09-03-2012, 04:40 PM
(This post was last modified: 09-03-2012, 04:44 PM by Zero Kirby.)
Because I love mockups, let's look at one, 'kay
Oh man that Options menu I've been spoutin' about for some time now! A mockup of it, anyway. With "Help" at the top. Hell yeah I'm good at this
So for Display you've got the obvious screen size, which doesn't change resolution, just changes the size of the window to appropriate sizes (full screen you can just hit F4, let me be lazy). You can turn off the Controller Icon which tells you if you have a controller plugged in or not - for convenience's sake, really. And the Heads-Up Display, might go the Kirby 64 route and let you pick from a variety of them, but I know I'll probably have a "minimalist" HUD that takes up less screen. If you'd like to design an HUD for for the game that's kind of nice and takes up about the same amount of space as the one in that screenshot, go right on ahead! If I like it I'll use it in my game and give you credit for it.
Controls, obvious. You'll be able to pick from a number of presets - QWERTY, AZERTY, Dvorak, and Colemak for keyboards, and so far XBox 360 and PlayStation 3 for controllers - and have a custom for either keyboards or controllers - this section of the menu will have a defined control scheme that doesn't change based on your preference, simply for ease of use, and both a keyboard and controller scheme can be active at the same time should you choose to swap mid-game - you'll be able to pick and they'll be highlighted in the selection thingy. That was a long sentence. I'm sorry. If you have a controller/keyboard that's not listed, feel free to link a map of them in the topic and I'll probably get around to adding a preset for it - I really don't imagine it'd be too hard once the customizable controls are actually PROGRAMMED.
Sound and Music, you can change the volume of the sound effects or the volume of the music to your preference, values starting at 100 and ending at zero where you can't even hear a thing. If you're the kind of guy who'd rather download a bunch of .BRSTMs from Brawl Custom Music and play them in Winamp, this will be for you. And of course, a Sound Test, because I like Sound Tests, even though you can only use it to play music, so Sound Test is an odd name for it. You get a number and the name of each track which is nice, so you don't have to fiddle around with going through each choice to find the one you want, but can still count the number of tracks in the game. But before you immediately jump into it, it's actually going to be locked the first time you play the game. How do you unlock it? Well... I'm not telling you. Pfft, that'd be silly and ruin the entire point of making it an unlockable. You don't unlock it by clearing the game though, I'll tell you that much. And if you do unlock it beforehand (not that I'm saying you can), you'll have to hear a track in game for the track to be listenable in the Sound Test.
Achievements! Whoa, nelly, that's a lot of Achievements, there probably won't be that many and in such close proximity to one another and the icons will probably not all be exactly the same but it's meant to be laid out like the Checklist of Kirby's Air Ride - ones you haven't completed will of course be greyed out, and when you highlight them, you'll instead get hints on how to unlock them as opposed to being told how you unlocked them. Like clearing the game as Mario, as listed above. Of course, why would you be able to clear the game as anyone but Mario, I have no idea. Will the Achievements have unlockables? I dunno. I imagine some might. Maybe not all of them.
Being still just a mockup, none of this has been programmed quite yet but rest assured it'll probably happen fairly quickly - it really is just a lot of copy and paste at this point. Sure there'll be a bit of number-crunching but since it's just set up like the Help menu, it'll be pretty simple to do.
Feel free to suggest improvements on this menu, by the way! And I'm sure you're wondering, "How do you make left-right selections on things next to each other?" Well you actually have to activate each box by selecting it with Button 1. That's how. That's when the arrows actually show up, not when they're inactive. So this mock-up is a little inaccurate. A bit. Maybe.
Oh yeah, and that's not what the background will actually look like. This is a little more accurate:
And no I haven't forgotten that I should fix the colors on the menu a bit - that comes after it's done, though.
EDIT: I suppose I should've mentioned the functions of each button, as well - 1 is jump, 2 is run, 3 is charge Boost Jump (as Boost Mario), 4 is the item box, and 5 is pause.
Oh man that Options menu I've been spoutin' about for some time now! A mockup of it, anyway. With "Help" at the top. Hell yeah I'm good at this
So for Display you've got the obvious screen size, which doesn't change resolution, just changes the size of the window to appropriate sizes (full screen you can just hit F4, let me be lazy). You can turn off the Controller Icon which tells you if you have a controller plugged in or not - for convenience's sake, really. And the Heads-Up Display, might go the Kirby 64 route and let you pick from a variety of them, but I know I'll probably have a "minimalist" HUD that takes up less screen. If you'd like to design an HUD for for the game that's kind of nice and takes up about the same amount of space as the one in that screenshot, go right on ahead! If I like it I'll use it in my game and give you credit for it.
Controls, obvious. You'll be able to pick from a number of presets - QWERTY, AZERTY, Dvorak, and Colemak for keyboards, and so far XBox 360 and PlayStation 3 for controllers - and have a custom for either keyboards or controllers - this section of the menu will have a defined control scheme that doesn't change based on your preference, simply for ease of use, and both a keyboard and controller scheme can be active at the same time should you choose to swap mid-game - you'll be able to pick and they'll be highlighted in the selection thingy. That was a long sentence. I'm sorry. If you have a controller/keyboard that's not listed, feel free to link a map of them in the topic and I'll probably get around to adding a preset for it - I really don't imagine it'd be too hard once the customizable controls are actually PROGRAMMED.
Sound and Music, you can change the volume of the sound effects or the volume of the music to your preference, values starting at 100 and ending at zero where you can't even hear a thing. If you're the kind of guy who'd rather download a bunch of .BRSTMs from Brawl Custom Music and play them in Winamp, this will be for you. And of course, a Sound Test, because I like Sound Tests, even though you can only use it to play music, so Sound Test is an odd name for it. You get a number and the name of each track which is nice, so you don't have to fiddle around with going through each choice to find the one you want, but can still count the number of tracks in the game. But before you immediately jump into it, it's actually going to be locked the first time you play the game. How do you unlock it? Well... I'm not telling you. Pfft, that'd be silly and ruin the entire point of making it an unlockable. You don't unlock it by clearing the game though, I'll tell you that much. And if you do unlock it beforehand (not that I'm saying you can), you'll have to hear a track in game for the track to be listenable in the Sound Test.
Achievements! Whoa, nelly, that's a lot of Achievements, there probably won't be that many and in such close proximity to one another and the icons will probably not all be exactly the same but it's meant to be laid out like the Checklist of Kirby's Air Ride - ones you haven't completed will of course be greyed out, and when you highlight them, you'll instead get hints on how to unlock them as opposed to being told how you unlocked them. Like clearing the game as Mario, as listed above. Of course, why would you be able to clear the game as anyone but Mario, I have no idea. Will the Achievements have unlockables? I dunno. I imagine some might. Maybe not all of them.
Being still just a mockup, none of this has been programmed quite yet but rest assured it'll probably happen fairly quickly - it really is just a lot of copy and paste at this point. Sure there'll be a bit of number-crunching but since it's just set up like the Help menu, it'll be pretty simple to do.
Feel free to suggest improvements on this menu, by the way! And I'm sure you're wondering, "How do you make left-right selections on things next to each other?" Well you actually have to activate each box by selecting it with Button 1. That's how. That's when the arrows actually show up, not when they're inactive. So this mock-up is a little inaccurate. A bit. Maybe.
Oh yeah, and that's not what the background will actually look like. This is a little more accurate:
And no I haven't forgotten that I should fix the colors on the menu a bit - that comes after it's done, though.
EDIT: I suppose I should've mentioned the functions of each button, as well - 1 is jump, 2 is run, 3 is charge Boost Jump (as Boost Mario), 4 is the item box, and 5 is pause.