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Author Topic: Mxm Arrives!  (Read 75 times)

takamine

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Mxm Arrives!
« Reply #15 on: March 24, 2003, 04:18:00 PM »

MXM Generator in action

Here's a link to a movie of the Generator skin on MXM that StrongBad posted a few weeks ago.

By the way, to StrongBad, do you have any other skins you are working on?  What about another movie pack?  We need more preview movies.
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sticky

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Mxm Arrives!
« Reply #16 on: March 24, 2003, 04:21:00 PM »

QUOTE
By the way, to StrongBad, do you have any other skins you are working on? What about another movie pack? We need more preview movies.


I've started another thread for folks to help out in creating additional preview movies.  Check the Homebrew forum for the "preview media" thread.

Sticky
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BenJeremy

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Mxm Arrives!
« Reply #17 on: March 24, 2003, 08:28:00 PM »

CODE


Test Item 1
Test Description 1
E:\apps\mxm\default.xbe
D:\MenuX\sshot\arcticthunder.png


File based Submenu
File Loaded submenu test!
D:\MenuX\media\screenx.wmv

D:\Menu.xml



Test Submenu
Yet another submenu test!
D:\MenuX\media\screenx.wmv

Test SUB Item 1
Test Description 1
E:\apps\mxm\default.xbe
D:\MenuX\sshot\arcticthunder.png



This is a sample from my test files... Basically, you can load from other files, into submenus or as part of the current menu. I don't have sorting... yet.... probably not in this version, but it's simple enough to organize it to elimninate the need for that.

I'm slowly putting the screen layout elements into MXM from the "new" skin technology. Once it's "roughed in" I'll polish up the individual layout elements and add a few new goodies for people to play with.
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BenJeremy

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Mxm Arrives!
« Reply #18 on: March 25, 2003, 07:19:00 AM »

Skinning overview

There are several things the skin concerns itself with:

1. Sound
  The skin configures various sounds used in the application. When the event is fired, the sound is played. This is pretty simple...
  one sound for each event.  See the Sound Section for more information regarding what events may be accompanied by sounds.
  In addition, there is support for playback of sound by videos, and those settings are dealt with by the LayoutElement type "Image"

2. Music
  Music is provided by soundtracks. The skin may define a local soundtrack, and overrides all other settings selectively using
  parameters that the skin designer sets.

3. Configuration
  This involves specific things like delays used by the title, screen saver, and loading screens and other miscellaneous items.

4. Resources
  Sounds, Fonts and Images are resources. The skin designer has flexibility in how the images are defined, but fonts and sounds are
  simple name loaded resources (loaded in this manner to cache commonly used resources). You'll want to define resources at the start
  of the skin definition file, before layouts and sound events.
 
5. Layouts
  This is the nuts and bolts of the skins... Layouts are where the skin designer determines the placement and content of various
  elements of the screens. Currently, there are specific screens and specific behaviors for each.
 
  Title: Displays the layout and awaits an event to end the title screen (key hit, video end, or time delay)
  Loading: Displays the layout and can delay until time expires, video playback ends, or keystroke
  Help: Displays global help screens. User can select screens horizontally (Left and Right) and back out of help.
    Help has multiple screens.
  GameHelp: Displays game help screens. User can elect screens horizontally (Left and Right) and back out of help or
    launch the game from this screen. Multiple screens here... also launching a game can bypass the Loading screen, leaving
    the help screen up as long as possible before the game runs.
  PassCode: User enters the passcode here to enter secured areas (game entries or sub menus). The passcode gadget is required here
    (one will default if it's not defined).
  Menu: Classical preview menu screen. Now it may be defined as horizontally or vertically (default) oriented, giving skin designers
    the ability to define radically different screens. A menu block will be required here, and there are several options available,
    including two vertically-oriented menu blocks (MenuX and MXM), and a horizontally-oriented block. Many resources can be defined
    as game-current here.
  Thumbnail: Displays multiple selections in a grid. (Not implemented in 0.9i)
 
  Layouts are comprised of a variety of LayoutElements. These are defined later in the guide, but they are highly configurable items
  that can be displayed on the screen, including text fields (dynamic and static) that support scaling, fonts, justification and image
  elements. There are even conditional modifiers and some limited animation parameters.  Text elements can pull information from
  various parts of the skin definition or the currently selected item entries (meaning you can extend these item entries to include
  new information, such as publisher, dates, or ratings). The images can also be dynamic, meaning the resource can be defined to pull
  an image filename dynamically from the item entry, for example.
 
 
  What does this mean? More Power! Skinners will be able to have virtually complete control over the look and feel of MXM. Combined
  with the fact that MXM can retrofit these new skins and still work with the old MenuX "XDI" files to grab game entry information,
  provides the best of all possibilities.
 
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BenJeremy

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Mxm Arrives!
« Reply #19 on: March 26, 2003, 04:18:00 PM »

OK.... just tried out my new "default dashboard" code, and YES, the next version of MXM will operate as the default dashboard, if you choose to do that.

So version 0.9i, when it comes out (soon, within a week or two), will work as your dashboard!

Will FTP be in it? Dunno.... If I get time, I'll see about putting XBFileZilla into it (or if I can get J.P. Patches back on his excellent FTP server he was working on for MXM)
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