MaesterRowen

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MaesterRowen last won the day on July 2 2014

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About MaesterRowen

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  1. Hello everyone! I have decided to release Xbox Invaders, a space invaders clone I created using Aurora influenced artwork, as a stand-a-lone game. This game was currently only available as an Easter Egg in Aurora. One reason I wanted to release the game separate from Aurora is because including it in the Aurora package unnecessarily increases the download size of Aurora in the updater and from the site. But the primary reason I wanted to release a stand-a-lone version is so it can be played by people that don't know about the Easter Egg. It will also allow you to add the game to your Aurora game list. I would like to thank everyone involved in the project or sourced assets including artwork and sound. I'd also like to thank play testers who helped to make sure everything was working correctly. Download Link: Xbox Invaders.rar
  2. You can get the API key by using the Sql library. I'll look into making a dedicated function for it some point in the future. Also, you should be able to do POST-requests with the Http library. PHP sessions and cookies probably wont happen though, so our best bet is to extend the xbox unity API but currently a lot of work.
  3. sounds good, thanks
  4. Perfect, that's what I needed. It was actually SetValue and SetStep that were swapped. Got it fixed for 0.7b.
  5. 1) I believe you will need to store a copy of the initData table into a global variable, manipulate the contents of the table, and then when you call this:Dismiss( data ) you should be able to return your table. 2) You should be able to disable the Command A by calling hGizmo:SetCommandEnabled( 1, false ). I believe you can hide a button by either setting the command text ot null or empty. For example, hGizmo:SetCommandText( 1, nil ) should hide the A button.
  6. Our code doesn't have any values swapped and looks like everything should be working correctly. Can you post a sample script I can use to reproduce the issue and see whats going on?
  7. Thanks, I look into this and fix for 0.7 release.
  8. Hello everyone, We know it's been a long length of time since the last update; but we are getting closer! Instead of putting together a detailed preview post with images and text descriptions, I instead opted to make a MovieMaker video showing a preview of the features. While I realize the video isn't great, hopefully it does its job to convey what we are looking to include as part of Aurora 0.7b. We appreciate your support and hope you look forward to the next release! Donations: If you like what we're doing here, feel free to buy us a virtual beer or something! Thanks!
  9. The original request was implemented. I am going to be closing this thread.
  10. I don't think we'll offer different gizmo sizes at the end of the day. I think it is best that you work within the size structure we currently have. You can use multiple tabs, or multiple scenes if you need to. If you REALLY need a scene that big, i recommend creating a custom skin.
  11. We have many Unity API calls implemented that use API key (everything Aurora uses is based on an API key UnityAPI). However, FriendsList is something we never finished implemented on the API side cause we never got there with FreestylePlugin or Nova. For now, it seems what you may be trying to do with XboxUnity Friends is not possible.
  12. Unfortunately, modifying the height or width of the host scene won't be possibly without modifying the skin. The way the GizmoHostScene works is that your gizmo.xur is loaded into memory, and the root object is injected into the Dialog box. The dialog box is then connected to your script via callbacks and listeners that help enable functionality outside of your gizmo.xur, like setting command functions or command text. The Dialog Box itself is something that is sized and created by the skin creator. As for dynamic xui controls. The best thing to do is create all the controls you want and show/hide like gavin said. By doing this, the load time might be slightly slower on the gizmo scene, but once running it wont be subject to flickering or control creation times and will just work. Note that in Aurora, we don't have any instances of dynamically creating controls. It's just too complex when we enable custom skins and visuals to link it all up and make it work. Its best to let the skinner decide what controls will exist and where. There are plenty of methods available for hiding and showing controls, or moving them around once they are created.
  13. The FFMPeg library is a bit bulky for what we'd be trying to do with it, its pretty tough to strip those libraries out and get them to compile in a different environment since they have so many dependencies. I'd like something like tinymp3.c or something where is a single file mp3 decoder into Xbox 360 audio format. But I am not sure that exists with out a bit of work.
  14. I'll look into this option in future releases and see if there is a way I can implement it that doesn't break the existing functionality.