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dark13

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Everything posted by dark13

  1. Version 20121218

    484 downloads

    Neo Geo ShoXbox 2D set by dark13 Feel free to report your feedback or bugs in english or italian to: @[email protected] Feel free to use it in your projects, just give credit to me. Uses of this material is not viable in commercial products. Share the thing, don't sell the sharing This set is based on the neo geo mvs shockbox insert you can dowload at http://southtown-homebrew.com/ and the official hyperspin mame wheel you can dowload at http://www.hyperspin-fe.com/ . A great thank to every artist who contributes to these projects, without them this set would not exists. If you made an insert or a wheel image used in this set and you want credit just email me, i will add your name in this .readme. Dark13
  2. Thank you very much, I'll run some tests and see it by myself. I know this is a freaking mess but I really want to use latest builds of RL/HS and maintaining HSearch functionality so unless petie will pop up with a fix I need to find and usable "porkaround"
  3. This may seems crazy but... is there any problem if you duplicate RocketLauncher.exe and reverts its name to HyperLaunch.exe, so in the RL folder there will be "RocketLauncher.exe" and "HypetLaunch.exe"? I mean, will HyperLaunch.exe work? Again, this may seems foolish but changing the name of the launcher will definitely break HyperSearch as path and launcher's name is hardcoded in the app.
  4. Extensions should ALWAYS be lower case Probably changing this var pngURI = folderURI + "/" +folderContents[i]; if (pngURI.substr(pngURI.length-4) != ".png") continue; to var pngURI = folderURI + "/" +folderContents[i]; if (pngURI.substr(pngURI.length-4) != ".[color="#0000CD"]PNG[/color]") continue; Will convert .PNG files (but NOT .png files). Honestly, the best solution is using a software like this http://rename.lupasfreeware.org/ to change the extension back to .png on whole folders
  5. Yeah, I am curious to know if you see some differences between artwork pre-scaled in photoshop and the ones scaled in flash. Right now it's just a curiosity as the script with scaling percentage makes 1080p themes conversion a breeze If you see an improvement in artworks made with that script i guess you were not using "smooth" flag with manual method BTW if you need to convert png to swf for a 1024*768 theme delete bmp_lib.allowSmoothing = true; or set it to false, at 1024*768 swf with smooth looks more blurred. I asked THK to stick the thread as those scripts are really useful and no flash knowledge is needed to use them LATEST VERSION OF SCRIPTS CAN BE FOUND ON THE FIRST POST OF THIS THREAD
  6. Ok, I've gone a bit further. If someone prefer to create theme's artwork at 1080p so they will be future-proof here's 2 script that are resolution-independant. Make your theme in photoshop at 1080p, export artworks as png then use the script to convert them in flash. Scaler is based on % so you don't need to calculate the size and change the script. The BK script is setted to transform a 1080p to 1024*768 with ratio correction for widescreen, use it for background (or use zero dream script), the other script will do the same thing BUT will create a canvas with 1 more pixels on Y and 1 more pixel on Y to avoid problems. Working with % can result with, let's say, a 30,56*20,34 canvas in flash so 1 more pixel on Y and X will ensure all pixels of your artwork will be there. You can use the BK script for your artwork without problems IF after trimming the artwork in photoshop you will add some more pixels on the canvas (only "empty pixels" may end outside the canvas in flash and that will not be a problem). The scripts have not been intensively tested but they should work without problems PNG to SWF actionscript for flash 1080p to 1024x768 and 16-9 correction.zip
  7. While making aeon nox animations i noticed that using, let's say, a 200*200 circle in a 200*200 png is less cpu intensive than a 200*200 circle into a 600*600 png. Testing swf themes on a p4 3ghz is pretty useful to evaluate performances (i was using 1024*768 pngs to avoid positioning in flash) I was talking about image quality, zero dreams, can you please do this little test when you have a bit of time? For background that script is ok, i think it is even possible to scale with ratio lock to 1365*768 and then 75% on X so you can design at 1080p then convert to flash but i fear performance may drop when using multiple complex swfs with animation and other stuff. HS can deal with a 1024*768 >30fps even on a q6600 but if you have multiple layers with animations and other stuff it would be better to optimize everything BTW, take a look here, I found a way to lock SWF speed with a script (it's not perfect) http://www.hyperspin-fe.com/forum/showthread.php?39413-HOW-TO-Keeping-framerate-under-control-in-a-SFW
  8. Thank you zero dreams can you do me a favor? As far as i've seen on my 1360*768 screen there is no difference between a 1080p image resized in flash and a 1080p image resized in photoshop and imported in flash. 2 theme makers (i don't remember their name) told me it's the same on a 1080p screen. Basically the only flash feature that make looks the image better should be the "smooth" flag, as in the very end flash is always outputting a 1024*768 image. Can you test it for me? I'm asking this because when resizing in flash and then moving the object gives as result a more cpu intensive .swf
  9. These JSFL scripts will automatically convert PNGs into SWFs using flash professional. Why using SWFs instead of PNGs into an hyperspin theme? Flash supports a "smooth" feature, when "smooth" flag is used a SWF will look much better than a PNG when hyperspin runs at a resolution higher than 1024*768. If you plan to use 1024*768 on hyperspin, instead, it is better to NOT use "smooth" as the artwork will be blurred a bit. This is mostly a workaround for those who wants to design future-proof themes at 1080p. Create your artworks layer in photoshop (or gimp or whatever) at 1080p, save background and artworks as .png in a folder. Double click the script and point to that folder in flash (a dialog will appear). The script will convert EVERY PNG in the chosen folder to SWF. Basically you create png assets for a 1080p theme and the script will convert them to swf usable in the current version of hyperspin. SCRIPTs EXPLANATION 1080p to 1024*768 scripts PNG_to_SWF_dark13_1080p_scale_Artwork: Use this script to convert artworks. The swf canvas will have 1 more pixel on Y and 1 more pixels on X and no-pixels will be lost when the scale will result in something like 333,45px PNG_to_SWF_dark13_1080p_scale_BK: Use this script to convert 1920*1080 background, embed pngs will be 1024*768, canvas will be 1024*768 PNG_to_SWF_Zero_Dreams_1920x1080_to_1024x768: Use this script to convert 1920*1080 background, embed pngs will be 1024*768, canvas will be 1024*768 (maybe more precise as it's not a % based scaling but a resolution scaling) 4:3 to 16:9 Script PNG_to_SWF_dark13_4-3_to 16-9_Conversion: Use this script to convert 4:3 assets to 16:9 assets. Useful when converting pre-made artworks for 16:9 themes PNG to SWF scripts PNG_to_SWF_dark13_NO_SCALE_SMOOTH: Use this script to convert PNGs to SWFs. If you prefer to correct aspect ratio in photoshop use this script. PNG_to_SWF_dark13_NO_SCALE_NO_SMOOTH: It's basically unuseful. Using this script you can see the difference in a SWF when smooth flag is not used. PNG_to_SWF_Wheel_Only_Scripts PNG_to_SWF_dark13_4-3_to 16-9_WHEEL_Conversion Use ONLY to convert a .png wheelset to .swf wheelset, 4:3 to 16:9 ratio PNG_to_SWF_dark13_4-3_WHEEL_Conversion Use ONLY to convert a .png wheelset to .swf wheelset, 1:1 ratio -------------------- All those scripts are based on the script you can find here https://www.yofla.com/flash/png2swf/ If you want to check or modify the script just open it with text editor. Jsfl is basically a simple .txt with a jsfl extension. Dropbox link: https://www.dropbox.com/s/smx8mt1eoc3hh2t/png to swf scripts2.rar?dl=0
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