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Post by tarmac on Jan 8, 2012 12:54:17 GMT
Here are the updated notes. Hopo's are working, added an Activate note but didn't test it. www.mediafire.com/?wr7ls1sy1abq1yiI've included the large working files in the following archive so you can edit the textures if you want, I'm not to sure about the golden edges on the hopo's. Let me know what you think about the size of the notes. www.mediafire.com/?4bfcdb38apqo5wc
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Post by JD2504 on Jan 8, 2012 22:29:12 GMT
I think hopos size is just right, ill work on the texture to make them a bit easier to spot, the golden edges are barely noticeable. Thanks a lot for the help, without it the theme would never feel complete. After im done with the textures i just gotta finish a couple of video backgrounds and it will be ready for release
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Post by vitor180396 on Jan 9, 2012 14:41:29 GMT
I cant wait to download the new version,the 1.0 is already very good,the next will be awesome =D
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Post by JD2504 on Jan 11, 2012 10:03:05 GMT
Theme version 2 is finally here! Check the video description in youtube for more info. Improved menus, new menus, new gfx, new sfx, new video backgrounds, new notes, new frets and much more! Special thanks to Tarmac, Bluzer and oscarj08 for the help provided and of course thanks to DWSK team for such amazing theme support
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Post by akiranomurabcn on Jan 11, 2012 14:13:40 GMT
THANKS YOU!!!!!!
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Post by davidsevenfold on Jan 11, 2012 21:42:08 GMT
does phase shift support animated loading background? if so, I can recreate the animated scenery from the real game using adobe illustrator
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Post by JD2504 on Jan 11, 2012 22:12:03 GMT
AFAIK it doesnt support frame by frame animations, the closest we could get is a not so smooth 2 frames animation (like the pigeons). I hope this changes in the future since gif support (lol) has been asked several times before.
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Post by davidsevenfold on Jan 11, 2012 22:33:09 GMT
AFAIK it doesnt support frame by frame animations, the closest we could get is a not so smooth 2 frames animation (like the pigeons). I hope this changes in the future since gif support (lol) has been asked several times before. I highly doubt that david nor FD would implement gif support.... o-o... it fails in so many ways..
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Post by davidsevenfold on Jan 11, 2012 22:37:14 GMT
well in the mean time, I will still make the characters animated, just incase , maybe this would encourage them to add more frame support?
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Post by knapman [FD] on Jan 11, 2012 23:08:14 GMT
i've never tried it for this purpose but potentially u might be able to fake a image sequence by setting up a bunch of images to switch alpha 100 / 0 and use the delay tag to offset the images so each one appears just as the last disapears, combined with the loopdelay tag if you want it to loop
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Post by JD2504 on Jan 11, 2012 23:27:13 GMT
davidsevenfold, i know the gif support would be a dumb move, its just that ppl keep asking for it lol, of course there are better ways of implement that kind of animations. edit: yeah if you can make the diferent frames for the loading screen please go ahead, it would look pretty neat if i manage to get it working. I belive the rb2 loading animations is only 4 frames long. @knapman, thats what i did for the pigeons animation, but i had no idea this loopdelay tag existed so i was limited to only 2 frames of animation. So it would go like this? <fx> <target>alpha</target> <fx_type>switch</fx_type> <loop>true</loop> <loopdelay>360</loopdelay> <rate>120</rate> <start>100</start> <end>0</end> </fx>
or are "delay" and "loopdelay" 2 diferent tags? could you explain a bit more?
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Post by JD2504 on Jan 13, 2012 10:56:18 GMT
i tried with this:
<image> <path>images\load1.png</path> <position>0,0,0</position> <alpha>100</alpha> <scale>100,100,100</scale> <fx> <target>alpha</target> <fx_type>switch</fx_type> <loop>true</loop> <loopdelay>750</loop> <rate>250</rate> <start>100</start> <end>0</end> </fx> </image> <image> <path>images\load2.png</path> <position>0,0,0</position> <alpha>100</alpha> <scale>100,100,100</scale> <fx> <target>alpha</target> <fx_type>switch</fx_type> <delay>250</delay> <loop>true</loop> <loopdelay>750</loopdelay> <rate>250</rate> <start>100</start> <end>0</end> </fx> </image> <image> <path>images\load3.png</path> <position>0,0,0</position> <alpha>100</alpha> <scale>100,100,100</scale> <fx> <target>alpha</target> <fx_type>switch</fx_type> <delay>500</delay> <loop>true</loop> <loopdelay>750</loopdelay> <rate>250</rate> <start>100</start> <end>0</end> </fx> </image> <image> <path>images\load4.png</path> <position>0,0,0</position> <alpha>100</alpha> <scale>100,100,100</scale> <fx> <target>alpha</target> <fx_type>switch</fx_type> <delay>750</delay> <loop>true</loop> <loopdelay>750</loopdelay> <rate>250</rate> <start>100</start> <end>0</end> </fx> </image>
but those delay and loopdelay tags arent doing anything, all the images display at the same time, what am i doing wrong?
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Post by knapman [FD] on Jan 13, 2012 11:36:43 GMT
current release wouldn't work as its a new thing, but i just checked and loop_delay doesn't work in combination with the switch type so it isn't possible this way
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Post by davidsevenfold on Jan 14, 2012 0:47:04 GMT
V1.0 "Added Themeable Solo Stats Box"
>:3
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Post by baandhaa7 on Jan 16, 2012 1:11:58 GMT
but as I can put the notes made jd2504?
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