I was unsure if the windowed opacity would effect windowed fullscreen mode, but I thought it might.
I am glad you got it sorted.
I was unsure if the windowed opacity would effect windowed fullscreen mode, but I thought it might.
I am glad you got it sorted.
Here is a very early WIP of the new Atari Lynx Alt graphic.
From my perspective this will be a relatively easy graphic, most of the tough work is done.
That aside… boy these designers were a crazy bunch.
The D-Pad side of this device is intentionally much wider than the button side, for ergonomic reasons I assume.
I agree that the standard XBOX controller layout leaves little to hold on to. I don’t understand why handheld designers today (Like those behind my AYN Odin.) don’t adopt the Playstation controller layout. It is much more comfortable when using the D-Pad.
To make scaling intuitive, I chose to place the screen dead center and let the left side just hang out.
Here’s this morning’s WIP.
Baby steps.
FWIW I decided to do this graphic from scratch. I have no idea when I did the original, but my methods were so out of touch with my current methods that updating them would have been more work than starting over.
WIP for this afternoon.
Getting close to done.
This thing has some pretty light texture, I’m not convinced it’s worth adding. I’ll look at it later with fresh eyes.
BTW. Have I mentioned lately… how much I love doing what I do?
The new Atari Lynx Alt preset is integrated into my boilerplate.
I did end up adding some texture. (The lightest texture I’ve used in any graphic.) It looks really good.
Next up is the SEGA Game Gear.
That is a handheld with a lot of beveling
They look great! The one is my fav. It’s just right in terms of lighting and screen size. It’s the perfect compromise.
Obra de arte, absolutamente perfeito.
The New Game Gear is set up in the shader.
Here are some shots.
GG_All (Before any scaling.)
GG_All_Night
GG (Default scale to replicate the original preset.)
GG_Night
GG_Wide (Ultrawide mode)
GG_Wide_Night
Updating this went pretty quick. My methods were already similar to my current methods. (Though not as refined.)
Looking at my source images I realized I had found at least 8 distinctly different designs for this system, with as many color variations. I saw no reason to deviate from the choice I made back then.
If I were to start from scratch I might change a few things but overall I am happy with the way it turned out.
I have yet to integrate it into my boilerplate but that is the last of the horizontally cropped handhelds.
While I am in the creation zone I think I will go ahead and do the vertically cropped Game Boy etc. before I do an update.
The SEGA Game Gear is integrated into my local branch.
While I was at it I added a missing top highlight to the center section of the body. It was looking flat compared to the rest.
I think I mentioned that I had done a complete Game Boy at one time…turns out I also did a GBC.
The idea was, at the time, to use them in a 4K vertical setup. I dove in deep to try and bring them up to today’s standards.
They are both a bit off of the real thing. (D-pad and A/B buttons are smaller.) I’ll see what I can do about letting them be scaled and positioned.
I’m not sure about doing the DMG preset, although my OCD will probably make the decision for me.
The Mega Duck is already set up like this but the shadow is clipped. I’ll fix that, set these two up, and then take a look at my DMG preset.
Edit: Quick fix on the GBC, something funky going on with the bottom edge. Posted image is updated.
The new Game Boy is set up in the shader.
OOTB it should look the same as the old one. The texture has been updated but most of what can be seen is the same.
If someone wanted to they could set this up in portrait mode and show the entire device. The A/B buttons, D-Pad, and logo are all separate layers so adjustments to scale/position them more realistically are possible.
That is enough for tonight.
The new GBC has been integrated into my local branch.
Along with the texture upgrade there are a few added details. (I totally revamped the off screen speaker holes.)
The “POWER” text and GBC logo are on one layer and the D-Pad and A/B buttons each have there own.
This will let users scale/position the latter and retain the ability to change the Device color like before. (As demonstrated here.) Although adding gamma and/or going with a very bright color will result in a very odd looking bezel. I may separate it into it’s own layer as well.
Next up is to fix the clipped shadow on the Mega Duck.
Hey @Duimon,
I would very much like to use the GBC preset, however, I with these LCD screens, I always need to enable integer mode to make it look good (I get a severe discoloring of the whole screen with vertical lines).
But If I enable integer mode and reduce the size of the screen, the bezel is cut off on the top and bottom. Would be great if just more of the bezel would be visible:
The Mega Duck cropped drop shadow issue has been fixed.
I also fixed the missing background image. (It was unintentionally showing the default carbon fiber.)
Wow no way! Sometimes I do seem to get very lucky. Thx!!! =)
I spent most of yesterday and part of today reworking the GB, GB_DMG-01, and GBC.
I realized there was no need to allow the D-Pad and Buttons to be scaled/positioned since users would either want it to look real (Using integer scale or portrait) or accept the default. (Using a 16x9 landscape monitor or non-integer scale.)
So I simplified the layer structure and created two sets of presets. The alternate preset will have the details scaled/positioned to more accurately reflect the real devices.
I won’t post shots of everything but here is the GBC and DMG-01. (Using integer scale and scaled to show the entire device.)
GBC
GBC_Alt
DMG-01
DMG-01_Alt
This is also the debut of my new DMG-01.
Unlike the original I used a gray device theme instead of bright yellow. (Highlights get lost in the yellow.) You can’t get a bright yellow now using parameters but you can get a convincing gold.
It will be a while before I do an update. These last few required quite a bit of editing of presets and params, so distributing them across all of my preset classes will take some care. Then I need to generate Potato versions and migrate the changes to the Potato presets.
I went digging through my handhelds to find others that needed this treatment and found the Game Boy Advance SP.
Here is a preview of the new graphic.
I’ll get it set up in the shader later today.
The only other handheld system that is cropped (I think.) is the Pokemon Mini.
I will elect to not do that system for many reasons. Aside from the sheer difficultly, it has a very limited romset, and the size of the screen makes me doubt someone will drive off a cliff if they can’t play it in portrait mode.
The rest of the new presets are distributed across all my preset classes.
After this one is done I need to migrate the changes to the Potato presets and I can do an update.
Then it’s time to start work on the new 21x9 Potato presets.
The new GBA_SP is integrated into my local branch.
GBA_SP
GBA_SP_Scaled
GBA_SP_Scaled_Night
Some tweaks to the ambient lighting were needed for the portrait mode. They don’t look correct in the default so I have added a local LCD “Graphics” override for the portrait ambient settings.
Keep in mind that they may not be needed on a monitor that is actually in portrait orientation.
Now it’s time to migrate these to the Potato presets. I’d like to get that done by the end of the day.