Arcade 16:9 Overlays (1920x1080)
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FINALLY !!!! :) i got it working
will upload the new bezels soon just making a few tweaks
thanks for all your help guys - much appreciated
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New Fixed Projected Bezels
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Lunar Rescue:-
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New projected bezel Omega Race
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New projected bezel Asteroids
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New projected bezel Asteroids Deluxe
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New projected bezel Blue Shark
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These 3D bezels may be the sexiest things I ever saw (ps. don't tell my wife).
BTW...how do you take a schreenshot in RA that includes the bezel? When I try via RGUI, I get only the gameplay.
John
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@johnodon said in Arcade 16:9 Overlays (1920x1080):
These 3D bezels may be the sexiest things I ever saw (ps. don't tell my wife).
BTW...how do you take a schreenshot in RA that includes the bezel? When I try via RGUI, I get only the gameplay.
John
thanks, glad you like them, i wont tell if you dont lol,
im not sure how you take a screenshot with bezel in RA either
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Hey...look at what I did! :)
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@stuart2773 Use raspi2ng (requires manual installation) to capture the PI screen.
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@johnodon I was referring to the Raspberry PI installation, not about a normal Ubuntu install - where you can use any X based screenshot tools available.
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So let me ask this question...
Should the bezel itself actually have transparency? Look at the octopus at the bottom. Should you be able to see it through the seaweed or should the seaweed be solid?
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The opacity in RA should be set to 100%. The transparency of the screen is handled within the png file.
The real bezel for Blue Shark is quite different in reality though:
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the bezel i created is using a combination of the artwork from the Taito & Midway versions, as there wasn't a complete hi-res set for each.
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I'm reading the Libretro overlays doc and saw this...
Overlay images
First we configure how many overlays we use. Every overlay can have one overlay which fills the entire rectangle (overlay%u_rect), but is optional. The full-rect overlay is supported for compatibility with older format. It is less flexible than per-button overlays and is discouraged.
overlays = 2 overlay0_overlay = overlay_img0.png # Optional overlay1_overlay = overlay_img1.png # Optional
Would this eliminate the need to have the transparent background in the PNG itself? Could you have 3 separate PNGs (background, midground, foreground) and set the opacity accordingly? Or am I reading this completely wrong? I guess another key question is if the numbering of the overlays determines order (o = first, 1 = second, etc.).
Doing it this way would allow the end user to tailor the opacity to his/her liking.
John
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I don't know what I'm doing but I made this...
Bad Dudes vs. Dragonninja (baddudes)
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new bezel :- Robotron
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Just to clarify with the projected bezels. Really the projected bezels are on top of the game play area like an overlay with the opacity dialed way down to see the game "sprites" through the backdrop and the bezel portion is set to 100% to make it solid. So basically the game sprites are shown through the projected backdrop?
@Stuart2773 - I'm installing the projected ones now but have mixed thoughts looking at Boot Hill below. You can see a good bit of the background through the game. The 'TIME' letters/word must be part of the bezel as they are solid and cover a portion of the word 'START'. Great bezels by the way, all of them look fantastic and I've installed several already along with UDb's & Simbz's.
Hopefully at some point backdrops will be supported on the Libretro cores or AdvMAME. I use AdvMAME for backdrop games but they are fairly pixelated, though they are behind the play field. The bezels in AdvMAME, well they just don't work properly at all.
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