I see it perfect, it’s getting perfect
Here is the first live shot.
This was truly one of the toughest graphics yet. It surprised me because I thought it would be fairly fast and easy.
Really? What made it so different and difficult?
The stylus was a battle to figure out, with the multiple layers, highlights, and shading. The speaker holes are of varying sizes and fan out from the left to right, and the d-pad and stylus are both within the lower 20% grayscale… to mention a few.
When you get down to the lower end of grayscale, a lot of the shades fall outside the 8-bit color gamut so 30% become something like 18 levels you actually have to work with. (And the only way to do it is with trail and error.)
I did happen to learn a new trick or two, so that is good.
I may also try adding some texture if I can find some high res photos to be sure… film grain can look like texture.
is perfect!!! amazing work!!!
Here is a look at the layers panel… for just the stylus.
One of the new things I learned was to use an offset solid object, outside of a masked area, and use the drop shadow effect to cast realistic shading and/or highlights on a layer.
It gives a lot of control of lighting direction and blur/transparency.
It will come in handy for future projects.
awesome work again
every time you make a new one, i realise it’s a system i haven’t set up yet
thanks for the new ones can’t wait to try them out
So nice to see your skills improving since the beginning of the project! Attention to details everywhere! Thank you!
Looking at images of the Game .com and found this
Didn’t think this handheld would have a different variation.
Yep… the game .com Pocket Pro.
It is NOT on my to do list. (I have pretty much had my fill of transparency.)
GP32, Gamemaster, and game .com are in the repo.
Duimon Last night I fixed the computer and I started configuring retroarch with hyperspin and of the few that I have configured the only one that has given me a problem is the Nintendo 64 bezel when I use Mega Bezel Advance, it is not full screen and the bezel comes out turned
I’m not sure what you mean by full screen but the turned can be fixed with the “Flip Viewport Vertical” parameter.
It changes depending on which RDP renderer and/or core you use. For this reason I stopped trying to guess what the user was going to use and just left the parameter off.
Can you post a screenshot of the other issue?
I was just editing my 2nd post to update the completed systems list and the to do list, when I realized I haven’t gotten the Apple II and IIgs in the repo yet. I believe I was waiting for a bug to be fixed in the Decal Layer.
Checking the past revision history, I see the bug was fixed in v0.9.107 2022-04-17 Rev 1, so I guess it’s time to finish those two.
Thank you very much the parameters were the same
gamecube runs perfect in Dolphin with the isos, but Wii does not work in retroarch, what game format do I have to use… iso? wbfs?
wbfs format works fine for me. I wouldn’t know about iso
Wii requires some extra setup. It is in the libretro docs.
https://docs.libretro.com/library/dolphin/
ISOs should work fine but I have been using Dolphin to compress them to *.gcz. There is also a recent *.rvz that is supposed to have some advantages.