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Mxm Wip Releases, Report bugs here |
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| BenJeremy |
Dec 4 2003, 02:46 PM
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X-S Elysian
            
Group: Head Moderator
Posts: 9688
Joined: 19-July 02
Member No.: 1853
Xbox Version: v1.1
360 version: v1 (xenon)

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| QUOTE (Yuyu @ Dec 4 2003, 10:30 AM) | I get what your saying with the circular menu would kinda look like a mouse wheel if you looked at it straight on, and from the side, with the menu items being on the outside layer of the wheel rotating into place,.... Oooooh wait even better example, the price is right wheel, with the menu items being the $ amounts on the wheel..... I think I am on the same page here....??
Then the the side circular menu would be the same thing except the wheel laid on its side and the menu items arranged horizontally...correct??? | Exactly... the "Price Is Right" wheel, viewed at a slight angle. The items would move "around" the wheel to/from the back, where the text items would be smaller and more faded.
Kind of like this ferris wheel, in arrangement...
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| geniusalz |
Dec 4 2003, 05:18 PM
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Team MXM
    
Group: Head Moderator
Posts: 1827
Joined: 3-January 03
Member No.: 16298
Xbox Version: v1.1
360 version: unknown

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The offsets work fine for the text elements, the thumbnails and videos. Test SkinAn annoyance is that the preview videos reset to beginning when they change position. As for the new really smooth menu, have the text elements shift color, opacity and position to go to the next/previous one (They'll have to be the same font), and have the ones at the ends fade in/out. And if the user presses something during the transform, have it wait until the transform is complete. Otherwise it messes up the "feel" of the scrolling menu, when animations get cut off. EDIT: Have the triggers control the speed of the transform animation (a la evox). I was also wondering whether the same is possible for thumbnails (position and size). So you can have OSX-style bars Another extension to this would be the grayscale alpha mask. That would allow different-shaped thumbnails to move around, thus perfecting the OSX-style bar. Right now an overlay is needed to change the shape, and the overlay won't move with the thumbnail. This post has been edited by geniusalz: Dec 4 2003, 05:21 PM
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| Yuyu |
Dec 4 2003, 08:14 PM
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X-S Spirit Detective
    
Group: Moderator
Posts: 1231
Joined: 11-June 03
From: Belleville, IL
Member No.: 43348
Xbox Version: v1.1
360 version: v2 (zephyr)

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| QUOTE (BenJeremy @ Dec 4 2003, 03:13 PM) | Tonight's update will also have a new conditional (listening, geniusalz? ):
<conditional Arg1="5" not="true">ItemSelected</conditional>
The above will be true whenever item 5 in the current menu is NOT selected and cause the element to be rendered.
Say hello to hot spots! | That is going to kick some nice a$$..
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| BenJeremy |
Dec 4 2003, 08:17 PM
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X-S Elysian
            
Group: Head Moderator
Posts: 9688
Joined: 19-July 02
Member No.: 1853
Xbox Version: v1.1
360 version: v1 (xenon)

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You mean for the menu itself? I went with the text element "special" to manipulate the "free-form" menus because it gets complicated if I tie the notion of "display position" into a conditional or element. While you can do hot-spots, that will only be truly handy on specialty menus (like a theme DVD-R game collection), where the items are known. To change the "relative" position of an item, I'll need another conditional - I suppose I could have a new conditional called "DisplayPos" and let you give a number there, similar to a row in a MenuX style menu. That would correspond with the relative position in the "displayed" menu (even if it's invisible). I guess you could provide for each hotspot "position" an entry named image for highlight and non-highlight, and use the offset, then use a conditional if it matches the 'display' position. OK, that might be doable. Dammit. I guess I have more work to do. I was hoping to get away without doing that virtual menu element - but I guess I was wrong When the next release comes out, I'll have to hold a "funky skin" contest, to see who can create the most radical, provocative skin that warps everybody's brain into the question "how'd they do that" - like Cirkular, only MORE EXTREME.
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