Top right (the C) is impossible because there is a screw in the PCBIf there's place on the right for a button why not:
Z Y C
A B
X
or
Y C
A B
W X
? (talking about the place of the buttons not the labels) just wondering.
Top right (the C) is impossible because there is a screw in the PCBIf there's place on the right for a button why not:
Z Y C
A B
X
or
Y C
A B
W X
? (talking about the place of the buttons not the labels) just wondering.
That is not really true in my opinion.BTW: So far, we had 3 polls about the button layout.
In each poll, keeping the current Pandora layout won with a high advantage against any other idea here.
It seems most of the users are with me to keep the current layout... or did I miss some poll where they all voted that the current layout is bad?
Okay - be honest.The confusion is fed by the fact others consoles have sames labels (x,y,a,b)in different position. Δ ,X,Π,Ω would facilitate because you will not have to think "x is y "in this game, "x is a" in this game but jump is Δ in this game and jump is Ω, you can proceed like this with a,y,x,b but when you see X you want to push X, not Y. So it would be easier with Greek letters. Also it would be so easy to play psp games.
That was to throw away all the negativity we had before and make it clear it's a project where Craig is not involved anymore (an important topic for a lot of people).You said that Pyra isn't Pandora, that's why we had to chose a new name. I view Pyra as a new start, with modular stuff etc....
For me, as design flaw would be using symbols and letters a game designer can't type with a normal keyboard.Same label on buttons is fundamentally senseless, also action buttons need to stand out. Even if it isn't critical it's a design flaw that should be corrected to me .
And how many support requests did you get from users who actually were so confused about it that they weren't able to figure that out?Pandora FlashlightPandora MicrobesIs there anything that uses both on the Pandora?
Pandora System Info
Pandora NubNub
Pandora Image Viewer
Pandora NanoLemmings
So does the XBox and Dreamcast (both have a similar layout) which it totally different from the Nintendo layout.The problem with the Pandora's layout is that it uses the same labels as established layouts, but in different positions. This leads to confusion with emulators and general navigation in apps.Yes, the Pandora layout is different from all other major consoles. And to add more confusion, you want to make the Pyra layout different from the Pandora layout as well. Does not compute.
This is not always true for all games."A" as the standard "accept, proceed, confirm" button and "B" as "cancel, go back, deny" button is engraved in my head from playing GameBoy, N64 (or any other Nintendo console), XBOX, etc. It does not makes sense to use these buttons in the same way on the Pandora (since "A" is on the left and "B" is on the right), and in fact PNDManager uses "B" for "accept" and "X" for "cancel" and you can probably see why this is confusion at first and only really works due to the extensive use of tiny button images (aka guihints).
Similarly in traditional games "A" is often used for "Jump", while "B" is used for "shoot, kick, attack". This also does not work well on the Pandora and while a decent game should allow rebinding of the buttons the fact is only few actually implement this feature.
And what would be different when it says "Press A" and you need to press some weird symbol button?In certain emulators a game might say "Press A", but requires you to press "B" or "X". You can rebind these in most cases, though.
When looking at the current poll, 65% of the users prefer to keep the current Pandora layout, whereas only 25% want a completely new greek layout.This might be way less confusion if you are coming from the GPH heritage (since they also use this layout), but for new users it certainly is and is the reason why some people voted for adapting the SNES or SEGA layout or change it into something completely new.
Why do the people who are willing to give that up not participate in the vote?It might break backwards compatibility, but people are willing to give that up (or rather require the dev to change their app, which is fairly easy and since a repackage or recompile might be needed anyway you might as well do both) for a layout which is more akin to something used commonly in the market (and backwards compatible to some emulated consoles, which is better than the current situation).
I try to minimize confusion by using guihints and by carefully avoiding to use the keyboard keys A, B, X, Y (and even L, R) for anything if I can. That strategy works. Still, it's not so nice that I have to work around the problem: there are two buttons labeled with the symbol "A" and they do different things, so if I want to use both of them, I need extra words like "keyboard key" and "action button", or guihint images, just to unambiguously make it clear which one of them I mean.Pandora FlashlightIs there anything that uses both on the Pandora?
Pandora Microbes
Pandora System Info
Pandora NubNub
Pandora Image Viewer
Pandora NanoLemmings
And how many support requests did you get from users who actually were so confused about it that they weren't able to figure that out?
* We CANNOT fix that issue with the emulators, as every emulated system uses a different button layout
* Changing the layout will NOT fix that issue, but break compatibility with current Pandora games as well, and make it more work for devs who want to release games both for the Pandora and Pyra
Pick any colour you like, as long as it's black, right?We cannot fix the issue with all emulators, but we can fix it for one of them.
You are implying I am pro Greek, I am not, I don't like that idea. Actually I am not really for any of the options in the third poll, I am for adapting one of the well known layouts, like SEGA Genesis (Extended-Dreamcast / Extended-XBOX) or Extended-SNES.And what would be different when it says "Press A" and you need to press some weird symbol button?
Be honest here, the majority of games on the NES, SNES, XBOX, etc. follow the quasi-standard of "A = accept", "B = cancel". It actually pretty annoying when it's actually the other way around...This is not always true for all games. I've played RPGs on the SNES where A is actually Cancel. And on the PSX, X is cancel nearly as often as it is confirm. A layout doesn't change what the developer chooses to use as confirm / cancel.
I would guess Pandora homebrew does not nearly make up the majority of games played on the Pandora (it's mostly ports and emulators). Additionally changing the button layout for a Pyra version is the easiest for homebrew, since most of those projects are open source and the developer is active in the community.And do you think it would be less confusing for new users when they play Pandora homebrew and the button layout doesn't match anymore?
I assume people are not voting, because it's not an option in the latest poll any more.Why do the people who are willing to give that up not participate in the vote? Or are you talking about those 25% (compared to 65% who want to keep it)?
I agree, that would be desirable.It does not have to be more work for devs to support two different labeling layouts. My proposal is to have guihint icons in a standard location on both the Pandora and the Pyra, and devs just have to use those icons instead of including icons inside their PNDs. E.g. if you want to display a guihint for the Pandora A button and the Pyra Π button, you would just show the image "/usr/share/icons/dragonbox/action_button_home.png" -- and it is up to the firmware of the respective device to have an appropriate image there.
Making it more attractive for devs to use standardized guihints is actually a very nice side-effect of changing the labels. We should encourage devs to use guihints and not simple text instructions like "Press X to run and Q to quit". Guihints are much more effective at showing the information at a glance, and they give a nice uniform look & feel across applications.
What does that have to do with the labels?B can be accept, X is cancel. There, quasi-standard.But wouldn't it be desirable to get a quasi-standard for that, so that programs use the same buttons for similar actions?
I already explained that a few posts back.What does that have to do with the labels? B can be accept, X is cancel. There, quasi-standard.
Actually I'm not really a player of anything. I have no particular preference for PSX. It's just the only mainstream console that does not use keyboard labels for its buttons.yeap, me too I read that wb is mainly a PSX player...
... and by keeping the old Pandora layout, devs will be lazy and just keep their text-only labels. I mean, guihints have been around for quite a while now, but they're still not very widely used. I think devs need some incentive here -- the natural thing to do is "don't fix it if it ain't broken" or rather "I'm too lazy to improve it as long as it works more or less". By making our stuff "Pyra-ready", we will get better interfaces on the Pandora too -- everybody wins.I agree, that would be desirable.It does not have to be more work for devs to support two different labeling layouts. My proposal is to have guihint icons in a standard location on both the Pandora and the Pyra, and devs just have to use those icons instead of including icons inside their PNDs. E.g. if you want to display a guihint for the Pandora A button and the Pyra Π button, you would just show the image "/usr/share/icons/dragonbox/action_button_home.png" -- and it is up to the firmware of the respective device to have an appropriate image there.
Making it more attractive for devs to use standardized guihints is actually a very nice side-effect of changing the labels. We should encourage devs to use guihints and not simple text instructions like "Press X to run and Q to quit". Guihints are much more effective at showing the information at a glance, and they give a nice uniform look & feel across applications.
Sorry, but this keeps coming back to an elitist 'if everyone was just as good you are' argument.Actually I'm not really a player of anything. I have no particular preference for PSX. It's just the only mainstream console that does not use keyboard labels for its buttons.yeap, me too I read that wb is mainly a PSX player...
... and by keeping the old Pandora layout, devs will be lazy and just keep their text-only labels. I mean, guihints have been around for quite a while now, but they're still not very widely used. I think devs need some incentive here -- the natural thing to do is "don't fix it if it ain't broken" or rather "I'm too lazy to improve it as long as it works more or less". By making our stuff "Pyra-ready", we will get better interfaces on the Pandora too -- everybody wins.I agree, that would be desirable.It does not have to be more work for devs to support two different labeling layouts. My proposal is to have guihint icons in a standard location on both the Pandora and the Pyra, and devs just have to use those icons instead of including icons inside their PNDs. E.g. if you want to display a guihint for the Pandora A button and the Pyra Π button, you would just show the image "/usr/share/icons/dragonbox/action_button_home.png" -- and it is up to the firmware of the respective device to have an appropriate image there.
Making it more attractive for devs to use standardized guihints is actually a very nice side-effect of changing the labels. We should encourage devs to use guihints and not simple text instructions like "Press X to run and Q to quit". Guihints are much more effective at showing the information at a glance, and they give a nice uniform look & feel across applications.
Using something nicer for F/L (maybe Ins/Del or symbols) and adding a vertical bar to the left/right arrows (to indicate Home/End) this is what I've been trying to propose (and _wb_ did some renderings in this direction). I can live without the vertical bars, but I think they would be an improvement. If it is felt that backwards compatibility is mega important, than it would be easy to add A/B/X/Y or (as Exophase proposed) more stylish while keeping the appearance alpha/beta/gamma/chi.Another all-new idea (I don't think I've something like this mentioned anyway) - how about going directional using standard Latin letters / symbols for labels? i.e., something like
F ^
< >
L v
That's a different problem.I'd rather prefer a software solution for the 'which button/key to press' confusion which occurs when using different menus with different button assignments.
Once the Pyra is released, the discussion would no longer be possible, and there are some valid concerns that have been raised. It doesn't really matter whether the discussions are long, as long as they can continue uninterruptedly. At this point it's unclear whether they will have resulted in something useful in the end, but that's not a deciding factor for stopping them. If you don't enjoy these discussions, that's okay, you can just ignore them, or state that, say, you feel disturbed because they are crowding the "View New Content" page, and then it's the participants' turn to adjust accordingly.I'm pretty sure every gamer and tech nerd is able to differentiate between button A and the A key. It's ridiculous how lengthy these discussions are. Just keep the Pandora layout.