Runcommand System Splashscreens!
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@Rookervik NIFTY! Yeah you're right about the mapping cannot be fixed.
The screens are simple jpeg's, right? Could it be possible for you to provide some generic graphics that we can photoshop around with ourselves, to match our button mappings? Or is that solution too lowtech for you? :)Also, I thought about if there's a way to have game-specific launch screens. In the same manner as mentioned above, how cool would it be to have a specific BurgerTime launch screen, that shows where the Pepper buttons are, just to inform AND get the right mood going :)
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@AndersHP said in Runcommand System Splashscreens!:
Also, I thought about if there's a way to have game-specific launch screens.
Yes, we have it!
https://retropie.org.uk/docs/Runcommand/#adding-custom-launching-images
Look here too: https://retropie.org.uk/forum/post/71970
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@meleu Wow, well then sky's the limit. I would love for a certain mr. @Rookervik to make cool launch images for BurgerTime, DonkeyKong, Defender, PacMan... You name it! Maybe even inspired by the original cabinets' color schemes for buttons etc. along with the button mappings.
Well, I'm just dreaming out loud here :D
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@AndersHP Good lord, you're not asking much are you? LOL.
I would definitely like to make the default control theme controller for each system. Man that sounds like such a good idea. Do it in pixel. GAH way too cool.
The images are just 8-bit PNG files. You can edit them to whatever you want. And the text on the buttons will be simple enough that you can use fairly generic image editors to change it.
I might do up a couple in a few minutes and see what we think.
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Should the default controller be an Xbox or PSX controller? I've made a mockup for RetroArch... it's a fake controller in the shape of their logo. I could use that as well.
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@Rookervik This is what I see
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@Rookervik said in Runcommand System Splashscreens!:
Should the default controller be an Xbox or PSX controller?
My suggestion is a RetroPad controller (pretty much like the XBox one but with the YBXA buttons placed like a SNES controller). Which is like this:
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This is that Logitech controller that's so popular. Probably use it.
Yeah I'm making a new RetroPad for them. They don't want it to look like an Xbox controller anymore. Or any other controller. :D
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Probably need to color the controller (shading and such) so it doesn't look odd with the colored outline.
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Man... That is excellent work and expedient to boot. I'm no stranger to graphic design, but have never really delved into pixel art. Do you have any recommended websites that cater to learning the aesthetic?
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@Rookervik would be swanky if this were 3dified
From the discussion here
Except being 3d it would be easier to make a distinction between shoulders and triggers
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@mediamogul Eh, not really. I picked up a lot when I was making games with Construct Classic. Got to learn about how pictures unwrap in VRAM, limitations of tile size, color restraints. A good way to learn is limit yourself by a system....
Sega Genesis could have a max sprite size of 32x32 pixels. You could also only use 61 colors at the same time. The genesis had a smaller palette of colors than the SNES did, so while the SNES had 32768 colors to choose from, the Genesis had only 512 colors you could pick to be your 61 colors.
So set up a 32x32 image and use this color palette to color it. Be sure to only choose 61 colors maximum. Genesis Color Palette.
Be sure to use stipple such as this to really push the pixel effect.
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@herb_fargus Is this you telling me that the retropad I designed was crap and to do this one instead? LOL.
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@Rookervik nope I love your retropad too. I like pretty much all your art :p
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Very helpful advice and exactly what I was looking for, thanks. This is something that I've wanted to learn for a long time.
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@mediamogul Let me know if there's anything else I can do to help out. I don't know a lot of people that do pixel art. It's a little new to me, still. I learned art on paper and then scanned it into the computer and looked up tutorials on how to color. So I can still learn some stuff about pixel art as well.
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Let me know if there's anything else I can do to help out.
I appreciate the offer. As long as you don't mind, I do have a few questions about working on a larger scale that I'll work into a dedicated thread down the road. However, for the time being, I like your idea of working under specd limitations as an initial focus. I've attempted pixel art before with results that were passable, but I was never satisfied with the authenticity. It seems obvious now that a better understanding of the specific technical limitations would be key, in much the same way that studying anatomy is important for any believable human figure work. Now all I have to do is find the time to experiment.
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@mediamogul Now if you really want to limit yourself and make things hard, try a Commodore 64 wallpaper. Each pixel is 2:1. And the C64 had a VERY limited palette. :D
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