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faeran

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Everything posted by faeran

  1. It's possible that you didn't unblock the plugins. I would delete the entire Coverbox folder and download it via the BigBox theme manager. The theme manager will automatically unblock any plugins. You will also make sure you aren't making a mistake when manually trying to update this theme. Let me know if that works.
  2. I really like the concept of this, but there's just no way I'm getting a shot of every game in my collection. Decided to take this idea and create a startup theme, using one of the screenshots in this post as inspiration. Posted it here for anyone interested.
  3. faeran

    StageBox

    StageBox View File A clean and simple startup theme that highlights the BoxArt. To install: Open the zip file and drag the StageBox folder into the LaunchBox\StartupThemes folder. Screenshots Submitter faeran Submitted 02/16/2020 Category Startup Themes
  4. faeran

    StageBox

    Version 1.0

    40 downloads

    A clean and simple startup theme that highlights the BoxArt. To install: Open the zip file and drag the StageBox folder into the LaunchBox\StartupThemes folder. Screenshots
  5. It's the themer plugin. I think one of the launchbox updates introduced compatibility issues with plugin, which was resolved in a newer version of the plugin. Just haven't got around to apply the update to all my themes. The plugin does things differently, the icons are hidden deep in the plugins folder.
  6. Hi @HannesRoets. There's a possibility that this theme requires an updated plugin. I'll need to get around to doing that at some point.
    Looking to create a theme for BigBox? This is what you should be using, whether you know XAML or not. This is just an amazing program.
  7. CoverBox is strictly a text list view theme. It's just that I've created customized text list views for many platforms. So, if you have imported the NES, then it should automatically use the NES specific text list view. If you imported Sega Master System, it would use that text list view (and so forth...). You can see a full list of platform specific text list views that I have created on its download page. Just remember that themes don't include video snaps, or game specific images/logos. That is all downloadable in LaunchBox. The theme itself is just a layout which uses the assets you download in LaunchBox.
  8. Hi @Sanctus. From the sound of it, you extracted the zip file as a folder, so you probably have a Coverbox folder inside of another Coverbox folder. If you remove one of the Coverbox folders, it should fix your issue. However, the simplest solution for you would be for you to just download Coverbox from the theme manager within BigBox itself.
  9. CoverBox 3.0 has been released to both the forums and the BigBox theme manager. Change Log Images of the new views:
  10. Thanks for the explanation and the video. My bad, I left something out of the code. I've edited the code above for the Listbox Name="Items", and it should work now.
  11. Getting an error just means that there's a mistake in how you added the code to your TextListView.xaml Do you want to post the code you have?
  12. Hi @BMovieBen. If your issue is with the fade transition, which exposes behind the video. This is actually controlled by the BigBox user. The user can change what kind of transition they would like to see the video use. Your best option is to probably just make the space behind the video black. You could simply wrap the video around a grid and make the grid background black. Maybe something like this: <Grid Background="Black" Grid.Row="1"> <transitions:TransitionPresenter Content="{Binding ImageVideoView}" StretchVideo="true" IsContentVideo="true" /> </Grid> The easiest way I know of without a plugin is to open the "TextListView.xaml, find the listboxes (one for the index, one for the game titles) and expose the datatemplate. Here's an example to compare: <ListBox Name="Index" Style="{DynamicResource ListBoxStyle}" DockPanel.Dock="Left" Width="100" Visibility="{Binding IndexVisibility}"> <ListBox.ItemTemplate> <DataTemplate> <TextBlock Text="{Binding Path=Text}" FontSize="50" /> </DataTemplate> </ListBox.ItemTemplate> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseDoubleClick"> <cal:ActionMessage MethodName="OnEnter" /> </i:EventTrigger> </i:Interaction.Triggers> </ListBox> <ListBox Name="Items" Style="{DynamicResource ListBoxStyle}"> <ListBox.ItemTemplate> <DataTemplate> <TextBlock FontSize="27"> <TextBlock.Text> <PriorityBinding> <Binding Path="Title"/> <Binding Path="Text"/> </PriorityBinding> </TextBlock.Text> </TextBlock> </DataTemplate> </ListBox.ItemTemplate> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseDoubleClick"> <cal:ActionMessage MethodName="OnEnter" /> </i:EventTrigger> </i:Interaction.Triggers> </ListBox>
  13. I've actually been working secretly on a major update to this theme. It will include 2 extra platform views, changes to existing game views, and a bunch of new game views, including the Famicom Disk System. Here's a sneak peak of the disk system theme.
  14. Thanks @GiuseppeIII. @CDBlue is correct. Just need to make a copy and rename the files within those 2 directories. I will do this for the next official release, for these 2 platforms. Let me know if any other's can be added like this as well.
  15. Thanks @romain69. I can definitely see the benefit for this, but will definitely be a ton of work to get everything to fit in a different screen ratio. It is on my to-do list, as I would love to see it as well. Realistically, I wouldn't start it until possibly the summer.
  16. Hi @ProstatePunch. Custom themes are hard coded. To remove clear logos, you would have to go into each platform specific xaml file and remove the code for them. If you would like to use the NES view with the description, I left that view file in the following location: Launchbox\Themes\CoverBox\Views\TextGamesView\Alternate\Nintendo Entertainment System.xaml paste it here: Launchbox\Themes\CoverBox\Views\TextGamesView\Nintendo Entertainment System.xaml
  17. I'm going to try to implement the most recent version of the themer plugin and see if that helps. I'm assuming that's 3.9.6 @eatkinola?
  18. Sorry to hear this. I should definitely update this theme to the newest themer plugin. I don't think that's the issue though. I've attempted to replicate the issue in the past with no luck. @eatkinola Can you think of any reason why the themer plugin isn't pulling the icons, and is using the default instead?
  19. There's a few different ways you can do this. The simplest solution would be to just place a second "default" image behind your game background image.
  20. Well, I think this time, since I tested it and made sure that the code works, you may want to check that the image you are using is a png, and whether it's located in the correct location. 2019-11-08 21-49-54.mp4
  21. Try this for your startup theme: <?xml version="1.0" encoding="UTF-8"?> <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" mc:Ignorable="d" d:DesignHeight="562" d:DesignWidth="1000" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" FocusVisualStyle="{x:Null}" BorderThickness="0" Margin="0" Padding="0" Background="#000"> <Canvas Name="Canvas"> <TextBlock x:Name="GameBackgrounds" Visibility="Collapsed"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Unified Redux/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="SelectedGame.Platform" /> <Binding Path="SelectedGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" /> <Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}"> <Grid.RowDefinitions> <RowDefinition Height="10*" /> <RowDefinition Height="2*" /> <RowDefinition Height="18*" /> <RowDefinition Height="10*" /> <RowDefinition Height="18*" /> <RowDefinition Height="2*" /> <RowDefinition Height="25*" /> <RowDefinition Height="15*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="15*" /> <ColumnDefinition Width="20*" /> <ColumnDefinition Width="30*" /> <ColumnDefinition Width="20*" /> <ColumnDefinition Width="15*" /> </Grid.ColumnDefinitions> <Grid Grid.Row="8" Grid.Column="0" Grid.ColumnSpan="5" Background="#00000000" Panel.ZIndex="10"> <Grid.RowDefinitions> <RowDefinition Height="94*" /> <RowDefinition Height="3*" /> <RowDefinition Height="3*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="{Binding LoadingWidth}" /> <ColumnDefinition Width="{Binding LoadingEmptyWidth}" /> </Grid.ColumnDefinitions> <Grid Grid.Row="0" Grid.RowSpan="2" Background="#880094FF" /> </Grid> </Grid> </Canvas> </UserControl>
  22. Oh, I see. Yes, things are a bit different with each view. For startup themes, try this: <TextBlock x:Name="GameBackgrounds" Visibility="Collapsed"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Unified Redux/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="SelectedGame.Platform" /> <Binding Path="SelectedGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" /> For game views, use this: <TextBlock x:Name="GameBackgrounds" Visibility="Collapsed"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Unified Redux/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="ActiveGame.Platform" /> <Binding Path="ActiveGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" />
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