Introducing ControllerImage

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  • Опубліковано 27 сер 2024
  • This is a project I'm working on. I know I said "Link in bio!" but you can find it here:
    github.com/icc...
    I need artists! Hit me up!
    Want to support my work? I crowdfund:
    / icculus or github.com/spo...
    ======
    Images in this video:
    The Xbox button images are under a CC 4.0 license:
    creativecommon...
    They were modified versions of the .svg files from Wikimedia Commons,
    created by user VictorPines.
    commons.wikime...
    commons.wikime...
    commons.wikime...
    commons.wikime...
    The PlayStation buttons were originally public domain .PSD files from
    Metal-Txus on DeviantArt:
    www.deviantart...
    I put them through a random PSD-to-SVG converter that mostly got it done, but
    is why the originals look good and realistic and mine look cartoony.

КОМЕНТАРІ • 25

  • @rafaelbordoni516
    @rafaelbordoni516 8 місяців тому +11

    Pretty good! You should add support for people to give their own SVGs to show up and leave these as default/fallback ones, this way we can better blend them into our UIs.

    • @RyanGordon
      @RyanGordon  8 місяців тому +7

      You can do this! You can have separate databases; load the standard one first, and then the custom one second, which will override any controllers it implements itself.
      So you can have custom art that matches your game style for the most popular joysticks, but the player with the more obscure controller won't be left completely in the cold.

  • @AacatNet
    @AacatNet 8 місяців тому +14

    I would love to see something like this integrated into the Godot engine 😳 it would be such a… game changer

  • @ShockSlayer
    @ShockSlayer 8 місяців тому +6

    This is _excellent._ Support for SVGs is ideal and will make adding support for many controllers trivial.

  • @AL2009man
    @AL2009man 8 місяців тому +2

    I'm surprised this hasn't been done much sooner.

  • @3cc3n
    @3cc3n 8 місяців тому +1

    This is great!
    Note that some companies have TRCs regarding how their gamepad and/or button images can look in a game running on their system. If you manage to conscript an artist or two to your cause, be sure to look those up so your library is compliant.

  • @jessechounard
    @jessechounard 8 місяців тому +3

    Library sounds great! It took me a second to figure out why an xbox shaped controller with playstation buttons glyphs felt weird. :)

  • @ianmaclarty9972
    @ianmaclarty9972 8 місяців тому +2

    Looks handy! It would be nice if there were also a function that just returned an enum value so I could decide what to render and how to render it.

    • @RyanGordon
      @RyanGordon  6 місяців тому

      (sorry, missed this comment before) More or less, SDL3 already offers that, fwiw: wiki.libsdl.org/SDL3/SDL_GetGamepadType ... that will return an enum: Xbox, PS3, PS4, PS5, Switch, etc...this library is intended to go further than any function reasonably could, picking up obscure controllers that don't map cleaning to major console controllers' symbols.

  • @rebane2001
    @rebane2001 8 місяців тому

    This is pretty much what Steam's library does too I think

    • @RyanGordon
      @RyanGordon  8 місяців тому

      It does something similar, but I want to go deeper and try to support really obscure controllers, and of course work even when not shipping on Steam.

  • @StiekemeHenk
    @StiekemeHenk 8 місяців тому +2

    I'm still waiting for someone to figure out how to translate multiple Stadia controllers to Xbox. It's such a hassle to run Stadiacontroller multiple times and one by one hiding the controllers.
    I just wanna play with the kids bruh.

  • @rikamayhem
    @rikamayhem 8 місяців тому +2

    Not the first attempt I see, so I've got two concerns: 1. How will the icons match the game's UI? (e.g. Realistic and flat variants? Pressed and released variants?) And 2. Who keeps the library updated? Database-like libraries like this one are most valuable when updates are decoupled from the game releases. (The same goes for SDL's controller db, the TZ db, terminfo, etc.)

    • @RyanGordon
      @RyanGordon  8 місяців тому

      1. We're building a "standard" set of icons, but the system allows "themes," so it's possible someone could add a "cartoony" equivalent, etc. The goal is to let developers build just the most popular devices in their game's style, if they want, and let the standard set catch the obscure controllers, but entire different themes would be cool.
      We don't do pressed vs released at the moment. Maybe later.
      2. Soon I'm writing a simple thing that keeps the latest version of the database on a public server, so apps that want to can make a simple HTTP call to download the latest data (and, if they're fancy, use the If-Modified-Since header to download only if it's changed since they last checked).

  • @blackstar_1069
    @blackstar_1069 8 місяців тому

    it would be awesome to have a video bout the instalation on a few games to know how to do it properly :)

  • @MrTimcakes
    @MrTimcakes 8 місяців тому

    I wish this could be injected into existing games. Because in sim racing, all my wheel buttons appear in-game as "1", "2" "7" etc... I can't remember what does what with 3 different steeringwheels 😭

  • @agentseed
    @agentseed 8 місяців тому

    Excellent video!

  • @tessiof
    @tessiof 8 місяців тому +4

    Why didn't you use the N64 controller as the base image?

    • @RyanGordon
      @RyanGordon  8 місяців тому +1

      Uh...because SDL's gamepad support wants to map devices to the geometry of an Xbox controller. (and they had an existing bitmap of this I could use for the demo).

  • @nuclearmonster
    @nuclearmonster 8 місяців тому

    Hell yeah!!!

  • @sirmongoose
    @sirmongoose 8 місяців тому

    Cool!

  • @youtubesuresuckscock
    @youtubesuresuckscock 6 місяців тому

    The real goal should be to make games with intuitive controls that don't need to blast your eyeballs with icons constantly. That Spiderman game for example is just a visual mess. If a game has to remind you how to do things constantly, it already failed.
    No one needed to be slapped in the face with icons constantly while playing Street Fighter 2 or Doom. Why do we need it now? This is a game development failure and nothing else.