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PokeParadox said:2. If someone can provide me with nice button images, then it's possible. The less art assets I have to make myself keeps me coding instead. (I can make images, but it takes me way longer to get the results I want...) I also want to create a general Button mapper, I got a headache on my last attempt at this though.todd said:2. One of the games (I forget which and do not have access to them right now) popped up a subtle little prompt suggesting which button I should use. Just a little circular icon with the letter "A" inside. That was quite excellent. This is no Atari 2600 with but a single button. The Pandora is covered with buttons! Wouldn't it be great if there was a little library in the engine to make it easy for all of us to pop up those same icons in order to prompt the user about how to use our applications? I would imagine this would be fairly easy since someone has already basically done it in one of the games.
Calling all artists! There's a model already buried in the project:
This is from the OneButtonBandit game. Clean, simple, informs without distracting I like it. Who made it? Can you make more?
PokeParadox said:Sorry it's just a case of British English vs American English... lol.
For me, as a Brit, it makes more sense to say "Maths" as it is a truncation of the word Mathematics. It doesn't make much difference but I obviously have a British bias... you know, being English and all...
Lol, well i'm from the netherlands so i'm all if favor of Britain, it's just that most of the television series/movies shown here are American so my English tends to lean that way. Correct if you wish, it's not worth the effort for metodd said:The British usage is always superior. h34r:
If you want, I can make some button images. Just tell me what image type you prefer, how you want the buttons to look, what size you want them, and what letters or numbers the buttons should have on them and I'll do what I can.PokeParadox said:2. If someone can provide me with nice button images, then it's possible. The less art assets I have to make myself keeps me coding instead. (I can make images, but it takes me way longer to get the results I want...) I also want to create a general Button mapper, I got a headache on my last attempt at this though.
Personally, I thought that button from OneButtonBandit was perfect. It was shaped like the actual button, legible, demure colors:TheBrainSquid said:If you want, I can make some button images. Just tell me what image type you prefer, how you want the buttons to look, what size you want them, and what letters or numbers the buttons should have on them and I'll do what I can.
This looks fabulous to me!TheBrainSquid said:Okay, I just made the A,B,X,Y really quick to see how well you like them. Its not exactly the same as the picture you gave me to go off of, though I could probably make it that way if you strongly prefer it. Also, I think I might need to fix the top outline of them since I just freehanded it and I think it looks just slightly wrong, but I decided I'd save myself some time and see what you thought first.
These are awesome.TheBrainSquid said:Heres the rest
todd said:Re: the shoulder buttons, do they wrap around the corner of the case? I'm having trouble finding a render which shows this.
The shoulder buttons are quite large and wrap around the corner. I don't know where to search for that render, though. The info is off my head.
Edit:
I've found it:
http://forum.openpandora.org/viewtopic.php?p=8424#p8424
mali said:The shoulder buttons are quite large and wrap around the corner. I don't know where to search for that render, though. The info is off my head.
Edit:
I've found it:
http://forum.openpandora.org/viewtopic.php?p=8424#p8424
Nice find. Thanks, Mali!
I'm impressed & quite happy with the icons as they are. But if it's not too much trouble....
Maybe the shoulder buttons could have a little hook at the outside? Sort of like a side-ways capital "L" With the hook on the right for the right button and the hook on the left for the left. And I would probably stick to "L" and "R" for the labels.
For the D-pad arrows... I am quite ignorant of modern games with all these new-fangled buttons. The Atari 2600 was my only console. So I don't really have any idea of how to make it any more obvious. We'll leave it go unless someone comes up with something better.
Thanks again, TheBrainSquid. This is great stuff.
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Off topic but tangentially related: This image: http://openpandora.org/bigone.jpg shows:
- one D-pad
- one set of four buttons (A/B/X/Y)
- one nub
- a second nub!
Please save me from my ignorance. Why are there THREE directional controllers? How doe the nubs differ from the D-pad and why are there two nubs?
I think this problem will be fixed with the next update, don't worry about your transparency being broken right now! (more info on my devblog)MarkoeZ said:Now it's more of a game instead of a programming excercise But i can't seem to get the transparency right as you can see
todd said:These are awesome.TheBrainSquid said:Heres the rest
I'll try to write a simple little library for them. Something along the lines of "display(icon, position, duration)"? It might be nice to have a further effect to draw attention to them. Maybe not so dramatic as the whole thing blinking, but perhaps little motion lines around them, suggesting they're being pressed? Then I could flash the motion lines a couple times.
PokeParadox, what would be the cleanest way to make these available for use by all the minigames?
I concur, they are most awesome!
Well that gives me one less thing to do then I'll of course help out if needed. If you inherit the Image class you can load all the buttons as a tilesheet rather than individually.
Hmmm to make it accessible to each MiniGame... it would have to be included in the BaseState... although that's not a Pandora/PandoraPanic! specific class so that's not good. I think if you create a lib then we can just include it in the relevent states that require it... unless there are any better ideas. hmmm.
I suspect their main use will be emulation... although two analogue controllers are useful for 3D games applications.todd said:Please save me from my ignorance. Why are there THREE directional controllers? How doe the nubs differ from the D-pad and why are there two nubs?
Dpad are the best for 2D, although Yoshi's Story used the Analogue stick well on the N64.
nubs differs from the dpad by being analogue it means you can run left faster the further you push the nub left.
Dpad is simply on or off.
I stole it from a render of the DS Lite.todd said:Calling all artists! There's a model already buried in the project:
This is from the OneButtonBandit game. Clean, simple, informs without distracting I like it. Who made it? Can you make more?
Looking at Image.cpp, I'm guessing here that a tilesheet is a single png holding all the images? Each image is held in a rectangle the same size as all the others. And they are displayed simply by clipping that image. Do I have it, more or less?PokeParadox said:Well that gives me one less thing to do then I'll of course help out if needed. If you inherit the Image class you can load all the buttons as a tilesheet rather than individually.
That makes sense. If I can just #include "ButtomPrompts.h" in my class and use it, that would be easy enough.PokeParadox said:Hmmm to make it accessible to each MiniGame... it would have to be included in the BaseState... although that's not a Pandora/PandoraPanic! specific class so that's not good. I think if you create a lib then we can just include it in the relevent states that require it... unless there are any better ideas. hmmm.