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Arcanthur

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Posts posted by Arcanthur

  1. 2 minutes ago, Lordmonkus said:

    The original design is best so far.

    I like minimal themes as well but minimal does not remove everything, it means removing unnecessary shit and keeping the design simple.

    Thanks, kind of what I was intending when I titled it "minimal".

  2. 1 minute ago, Suhrvivor said:

    The arrow on the left and right of the cartridge are too busy, maybe remove the circle around them and make them

    Also, not a big fan of colored button prompts and colored controller icons for a minimal theme.  

    Cool, I'll play around with a few ideas, though I suppose I should have not used the word "minimal".  I changed the title to minimal-ish, as I don't want the theme to be just a blank screen with icons.

  3. 19 minutes ago, Suhrvivor said:

    Not minimal enough. The metadata between the title and the overview takes too much space.

    That leaves two options, remove the synopsis or the other metadata.  Here's what each would look like:

    1258111341_NewTheme2d.png

    98501245_NewTheme2e.png

    Alternatively, I could create a separate view with just carts and a title.  No fanart.

  4. Hey guys, I've started development on my new theme Shade.  After several mockup iterations, learning how to use CTC, and having to start over completely, the theme is starting to take shape and I'm starting to develop a cohesive style that I can use for other view types.  Eventually I plan to complete my cart packs for at least a few systems to use with the horizontal viewtype.  In the meantime, I've made it so that any cart image should go nicely with the layout. 

    Theme is WIP.  

    *UPDATE*

    Redesigned the Horizontal Cart View to reflect the design of the list view.  Both views are almost complete now.  

    • Like 8
    • The Cake is a Lie 1
  5. 3 hours ago, Mr.Laor said:

    Conflicted. Overall I really like the illustrated and vibrant style, but I agree w/ CBeats, the bottoms throw me off a little too much. Nice work though.

    That's understandable, I know they won't be for everybody.  I am trying to be cognizant of the angle though, and to make the transition as subtle as I can while still showing the bottom.  For instance, I just edited the Super Famicom cart design to better reflect those ideas.  I angled the side ridges slightly so the transition to the bottom wouldn't be as stark.

     

  6. 10 minutes ago, C-Beats said:

    Cool. Yeah I had a feeling it probably was a style choice, thanks for confirming though. I personally don't use cart artwork but I can see these becoming pretty popular. Glad to have another artist in the community. Always fun to see new faces bringing some interesting new things to the community.

    Thanks!  I don't typically use cart artwork either, but I feel like part of that is lack of consistency.  The carts that I've scraped are generally scans, and while some of them are high quality, the minor differences in color grading from cart to cart, and items not lining up 100% give it kind of chaotic appearance when looking at a large collection.  That's why I wanted to create something really detailed and unique, but most importantly consistency when scrolling though carts in each system.  

  7. 19 minutes ago, C-Beats said:

    This is pretty interesting stylized look. I like the attempt at what your doing but the way some of these templates are laid out I'd find quite a bit confusing. Your templates aren't at a consistent angle or skew. Angles applied to the bottom of the cart where you're displaying the physical card poke out are at an angle but the tops are strait on. This gives the carts an appearance like what are warped U shape. Even if you were using an angled orthographic camera you'd see a bit the same angled stretch at the top of the cart that doesn't exist in these templates.

    I'm aware that the angle doesn't represent what would be possible in physical reality.  However, this is a stylistic choice that I made so that the cart front wouldn't be skewed.  I understand that it may not be for everyone, and I respect that opinion.  One could perceivably just cut the bottoms off and be left with a standard front facing cart.  I'm totally fine if someone wants to do that after the fact, but I plan to proceed with this style.

    I do appreciate the criticism though.

    • Game On 1
  8. I've started working on cartridge front artwork for multiple systems.  But I need help adding the label artwork for each game and naming each file appropriately.  Much like the bezel project, this is a massive undertaking, and I'd rather spend my time creating the cart art so I can get more systems done, while the labels are done for each game.  I can create easy to use PSD templates if anyone is interested in helping with this project.  Let me know if you'd be interested in helping out and I will set you up with a google drive link with psd's and we can create some fresh, high quality art.

     

    Here are the systems I've done so far:

    Carts6.png

    • Like 2
    • Unusual Gem 2
  9. Hey guys, I've started working on a custom cartridge art collection for the Switch.  Since the quality of the assets that are out there now are random to say the least, I decided to try and tackle doing at least a large portion of the best games on the system.  I will release a simple to use template as well if anyone would like to create their own.  Using the cartridge as a base since there are so many digital only releases and attempting to create box art for all of those has become a failing effort.  Since the game icons are all already available I can use those to create a more consistent and higher quality pack. 

    Here is a preview:

    image_2022-07-11_225742193.png

    Cart.png

    • Like 5
    • Unusual Gem 1
  10. I decided to make a 3D Cover template PSD for the Nintendo Switch since there doesn't seem to be much in the way of consistency in media for the system.  I am releasing this along with a few cover art examples in the hopes that someone has the time to create a more complete set.   

    *UPDATE* 

    I wasn't happy with the case so I scrapped it and started over, created at much higher detail and more accurate proportions.  New Template Attached.

    691881373_AlexKidd(USA).thumb.png.f906dc10fa4bcab1c3f8aee060e2c0d5.png

     

    Switch 3D Box Template-Arc.zip

    2078018111_SwitchCaseTemplate2.0(Arc).zip

    • Like 2
    • Thanks 3
  11. 4K Sega Genesis Mini Retroarch Overlays

    View File

     

    GenesisMiniPreview.thumb.png.60ef4ad45b31ae176888b4dea59bdc8c.png

    To commemorate the upcoming Genesis Mini, I created some new 4K overlays.  Some of these will be fine for other systems, but they match the 80s / 90s Genesis style best.  These are inspired by the official overlays, but by no means exact copies.

    To use, enable integer scaling, and use 4:3 apect ratio.

     

     

     


     

  12. 15 hours ago, JoeViking245 said:

    Just shooting from the hip...

    Since you're launching retrochange each time you start an RA emu game, how about putting this in the RA emulator under the AHK tab...

    
    #SingleInstance, Force
    #Persistent
    
    Sleep, 3000  	;give RA a few seconds to load
    Process, WaitClose, retroarch.exe
    Run, "G:\LaunchBox\changeres.bat"
    ExitApp

    Another thought would be under the games' Additional Apps, add g:\LaunchBox\changeres.bat and have it run "Automatically Run After Main Application".

    I ended up getting to work by installing AutoHotKey as a standalone application, and using this to call the AHK on exit:

    {
    Run, G:\Launchbox\AutoHotkey\retrochange.ahk
    }

    So glad that's finally done, now I can move on with sorting my collection. 

  13. 16 minutes ago, Jason Carr said:

    Beta 16 is out now with the following:

    • New exit game AutoHotkey scripts
    • New swap disc AutoHotkey scripts
    • Redream default pause screen settings with AutoHotkey scripts
    • Demul default pause screen settings with AutoHotkey scripts
    • PCSX2 default pause screen settings with AutoHotkey scripts
    • ScummVM pause screen fixes and settings/scripts

    At this point, I'm going to call this beta feature-complete. The only thing left that still needs to be done is to see if I can resolve some pause screen issues with a few troublesome emulators. Hopefully I can figure that stuff out without too much trouble and we can put out the official release early next week.

    Hey Jason, could the exit game AutoHotkey scripts be used to run a batch file after the emulator exits?  Otherwise what is the likelihood of having batch editing of "additional apps" being incorporated into the next beta?

  14. Thanks, I just have a simple batch file that runs a command line program to change the resolution.  

    It just runs this one command:

    changescreenresolution.exe /w=640 /h=480 /f=60 /b=32 /d=0

    I'm trying to figure out how to implement either the command itself, or running the batch file when Retroarch exits  as an AHK.  I thought I had it working, but it only worked one time.  I thought maybe the AHK was still running, but even after a reboot it didn't work anymore.

    What command/s could I try in the AHK section to run that on exit?  

  15. Maybe if people knew why it was such an important feature they'd be more willing to vote for it?  

    For me personally, I'm currently in AHK hell trying to run a batch file to get my resolution to change back to 640x480 on my arcade monitor when I exit Retroarch.  (I'm using super resolutions). Using the additional apps feature and pointing it to my batch file works perfectly. 

    I'm pulling my hair out trying to get it working. 

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