this works spot on and I have also managed to get my original DLL to also work now. The issue was something remarkably stupid and not sure why I had done it but rather than placing the DLL I had created in the plugins folder I had placed it inside the references folder within the theme folder. Having now moved it this is working. Thanks a lot for your help with this and apologies that it was something so simple in the end that I was doing wrong (as I suspected it might be).
  5. shro2016

    XAML Tips and Tricks

    Thanks @Grila I will check this out now and no your explanation is spot on! Whilst I have used visual studio for doing the visual elements I do not understand sufficiently the use of classes and plugins so having a step by step like this is very useful as I am sure it will be for others that come across this post. Thanks again and I will let you know how I get on.
  6. shro2016

    XAML Tips and Tricks

    That’s great thanks very much @Grila and don’t worry about messing with this whilst on vacation. Enjoy your time with family, this can wait until you’re back. thanks again for all your help.
  7. shro2016

    XAML Tips and Tricks

    It was my first attempt at compiling my own converter though it is just a copy and paste of the converter you provided earlier in this post. It may well be that I have done something wrong when compiling the DLL.
  8. shro2016

    XAML Tips and Tricks

    Thanks for looking at this @Grila , this is the error I receive when the view is loaded in BigBoxI believe I have defined the resource in the view's usercontrol.resource section but here is the complete code for the XAML view. Hopefully you will spot something glaringly obvious that I have done wrong: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:transitions="clr-namespace:Unbroken.LaunchBox.Wpf.Transitions;assembly=Unbroken.LaunchBox.Wpf" xmlns:coverFlow="clr-namespace:Unbroken.LaunchBox.Wpf.Controls.CoverFlow;assembly=Unbroken.LaunchBox.Wpf" xmlns:cal="http://www.caliburnproject.org" xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity" xmlns:controls="clr-namespace:Unbroken.LaunchBox.Wpf.Controls;assembly=Unbroken.LaunchBox.Wpf" xmlns:g="clr-namespace:GrilaBBWeather;assembly=GrilaBBWeather" xmlns:sys="clr-namespace:System;assembly=mscorlib" xmlns:TextTransformUppercase="clr-namespace:TextTransformUppercase;assembly=TextTransformUppercase" mc:Ignorable="d" d:DesignHeight="2160" d:DesignWidth="3840" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Style="{DynamicResource UserControlStyle}"> <UserControl.Resources> <TextTransformUppercase:TextTransformUppercase x:Key="TextTransformUppercase"/> </UserControl.Resources> <Canvas Name="Canvas"> <Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}"> <Grid.ColumnDefinitions> <ColumnDefinition Width="3.125*"/> <ColumnDefinition Width="13.42*"/> <ColumnDefinition Width="2.4*"/> <ColumnDefinition Width="54.55*"/> <ColumnDefinition Width="0*"/> <ColumnDefinition Width="0*"/> <ColumnDefinition Width="0*"/> <ColumnDefinition Width="0*"/> <ColumnDefinition Width="23*"/> <ColumnDefinition Width="3.4375*"/> </Grid.ColumnDefinitions> <Grid Grid.ColumnSpan="10" Grid.Column="0"> <Grid.RowDefinitions> <RowDefinition Height="56.83*"/> <RowDefinition Height="43.17*"/> </Grid.RowDefinitions> <Image Source="{Binding Path=SelectedGame.BackgroundImagePath}" Stretch="UniformToFill" Grid.RowSpan="2" VerticalAlignment="Bottom"/> <Image Source="{Binding Path=SelectedGame.BackgroundImagePath}" Stretch="UniformToFill" Grid.Row="1" VerticalAlignment="Bottom"> <Image.Effect> <BlurEffect Radius="80"/> </Image.Effect> </Image> <Rectangle Fill="#324049" Opacity="0.8" Grid.Row="1"/> </Grid> <Grid Grid.Column="1"> <Grid.RowDefinitions> <RowDefinition Height="3.88*"/> <RowDefinition Height="4.62*"/> <RowDefinition Height="5.55*"/> <RowDefinition Height="41.48*"/> <RowDefinition Height="39.26*"/> <RowDefinition Height="4.44*"/> </Grid.RowDefinitions> <Image Source="{Binding Path=SelectedGame.FrontImagePath}" Grid.Row="4" VerticalAlignment="Top"/> </Grid> <Grid Grid.Column="8"> <Grid.RowDefinitions> <RowDefinition Height="78.7*"/> <RowDefinition Height="11.85*"/> <RowDefinition Height="9.45*"/> </Grid.RowDefinitions> <!-- Start of ESRB Rating --> <Grid Grid.Row="1"> <Grid.ColumnDefinitions> <ColumnDefinition Width="45*"/> <ColumnDefinition Width="16.5*"/> <ColumnDefinition Width="38.5*"/> </Grid.ColumnDefinitions> <TextBlock x:Name="ESRB" Visibility="Collapsed"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Modernist/Images/ESRB/{0}.png"> <Binding Path="ActiveGame.Rating" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{}pack://siteoforigin:,,,/Themes/Modernist/Images/ESRB/NR.png" RenderOptions.BitmapScalingMode="HighQuality" HorizontalAlignment="Left" VerticalAlignment="Bottom" Grid.Column="1"/> <Image Source="{Binding Text, ElementName=ESRB}" RenderOptions.BitmapScalingMode="HighQuality" HorizontalAlignment="Left" VerticalAlignment="Bottom" Grid.Column="1"/> <Grid Grid.Column="2"> <Grid.RowDefinitions> <RowDefinition Height="55*"/> <RowDefinition Height="20*"/> <RowDefinition Height="25*"/> </Grid.RowDefinitions> <Grid Grid.Row="1"> <Grid.ColumnDefinitions> <ColumnDefinition Width="10*"/> <ColumnDefinition Width="90*"/> <ColumnDefinition Width="0*"/> </Grid.ColumnDefinitions> <Viewbox Grid.Column="1" HorizontalAlignment="Left"> <TextBlock x:Name="GameESRB" Foreground="White" FontFamily="Segoe UI"> <TextBlock.Style> <Style TargetType="TextBlock"> <Setter Property="Text" Value="{Binding ActiveGame.Rating}" /> <Style.Triggers> <DataTrigger Binding="{Binding ActiveGame.Rating}" Value="" > <Setter Property="Text" Value="NR - Not Yet Rated" /> </DataTrigger> <DataTrigger Binding="{Binding ActiveGame.Rating}" Value="{x:Null}" > <Setter Property="Text" Value="NR - Not Yet Rated" /> </DataTrigger> </Style.Triggers> </Style> </TextBlock.Style> </TextBlock> </Viewbox> </Grid> </Grid> </Grid> </Grid> <!-- End of ESRB Rating --> <Grid Grid.Column="3"> <Grid.RowDefinitions> <RowDefinition Height="62.22*"/> <RowDefinition Height="2.77*"/> <RowDefinition Height="2.59*"/> <RowDefinition Height="4.63*"/> <RowDefinition Height="2*"/> <RowDefinition Height="2*"/> <RowDefinition Height="2.59*"/> <RowDefinition Height="11.66*"/> <RowDefinition Height="10.19*"/> </Grid.RowDefinitions> <Viewbox Grid.Row="1" HorizontalAlignment="Left"> <TextBlock x:Name="GamePlatform" Text="{Binding Path=ActiveGame.Platform}" Foreground="White" FontFamily="Segoe UI" /> </Viewbox> <Viewbox Grid.Row="3" HorizontalAlignment="Left"> <TextBlock x:Name="GameName" Foreground="White" FontFamily="Segoe UI"> <TextBlock.Text> <MultiBinding StringFormat="{}{0}"> <Binding Path="ActiveGame.Title" Converter="{StaticResource TextTransformUppercase}"/> </MultiBinding> </TextBlock.Text> </TextBlock> </Viewbox> <Grid Grid.Row="5"> <Grid.ColumnDefinitions> <ColumnDefinition Width="13*"/> <ColumnDefinition Width="6.27*"/> <ColumnDefinition Width="2.76*"/> <ColumnDefinition Width="77.97*"/> </Grid.ColumnDefinitions> <!-- Dynamic Star Ratings --> <TextBlock x:Name="Stars" Visibility="Collapsed" HorizontalAlignment="Center"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/BigBoxOne/Images/Theme/{0:F0}S.png"> <Binding Path="ActiveGame.CommunityStarRating" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{}pack://siteoforigin:,,,/themes/BigBoxOne/images/theme/No Stars.png" RenderOptions.BitmapScalingMode="HighQuality" HorizontalAlignment="Center" VerticalAlignment="Center" Grid.Column="0" Opacity="0.3"/> <Image Source="{Binding Text, ElementName=Stars}" RenderOptions.BitmapScalingMode="HighQuality" HorizontalAlignment="Center" VerticalAlignment="Center" Grid.Column="0" /> <!-- End of Dynamic Star Rating--> <Viewbox Grid.Column="1" HorizontalAlignment="Center"> <TextBlock x:Name="StarValue" Text="{Binding Path=ActiveGame.ReleaseDate, StringFormat=yyyy}" Foreground="White" FontFamily="Uni Sans CAPS"/> </Viewbox> <Image x:Name="Divide" Source="{}pack://siteoforigin:,,,/themes/BigBoxOne/images/theme/Divide.png" RenderOptions.BitmapScalingMode="HighQuality" VerticalAlignment="Center" Grid.Column="2" HorizontalAlignment="Left"/> <Viewbox Grid.Column="3" HorizontalAlignment="Left"> <TextBlock x:Name="Publisher" Text="{Binding Path=ActiveGame.Publisher}" Foreground="White" FontFamily="Uni Sans CAPS"/> </Viewbox> </Grid> <coverFlow:FlowControl x:Name="FlowControl" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Grid.Row="7" ImageType="Boxes" CurveAmount="0" CameraZPosition="8.4" VisibleCount="20" PageSize="8" ItemZPosition="1.0" SelectedItemZPosition="1.0" Spacing="1.6"> <coverFlow:FlowControl.CoverFactory> <coverFlow:HorizontalWheelCoverFactory /> </coverFlow:FlowControl.CoverFactory> </coverFlow:FlowControl> <Grid Grid.Row="7"> <Grid.ColumnDefinitions> <ColumnDefinition Width="45.5*"/> <ColumnDefinition Width="9*"/> <ColumnDefinition Width="45.5*"/> </Grid.ColumnDefinitions> <Rectangle Fill="#324049" Opacity="0.4" Grid.Column="0"/> <Rectangle Fill="#324049" Opacity="0.4" Grid.Column="2"/> </Grid> </Grid> </Grid> </Canvas> </UserControl>
  9. shro2016

    XAML Tips and Tricks

    @Grila - I am trying to use the TextTransformUppercase as you were discussing with @wallmachine and whilst I think I have now got everything in the right place, with no errors in Visual Studio, when I run BigBox it errors on the <usercontrol.resource> section with regards to an unknown type. Any idea what I am missing? I am just trying to convert the binding ActiveGame.Title at this stage.
  10. shro2016

    Modernist

    Thanks @eatkinola, wasn't sure if it was the way I was using it in my theme.
  11. Thanks @Jason Carr - for the view in question it is the gamedetailsview - is it possible to use a cover flow style wheel for the text options ie play game, flip box etc. ? I’m assuming not as not seen it done before but just wanted to check before I change the design to accommodate a vertical list instead
  12. shro2016

    Modernist

    Is it the same on all game views or just some? Have you also set the platform video path and path within the game info back to default location? This does sound like an issue with the plug-in I’m using for the video. @eatkinola are you aware of any known issues with the plug-in and video files being held outside of main launch box directory?
  13. shro2016

    Modernist

    @YanNot quite sure if this is now working for you or not since you changed the platform video path? If not could you try moving a single video to the videos folder within the launch box videos directory and see if that works?
  14. shro2016

    Modernist

    That sounds like a plug-in issue as the game videos use @eatkinola plugin which is included in the theme. Can you check to make sure that the DLLs within the theme/plug-in folder are unblocked by right-clicking the file and viewing its properties. If blocked there should be an unblock button at the bottom of the properties page. Also if you could check your launch box videos folder and confirm what the file name and folder structure is within there for a game video that is not showing please as that may help troubleshoot this. thanks
  15. shro2016

    Modernist

    @ALIENot from the user side but can be done within the theme. The delay is to mirror the style from Netflix where fan art is shown for a period of time before the video is displayed. @Styphelus yes there is blank space. My other themes are quite heavy on maximising information on screen and not having empty space. For this theme I wanted to keep to just the essential information and keep it as clean as possible. With regards game details this is obviously optional and the intention for this theme would be to disable it completely in the options so that games launch directly but have the game details screen mapped to a button so that this brings up the control scheme when required.
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