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Adultery

GameEx Author
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Everything posted by Adultery

  1. I'm working on adding Hi-Score comp integration to the site. If you guys could go to your User CP page, and click the button that says "Edit Hi-Score Info", and type in the username for the Hi-Score competition, that would help me test features as I add them. This goes for the side comps too, not just the main competition. If you're in a competition, your username is in the DB. It's case sensitive, and it's gonna be your GameEx forum username most likely. If you're not sure, look at a hi-score table for a game you've submitted a score for. Greatly appreciated.
  2. So does prostitution.
  3. If you set your compile to accept DirectInput there's even a plugin for taking your score snaps. It couldn't be easier to get involved, the comp is a lot of fun.
  4. You *should* be able to set your time zone in your profile settings I believe.
  5. Lol!
  6. Ahh yes, I turn UAC off on my cab so it never occured to me. Glad to hear youre all sorted.
  7. For those I use the [emulator].png wildcard. The icons themselves are based off of several icon sets I found in the interwebz and customized myself.
  8. Thanks! I feel like the big improvement here is in the player history, which I hope to figure out a way to add icons and snaps to eventually.
  9. Updated to 1.0.6 with a lot of new features! Now there are four customizable layers for all existing layers (z-indexes are 1-4, except the snap which is 1-3)Ability to change font colors for each line of textYou can set the default color if you don't want to specify a color for each and every category by setting line="0" in the XML attributeSee the below XML for an exampleAdded 3 new overlay layers for the snapshotThese are handled differently than the overlays are. Instead of being scaled to the tag size, they are specific to the snap size.This is useful if you want to round out corners or maybe add a scanline effect to your snapshotsThe avatar is overlaid after the layers are appliedSee the below XML for an exampleRewrote the theme XML to be more descriptive to the overlays and the font colorsYou can see the attributes are now labeled as z-indexes, 1 being the bottom and 4 being the top"LOW" is the bottom-most layer, "MID" is applied before the text, and "TOP" is overlaid on topAll current themes will be checked and updated automatically as needed without any user interventionAdded game history integration for each user with a play counterThe user's history will be updated as you launch a game and bypassed if in attract modeThis has been integrated into the web portal, and the 20 most played games are displayed on the user's landing page (see here for an example)For now the play counter is only set to count while the plugin runs and does not take your GameEx play count into consideration, which I will probably code in later. I will need to add in a new dll to do so though, and I'm not wanting to add more files to the plugin ATM.Added a user status to the databaseWhen GameEx is running, this will show you as being onlineI will be adding this to the user landing page soon as wellStarted work on an integrated theme editor and some online optionsOnce I get the PM system in place, I will hook this into GameEx so you will be notified via popup if you have a new messageYou will soon have a mailbox you can access through your user control panelTheme creation and editing options are currently underway, but not available as of yet Here is a look at the new theme XML. You don't have to worry about making any changes to your current themes, they are updated in the background when you run GameEx: If you have any questions or comments, don't hesitate to ask. I really tried to simplify the themeing with this release... Hopefully I succeeded. I'll be working on the site for a while, and integrating the new features (social media links, play history, online status, theme uploads and downloads, etc) so this will probably be it on the plugin side for the time being. Most of the noticable changes will be on the site for the forseeable future. I have some work to do to keep the IE xide looking like the Chrome side, but I still recommend using Chrome for the most true to form experience. I'm really developing with a focus on Chrome so I can make it as mobile as possible, but I will catch up on the IE side soon too. Get it from the first post as always. Thanks again for all your help in testing and the awesomesauce gamer cards you have made! It makes everything worth it.
  10. You can't run GameEx without .NET 2.0.
  11. Happy birthday, and thanks for invalidating all my high score attempts. Lol!
  12. You did download the minGW source too right? That's completely seperate from the Mame source. It's step 1 on hk's site.
  13. Glad to be of service.
  14. Like what did you have in mind? Maybe a SFIV comp or something?
  15. That assumes you have dtools installed in the default location btw.
  16. You need to extract that to the GameEx root install folder and run PluginManager.exe. Then put a check in the box next to Virtual Drive Loader and exit the plugin manager. Then in your ssf emulator, your command line for ssf will be: ssf.exe [dtloader] That should do it.
  17. Spin-down is a power save feature, and it can usually be disabled if you follow Draco's advice. Some hdd's don't allow you to disable that unfortunately... I only buy ones for my server that I'm positive I can disable this for. Nothing 'green powered' allows you to disable that afaik.
  18. Thanks! I jumped on it although I'll probably never play it.
  19. I use the plugin and ssf has no problems mounting for me.
  20. Ahh you may be right indeed. I'm going to have to change things a little, this is all too confusing. I also said layer 1-4 but forgot it starts at layer 2, I added the first layer and 3 layers for the snapshot after the release, so those won't be available until the next release, sorry! None of that will matter when I make a theme creator to put inside the plugin anyway. Just bear with me while this is in beta.
  21. Thats how it is though... bgl1img is the bottom most bg layer, bgl4img is the top most bg layer. midl1mg is the bottom most middle layer, midl4img is the topmost middle layer. fgl1mg is the bottom most foreground layer, fgl4img is the topmost foreground layer. Does that not make sense? They're split like that because each layer set is called at a different phase in the drawing (see the release post) so it would be hard to keep them all straight if they were simply named 1-12. Dig?
  22. Awesome! I really dig your tag null!
  23. Hi Null! Welcome to the fray! Basically it will resize the tag bg and all the layers programatically to 625x150 when it loads each layer. As long as your layers are bigger, or at least scalable to that, you should be fine. Just make sure every layer is consistent to that, or stuff you place in specific places won't come out right. What I do is make one master psd and save each layer as a separate image so I know the size is right to fit each layer. Did that make sense? I suck at explaining stuff.
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