I was already going to comment, thanking you for working personally to make my favorite, and shit industry a little bit better. Now I'm also commenting to tell you to not ask for it. Instead, you can ask the viewers questions as you speak to them during the video. This doesn't have to include, leave your answer in the comments. Instead it is more... a question just for the viewer. This however, will inspire people to share their answers to different questions and interact more. I wouldn't force this method either, and instead focus on quality content. As you can probably see, most of the comments here happened naturally out of peoples own interest. Do what you love, and let us decide if we want to pat you on the back. Awesome video, and thank you for what you have done!
You said that "verbs" are assigned to buttons. That would mean that when you press that button the character uses a verb, or an action word. I think you mean which "actions" are assigned to buttons for future reference.
When did you record this SoT footage? Because I played it a year ago and yesterday and there wasn't such button mixed disco. Or I'm wrong but it didn't bothered me and I didn't realised. Lol.
The best way to get comments and conversations is to pin a comment (✔) and actually respond to comments. You can also highlight comments from previous videos in newer videos, although you should still comment on the original (in case the author doesn't see your next video). NOW I HAVE A QUESTION: I've been trying to create a logo that represents the gaming industry. I've thought about using button or keyboard symbols, but they always seem to highlight one sector (i.e. consoles) and leave out another (i.e. PCs). Do you know of a universal symbol that represents gaming as a whole? Excellent video, thanks!
So you are the button prompts man? The entire gaming community, every single one of us, thank you, from the bottom of our hearts. I don’t think a single reasonable person will disagree.
I was wondering how Outer Wilds and Slay the Spire and many other games had the same button images, so its really cool to know who made them. Good job!
@@liliththeraccoon355 I don't have any idea how Doom makes you feel that way. It just has a lot of weapons bound to number keys and there's nothing complicated about that at all.
The society we could live in if everyone had your thought process. Like: "This is a problem I can fix so I'm going to fix it for everyone for free." You're awesome!
weve gotta speedrun this post-scarcity shit so no one needs to think abt money anymore they can just be like “oh hey i have a solution to this problem now. guess everyone can just have it if they want” no thinkin abt pricing or whatever
@@bw000m We're already at post-scarcity, up next is to take power away from the rich so that everyone can reap the benefits of society instead of just 1% of the species getting all the good stuff in life. Also even during scarcity, money is one of the worst distribution methods imaginable, and that's only partly because it creates the illusion of scarcity even after post-scarcity is achieved.
There is something so satisfying about not liking a game because it feels janky but not being able to explain it then finding a video that explained it so fluidly
Yes! And I'm very happy that we see that more and more, for example there was some guy who was talking shit about Fallout 4 and people were telling him "blablabla make your own then!" , so he did! It's still in early access, but there is already a free playable demo (which are also making a return, yay
On one hand, I get that every game having a unique button prompt style can add to the game. On the other hand, there’s something nice about having an industry standard for BASIC CONTROLS. I’m glad this exists
looked like auto hot key to me, you aren't really reprogramming the game, you just check to see if the game is running, if its running you look at the inputs being sent and change them outside of the game, you could do this by say storing as state of 0/1 for which item you used last, then having it send the bind you set ingame, say zx were two items, you could make it so c checks which was the last and sends the other one, it doesn't usually take too long to get set up well
@@render_1340 It was AHK, and I've used it for tuning game UIs myself, but in retrospect what I enjoyed about it was the programming rather than the game or its content. Generally, I prefer games where you don't have to think about fixing the interface.
@@felixvondrigalski294 lol yeah it's definitely nicer to just have the game have it sorted out, especially if it's multiplayer because usually scripting would be banned
This is crazy, I downloaded these prompts over a year ago for a personal game I've been working on! Didn't think I'd come across the creator on UA-cam. Thanks so much for making them!
I was using them in a half baked attempt to port Nuclear Throne to the Nvidia Shield, didn't know he had a UA-cam channel. It's wild to think how often they're used, but it makes sense.
As someone who heavily played move or die in school with everyone bringing a random controller I thank you for making it entirely on the fly because honestly it was some of the most fun I’ve had and making it easy to figure out only added to it
The algorithm has consistently recommended this video to me to a point where it felt like a personal thing. Like it wasn't going to go away unless I watched it. So I watched it. And then binged your entire channel. I don't know why I'm always this hesitant to get into new creators, you're putting out really helpful, interesting and well-made videos so consistently it's unbelievable. This is some GMTK level shit and I'm 100% here for it. Keep up the good work!
Wait, you made a "Button Prompt" icon package for everyone else for FREE?! And these button prompt icons are literally used in many video games out there and you are barely credited for that?? This work and your channel are underrated af. I mean, I just stumbled across your channel and I am completely shocked by the fact that you are the person behind those button prompt icons. I'm too an aspiring video game dev and in the future whenever I'll need to make button prompts, I promise I will give credit for your incredible contribution. You sir, deserve huge respect for that! O7 👏👏👏
11:44 i was this far into the video before i realized.... your the guy, THE GUY the man who has supplied me with button visuals! the one and only chad, mental checkpoint, who i have been subbed to for a while without knowing! great fucking job man!
@@MentalCheckpoint I have the exact same reaction as Winsom. I played a lot of games keyboard and mouse or controller and everytime i saw those button prompts. All the time i saw those buttons i always said "these look the same as this game" it took me a moment to realise that YOU are the supplier for those buttons. Either way thanks :) Wonderful button prompts easy to understand :)
I just got sea of thieves over the weekend and I thought I was going insane because of the three different exit buttons. I am SO HAPPY you talked about it
Yeah, as a new SoT player, and now coming back to this video a year later, it's so sad to see nothing has changed. The game _still_ uses the same shitty configuration (as shown on this video) that makes zero sense.
Been playing since launch. Button mapping made sense the whole way. The times the buttons don't make sense, are because the games slowly evolved, and they opted to not fuck with muscle memory of the existing playerbase.
@@MentalCheckpoint I absolutely loved the content of this video, but I have just one constructive criticism! The background music during your title sequences was just a little too loud compared to the rest of the audio
@Frigo Pie You like to make it *sound* easy but if you'd never used such a program before, it's quite daunting. Not to mention, isn't Premiere expensive? Heh
Wow wait you’re THE button prompt guy?! Incredible. Amazing. Mindblowing. Genuinely amazing. Well done. Your influence, however subtle, is all over the industry. That’s something very few people can honestly say. I’ve gotten so used to the button prompts from games looking similar, and never really noticed it. Now I know who to thank. So thank you. You’re amazing.
This is insane, I remember how nice it felt the first time I played a game with customized commands, and the button prompt popped up with the key I picked.
i customize the controls in every single game i play down to the most basic interact button so i'd be severely weirded out if the prompt didnt account for it😂
Holy shit, I was already impressed that such a small channel had such quality content, but then you dropped that absolute bombshell at the end of the video. As a hobbyist game dev I can't even describe how incredibly awesome it was of you to put so much effort into something and then release it under CC0. There's a very high likelihood that I'll use these button prompts for every game I ever make, and in return I'll make sure each of those games has the best controller and input experience I can make.
One simple aspect of button prompts I see often is when a default button gets remapped for player preference but the prompt still shows the old buttonn and not the new button that the player has remapped to. An example of what I mean is, I map "jump" to "scroll wheel down" in most first person games but prompts will still show "space"
I love the way that breath of the wild does it, it was the first game a lot of people played on the switch so it shows where on the controller each button is. Very useful when you consider how the X/Y and A/B buttons on the switch are inverted to what they are on the xbox controller.
@@MentalCheckpoint Honestly one of the best modern solutions to the problem. I was a bit confused around 8:12 when you showed footage of this method then mentioned the Switch's sideways joycons, but later realized you were talking about still showing the actual button. Positional Prompts/Mapping & universal button mapping should be near standard.
@@dopaminecloud At the time of the XBox's release there were two common controller button layouts, both using the ABXY tags. Nintendo and Sega. My only guess as to why Microsoft adopted Sega's layout over Nintendo's is that it was easier for PlayStation players to pick up given Sony's choice of X in the bottom center as the default confirm.
I was hoping you'd mention fighting games in this topic. They're a hellscape of nonsense on PC. They're a little different from other games in that it's more intuitive to use their internal notation for UI. In a typical 6 button fighter you have your light / medium / heavy punch, and then same for kicks, and depending on what you're playing on you might have these bound in wildly different ways. As such, it's more intuitive for you to define that hey, light kick will act as the accept button and medium kick will act as the cancel button, so that regardless of what controller you're using or how you've bound your buttons, you just need to remember those actions and press the respective one in your configuration. It should be easy, but sadly there's all of like 2 games that do this, and most use hardcoded inputs, often with prompts that only support one controller method.
@@MentalCheckpoint A video about fighting games would be great though a video about what makes fighting games hard would be beating a dead horse skeleton
This reminded me of the atrocity that is the newest dead or alive game. The pc port's controls is literally a joke, 0 thought into ergonomics and tbh they're probably completely random. It's almost unplayable without a controller
@@MentalCheckpoint It would be cool if you did, your video popped into my feed just around the same time of me being annoyed enough with the keyboard controls of newer games
It baffles me that to this day, if a fighting game supports multiplayer on one keyboard, if you try to change controls from player 1, and they happen to be the same as some buttons for player 2 you can't change them unless you change player 2 controls for some irrelevant buttons first.
@@Sasiskin7823 Oh yeah, it's the worst when that happens. You have to first rebind P2 to some dummy keys that are NOT the keys you intend to use for P1, and then go and bind P1. It boggles the mind.
they should award you the guinness world record for the person who has worked on the most video games in your lifetime! your mother will be very proud!
One of the best ways I’ve seen to get around saying specific button prompts is in Battle for Bikini Bottom. Every character says “this button” and the actual button prompt is shown in the text, therefore eliminating the need to voice lines for every different button on every platform. It’s simple too, which is why it’s nice.
Any person that contributed to the Outer Wilds in any capacity is an immediate friend of mine. Very well made video, may success find you in all your future endeavors!
Oh dang, I saw your prompts on google but didn't know they were CCO I had to ask my artist to make some new ones based on your prompts. You're a legend man! Thanks for making them and making gaming better!
As a gamer for over 20 years now I can honestly say that I have noticed the quality of button prompts improve and as I cast my mind back I realise many were yours. That's crazy, thank you
I've seen those button prompts in so many games, and always wondered where they came from. Especially the mouse click ones, those are really recognizable.
I'm a QA Manager, I've been managing a team for a long time, testing for even longer. But one of the primary rules I live by is always consistency in design. This video explains it nicely and why proper QA, smart planning and decent strategizing could make for a very coherent, consistent and immersive experience. Don't let the game controls take you away from the immersive experience.
Never thought that those button prompts in some of my favourite games were created by you! I thought that they were just engine specific. You did an amazing job!
I had no idea you had a channel. I used to follow your move or die devlog back before you changed the name (I didn't imagine that did I?). You were a huge influence on my interest in game dev when I was programming games on Codea for iPad.
Firstly, you are a god in gaming for creating those assets. The level of value and quality you have provided, to so many projects and sectors of gaming will never truly be comprehended. You have indirectly have set a standard that no one has realized. I honestly Thank you and i hope many others do so as well. Lastly, for me to want to comment on a video, no call to action as really made me want to do it. The thing that gets me going and wanting to leave a comment like this, is personally , feeling impacted or effected in some way. Whether it be emotionally or physiologically. Watching a video that has changed my perspective or opinion over a subject matter, or watching a video that has invoked an emotional response. This video has me feeling appreciative of your work with those button prompts. Having universal and uniform icons and symbols have always made playing a game enjoyable. When I'm not forced to recall, adjust muscle memory between platforms, and/or button schemes, and just rely on impulse reflexes to uniform prompts. I can enjoy and experience or interaction so much better. Having played most of those games shown. Also having the very same issues and experiences shown, made me feel related to and understood. Then seeing the games using the icons you've made, had me feeling appreciative and impressed. So again, thank you for making this pack and helping so many devs with it. Anything that involves having less corporate greedy mandate over ownership or rights and royalties to, the better gaming can get. Less wasted dev time spent on icons and prompt design, layouts and schemes. Only means more time on the actual game with the hopes of making it better.
This is cool; I noticed a trend in common buttons and appreciated the fact a "standard" was starting to emerge, I figured some toolset included it but now I know the real source! And can refer others to it given the need!
To contest that thing about sea of thieves having multiple inputs for back, it's done because there is already a bind for f while in the storage and I think it would be kinda weird having esc as back on the cannons. And with opening the chests vs picking them up, it makes sense to use the primary key to pick it up as not all chests can be opened.
Damn. That's one of those jobs that nobody ever thinks of, but should be infinitely praised due to how amazing it is. That being said: THANK YOU! It's such a small thing, but it's so nice.
I actually really like the "let me know what you think in the comments" thing when it's actually sincere. It's annoying only when it's tacked on as bait. If you ask it as a genuine question to create engagement with a topic you enjoy or care about to see what your audience thinks of it, it's a great driver of initiative to get discussion and interest flowing
I agree, too much UA-camrs just ask a random question and such to get more comments, so the algorithm recommends their videos more or something. They’ll really be saying “WHATS YOUR FAVOURITE COUNTRY THAT STARTS WITH A W?? COMMENT DOWN BELOW 👇 👇 👇”.
Asking a question like "what do you think of [one topic of the video]" is good because sometimes people don't even realise or know that the creator might want to talk about the topic further with their viewers. So it's a good reminder that discussing is "allowed" and wanted.
I've given up, personally. So many games are designed around gamepads, it's just less of a headache to use the input method that the devs want you to use.
@@MentalCheckpoint "real yakuza's plays with a gamepad" is the most bullshit and lazy way for an dev to say "we don't care about your platform but please still buy our games" i hate that some games are sooooooo poorly done for mouse and keyboard and others that PRIDE themselves for forcing you to owning a gamepad or literally being unplayable. they are AAA games why that crap keeps happening?
@@gabemerritt3139 yeah but even on racing games, i know of a friend of mouse that uses his literal mouse for steering and when you stop to think about it. it makes sense because you *don't even move* the camera on racing games 99% of the time, you just control with your joystick boost or break. so why not more games let you also bind mouse as a joystick for racing games tho?
We started using your button prompts when developing Button City and got our button prompt and rebinding code working then moved over to one that matched style a little bit more (though still a flat clean easily read style). It was super useful and thank you for making it!
I love the positional button prompt Nintendo standardized with the switch. It's so easy and intuitive! I despise every time I was told "Press A", pushed the button on the right, and then had to mash every button until I found the Xbox input (A system I never owned), because all PC games assumed you had an Xbox controller. I still hate the bottom button being interact, but at least I can push it with confidence these days. We need something like that for triggers still though. I can't tell the difference between L1 and L2 to this day and just push the trigger and then bumper until something happens yet again
I got your buttons pack some time ago when you gave a talk to GDC. I haven't used them for a game dev, but they are very handy for my tutorial videos. Thank you
Hey, hot take: rather than implementing macro functions to tune a game's UI, it should be unobtrusive and "just work" without tuning or setup. Extensive tuning options are common in rhythm games is because they are particular, not because the options are desirable. Freedom from choice is often better than excessive options. Thoughts??
3:48 Theres been a couple of things wrong with sea of thieves (like the small FoV) and most of them are there for years now. Ever tried picking up loot that you stowed away on a rowboat ? Picking up loot and sitting in the rowboat are the same buttons. The game is horrible at detecting what youre currently looking at, making you sometimes sit down multiple times in a row, while you only wanted to pick up a bounty skull or just not letting you target said skull at all. I still hope that Rare finds a solution to this. My initial thought was: once there are two or more things in your interaction range (near your cursor position), you'll get sort of an option overlay for example [Press Interact to use stove] and directly above that and currently greyed out [Press interact to open barrels], that gets highlighted once you use the scroll wheel or something else to flip through the options. It is an extra step tho and I don't know how well this would work since it would probably account for all 58 or whatever loot items on that rowboat and picking a specific one by scrolling through the list could be more of a problem than just trying to pick it up. 10:08 those nested menus are a specialty not only of sea of thieves but also of some other microsoft related things, like their own website, the xbox game app aswell as other games.
I'm not sure if Rare have fixed the rowboat items thing, but I haven't had problems with that lately. Yesterday I had to pick up a literal boatload of items from my rowboat and not once did I sit down. Maybe I'm just getting better at going around a bad mechanic, maybe they've fixed it, but the point of the video is that games need prompts and Sea of Thieves gives you a prompt for what you're about to do.
@@tutracrafty I hope they did fix it. haven't played in two weeks. But: if they managed to fix it, trust me, they're more than capable of unwillingy breaking that during one of their next patches xD I mean for example: tabbing in and out of borderless window mode worked fine for ages, then it suddenly didn't anymore, then it did again, only until it didn't yet again, before they fixed it again and lets not forget: this meme STILL exists "In areas of intense action, players may find themselves firing shots or landing strikes that do not cause damage to their targets. While small improvements continue to be delivered during our regular updates, we are continuing to investigate and identify further improvements to improve the player combat experience." I thought the point of the video was that Sea of Thieves wasn't one of the good games; based on example lines like 3:21 and 3:48 where he says, that it has inconsisten button prompts and honestly; I don't think thats a good point. Your comment reads to me as if more games need button prompts and sea of thieves is doing it right
woh... Amazingly high quality video! I love all the animations and transitions you do! Thank you for releasing the pack, i already had it since you mentioned it in your GDC talk about showcasing games!
Be yourself. Your videos have an addictive set of factors, such as editing, sound design and weirdly enough, the combo of your accent and wordplay that give off a "professional" feel and provide an intelligent aura to the video. Its easy to digest the information given, while also not getting tired of it. You will get better over time, but you are on the right track imo. So far this is one of the best beginnings that I've seen a channel have. Good job :)
this is so helpful! I've just used it in my first ever game that I'm making for a college project. The deadline is quite soon, so I needed something I could use without having to make my own, and remembered watching this video a few months ago (before I had made any games). Thanks so much (and i'm sure that i'm not the only person who thinks you're amazing for this, considering the 120k likes haha) you, my friend, are a legend.
When you said this was your personal mission and mentioned Move or Die, I was sold. I was astonished when the button/controller layout pack was brought up. I actually had need for them in the past.
Whilst I can obviously see the frustation and difficult button prompts have caused people, I must say, some of my fondest memories in games like sea of thieves is booting into a lobby with friends and working as a team to figure out the controls ahaha
Oh my, I've seen these button icons in so many games and always wondered where they came from. The first time I ever saw them was in a roguelike platformer called 20XX and I've been seeing them everywhere since. You're a legend
If the material speaks to or naturally asks questions in the script, then more viewers will naturally feel compelled to comment. :) Awesome contribution and hella respectful of you to do!
This randomly showed up on my feed today. No idea what the channel is about but subscribed, liked, and commenting to feed the algorithm cause we need more people driven by passion rather than money. Thank you for your CCO contribution!
The production value on this video is insane, honestly good work bro. I'm glad someone else is thinking about this aswell, being someone with dyslexia having simple symbols and not having to read a whole page everytime i do a tutorial makes the game much more enjoyable
This is amazing content! When I went to download the pack I realized I already had most of the xbox ones since they were given to me for a tutorial that at one point taught me how to add prompts and inputs to games. Your work deserves so much more recognition!
I feel the sea of thieves prompts are fairly intuitive as is, for example the treasure chest debacle is fairly easy to explain, the primary use of the chest is picking it up, and having it on primary interact keeps it consistent with all other loot in the game that can't be opened. As for the other issues brought up, its much of the same, it keeps things consistent between different types of menus or actions, leaving a cannon or a helm is very different than a barrel, barrels have menus and are less interactive, I think the distinction makes sense. (As for the armory though, I have no clue what Rare was thinking.)
You've got the spark, UA-cam served up something incredible this time 'round. I'm going to enjoy watching you and your show reach the massive audience you hope to inspire. Keep it up, king.
Yeah I don’t think you’re bad at this. You have I. 14-ish minutes reignited a passion I haven’t had since early Highschool, that being game development. That’s impressive from a video about button prompts. As for you issue I’m not certain, I myself subscribed as soon as you said “that annoying thing” as I though you were going to ask and believed it was deserved after watching the video, but otherwise I’m sorry to say I do t think I can help. Anyway, thanks for putting this out there and I’m sure people are remarkably happy with your button icons as I personally feel they look good and additionally this video was really great an enjoyable experience. Keep up the good work.
10:18 "I think no game should ever [have a radial menu nested in a radial menu" that depends on the game. For example one game I play called warthunder has so many controls that you cannot map them to all your keys without using shift, Ctrl, etc. And I don't think this is a flaw with the game, it just has a lot of mechanics. There the radial menus make sense, especially since they're grouped together in a fairly reasonable way. (Some detail about it, it's a ~realistic game about aircraft, tank, helicopter, and ship combat with a bunch of detail. You can do a lot, from selecting different belts for a tank's machine guns to messing with the settings for radar, so it makes sense that there's a lot to press. )
Not everybody can afford a HOTAS with labeled buttons and not everybody wants every key in the keyboard to do something. When I played Sim Warthunder, it was a mess because every time I set up my keybinds, 1 week later I would forget them. The radial menu in Sea of Thieves allows you to access every item in the game without moving your fingers off the WASD buttons. You get accustomed to it in no time, so experienced players take no time to navigate it, and it's visual, so new players can learn it easily. What they should add is the option to map items to keybinds if the player so wishes.
Great video as always, your channel is really underrated. I think the best way to encourage comments is just to ask the audience for opinions like "Let me know what you think abt ____ down below." Furthermore, I also think that it's good to interact with a few constructive comments to show them that you are willing to engage in the comment section, thus motivating the audience to leave a comment on the video.
Man I love this channel already, great music, high high quality content well put together, I can’t relate to your struggles but somehow I can *completely* relate to the feelings, and I’m actually laughing throughout the whole video
14:22 i guess questions like these lmao where you ask people for their opinion xD but idk maybe that's just me another thing i've seen work is where the topic the video covers is definite and relatable enough (usually through an infuriating experience or nostalgia) that people will be thrilled to share their experiences/thoughts p.s. great video lol, and props for putting your prompts pack completely in public domain, will definitely keep the link in case a friend needs it
Just wanted to say that there's very few times where the first video I watch from someone makes me want to subscribe to them. This was one of them. Great video and looking forward to seeing more!
im currently taking a bioinformatics course (basically learning to use web-based tools to analysis DNA), and the entire field suffers from the same unintuitive usability design. we need more gamers in STEM
2:34 I've never seen this as a concept yet this is exactly what I did in my game I'm making. As soon as you press a button on a different controller it hides the mouse and changes the button images. Nice.
Video is amazing, I wish more devs did this kind of thing. Releasing fixes for problems everyone's gonna have to fix themselves means that when those devs go to play other games they will have a better experience. Side note: The music was very loud compared to dialogue but other than that 10/10 on the vid!
this man is so passionate about button inputs and i live for every moment of it you are the hero no one knew they needed or asked for but you are the hero we needed
Thats incredible! I totally recognize your icons and had been mildly aware after seeing them in many games that they where probably part of some free pack, but never expected them to be from a youtuber ive watched.
And to answer your endcard question, the only time i comment its natural, I see something I want to mention, question or discuss. Or I see something particiularily interesting or rad that I want to express my thanks / support to the creator for! Hope this helps somewhat. (and also apparently asking what makes me comment works too)
Consider supporting the creation of these videos and prompts on Patreon! www.patreon.com/mentalcheckpoint
I was already going to comment, thanking you for working personally to make my favorite, and shit industry a little bit better. Now I'm also commenting to tell you to not ask for it. Instead, you can ask the viewers questions as you speak to them during the video. This doesn't have to include, leave your answer in the comments. Instead it is more... a question just for the viewer. This however, will inspire people to share their answers to different questions and interact more. I wouldn't force this method either, and instead focus on quality content. As you can probably see, most of the comments here happened naturally out of peoples own interest. Do what you love, and let us decide if we want to pat you on the back. Awesome video, and thank you for what you have done!
It's almost as though you are a good developer who thinks of UAT before declaring the game finished 🤣 well done, Move Or Die is great fun!
You said that "verbs" are assigned to buttons. That would mean that when you press that button the character uses a verb, or an action word. I think you mean which "actions" are assigned to buttons for future reference.
When did you record this SoT footage? Because I played it a year ago and yesterday and there wasn't such button mixed disco. Or I'm wrong but it didn't bothered me and I didn't realised. Lol.
The best way to get comments and conversations is to pin a comment (✔) and actually respond to comments. You can also highlight comments from previous videos in newer videos, although you should still comment on the original (in case the author doesn't see your next video). NOW I HAVE A QUESTION: I've been trying to create a logo that represents the gaming industry. I've thought about using button or keyboard symbols, but they always seem to highlight one sector (i.e. consoles) and leave out another (i.e. PCs). Do you know of a universal symbol that represents gaming as a whole? Excellent video, thanks!
So you are the button prompts man?
The entire gaming community, every single one of us, thank you, from the bottom of our hearts. I don’t think a single reasonable person will disagree.
from the button of our hearts hehe
@@Rinfiner lol
X: Doubt
Do you know the Button Prompt Man,
the Button Prompt Man,
the Button Prompt Man!
Do you know the Button Prompt Man,
That lives on Gaming Lane?
@@Heidegaff yes...yes
Developer: "I bought the whole keyboard, I'm gonna use the whole keyboard!"
DOS era rouge-like style
Why not, I would like to see the game that was created for using whole keyboard while playing it and is good.
Optional: not some text-writing game
@@mnzznxplay9747 a game that no sane person would play
@@kaltakus anyway I would like to play it at least once
that's just blender
12:25 This guy is so focused on user experience that he even shows a link twice for our own comfort. Truly, one of the biggest QA chads.
yea i was so interested that he showed it again, it makes me happy lol
I was wondering how Outer Wilds and Slay the Spire and many other games had the same button images, so its really cool to know who made them. Good job!
I never noticed... You are truly an observant person.
@@PatchyE fr tho
I love how you just jumped onto YT and instantly started making incredible content
Yeah I didn't notice he only had like 11k subs, I thought this was a 300k guy atleast
@@NGabunchanumbers I thought that too
First video two MONTHS ago? What the fucking fuck?
speedrunning be like
@@OLucasZanella i guess hard work does pay after all
The world needs more awesome people like you
South Africa! Nice
@@jippee1 thats 6$
@@breadispain454 and?
@@breadispain454 he gave him 5 euros, its his country valute
@@breadispain454 all they said was that it was nice they were from south africa
4:30 Dev: You paid for the keyboard, you're gonna use the whole keyboard.
this needs more likes
Just try Arma
This is how I feel playing Doom
@@liliththeraccoon355 I don't have any idea how Doom makes you feel that way. It just has a lot of weapons bound to number keys and there's nothing complicated about that at all.
@@ZoofyZoof it's not complicated, I just feel like I use a lot of my keyboard in combat
The society we could live in if everyone had your thought process. Like: "This is a problem I can fix so I'm going to fix it for everyone for free." You're awesome!
ong
weve gotta speedrun this post-scarcity shit so no one needs to think abt money anymore they can just be like “oh hey i have a solution to this problem now. guess everyone can just have it if they want” no thinkin abt pricing or whatever
@@bw000m We're already at post-scarcity, up next is to take power away from the rich so that everyone can reap the benefits of society instead of just 1% of the species getting all the good stuff in life.
Also even during scarcity, money is one of the worst distribution methods imaginable, and that's only partly because it creates the illusion of scarcity even after post-scarcity is achieved.
@@elise205 ur so fucking right……. no more money im sick of money lets get this goin
lot of people do this but also lot of people just care about money
There is something so satisfying about not liking a game because it feels janky but not being able to explain it then finding a video that explained it so fluidly
This is me with Dark Souls 2.
Portal 2’s button prompts turn a brief, mundane introduction into a meta joke that helps set the stage for the entire game’s sense of humor. Brilliant
"Say Apple. *Apple.*"
i love portal 2 lmao
@@Lunarcreeper same lol
@@ninjathis3009 *jumps*
"Okay that's close enough"
One of the greatest games of all time tbh.
They even reused their tutorial from portal 1 but made it make sense contextually. It's genius
This guy is an equivalent of the phrase: "This game is bad? Make your own then!"
And he actually did it. Holy shit.
Yes! And I'm very happy that we see that more and more, for example there was some guy who was talking shit about Fallout 4 and people were telling him "blablabla make your own then!" , so he did! It's still in early access, but there is already a free playable demo (which are also making a return, yay
@@Whazzar wait seriously? I've had that game on my wishlist for at least half a year now and never heard of this
gh
@@Whazzar cringe
@@iwantthekidsbackkaren5525 bruh
On one hand, I get that every game having a unique button prompt style can add to the game. On the other hand, there’s something nice about having an industry standard for BASIC CONTROLS. I’m glad this exists
"Is that cheating?" No. Does it sound like fun to reprogram a game UI you're trying to enjoy? Also no. But hey, no kink shaming.
looked like auto hot key to me, you aren't really reprogramming the game, you just check to see if the game is running, if its running you look at the inputs being sent and change them outside of the game, you could do this by say storing as state of 0/1 for which item you used last, then having it send the bind you set ingame, say zx were two items, you could make it so c checks which was the last and sends the other one, it doesn't usually take too long to get set up well
@@render_1340 It was AHK, and I've used it for tuning game UIs myself, but in retrospect what I enjoyed about it was the programming rather than the game or its content. Generally, I prefer games where you don't have to think about fixing the interface.
@@felixvondrigalski294 lol yeah it's definitely nicer to just have the game have it sorted out, especially if it's multiplayer because usually scripting would be banned
It sounds fun to me to make custom hotkeys. Actually I did it in the past. It is fun. But I still think that these features should be the default.
TF2: "_"
This is crazy, I downloaded these prompts over a year ago for a personal game I've been working on! Didn't think I'd come across the creator on UA-cam. Thanks so much for making them!
I was using them in a half baked attempt to port Nuclear Throne to the Nvidia Shield, didn't know he had a UA-cam channel. It's wild to think how often they're used, but it makes sense.
This reminds me that here I can get high quality button assets now! Nice
I remember having the feeling that the button prompts were especially clean and clear in The Outer Wilds. You did a wonderful job.
do you mean "The Outer Worlds" or "Outer Wilds" ?
Wilds @@Irhalas
As someone who heavily played move or die in school with everyone bringing a random controller I thank you for making it entirely on the fly because honestly it was some of the most fun I’ve had and making it easy to figure out only added to it
The algorithm has consistently recommended this video to me to a point where it felt like a personal thing. Like it wasn't going to go away unless I watched it. So I watched it. And then binged your entire channel. I don't know why I'm always this hesitant to get into new creators, you're putting out really helpful, interesting and well-made videos so consistently it's unbelievable. This is some GMTK level shit and I'm 100% here for it. Keep up the good work!
Yea. It actually matches GMTK's quality, instead of "almost matches."
you act like youtube is a religion
@@alianetwork6190 The website is the Father, the algorithm is the Son, and the videos are the Holy Spirit.
@@jacobshirley3457 ok
@@alianetwork6190 The comment section is the Bible, and I don't know why I'm continuing this unfunny metaphor.
Wait, you made a "Button Prompt" icon package for everyone else for FREE?! And these button prompt icons are literally used in many video games out there and you are barely credited for that?? This work and your channel are underrated af. I mean, I just stumbled across your channel and I am completely shocked by the fact that you are the person behind those button prompt icons. I'm too an aspiring video game dev and in the future whenever I'll need to make button prompts, I promise I will give credit for your incredible contribution. You sir, deserve huge respect for that! O7 👏👏👏
11:44 i was this far into the video before i realized.... your the guy, THE GUY the man who has supplied me with button visuals! the one and only chad, mental checkpoint, who i have been subbed to for a while without knowing!
great fucking job man!
@@MentalCheckpoint create a button visual to fix my life
@@MisterChief711 press F to pay respect
@@MentalCheckpoint why does this comment have a translate to English option?!??!
@@MentalCheckpoint I have the exact same reaction as Winsom. I played a lot of games keyboard and mouse or controller and everytime i saw those button prompts. All the time i saw those buttons i always said "these look the same as this game" it took me a moment to realise that YOU are the supplier for those buttons. Either way thanks :)
Wonderful button prompts easy to understand :)
llol
your channel is a gem, like seriously its like a second gmtk, and i love that.
Who is gmtk?
@@zhedrag04
Its an other UA-cam channel that does similar kinds of videos
@@zhedrag04 game makers toolkit
I keep catching myself thinking that Mental Checkpoint is as big as GMTK lol
5⁵⁵
Oh gosh. Thank you so much for your work on the button sprites. And then CC0! You are a hero.
I just got sea of thieves over the weekend and I thought I was going insane because of the three different exit buttons. I am SO HAPPY you talked about it
Wait until you try to grab loot from the rowboat! You'll sit down so many times it will drive you mad!!
Yeah, as a new SoT player, and now coming back to this video a year later, it's so sad to see nothing has changed. The game _still_ uses the same shitty configuration (as shown on this video) that makes zero sense.
I find escape working for everything
Been playing since launch. Button mapping made sense the whole way.
The times the buttons don't make sense, are because the games slowly evolved, and they opted to not fuck with muscle memory of the existing playerbase.
You are doing gods work for that buttons prompt pack
WHAT? I used your button prompts in my game and never even knew it!
Thanks for helping the game industry, you're a real inspiration!
The editing quality in this video is something I aspire to match someday, incredible video as usual MC!
@@MentalCheckpoint actually would consider it
@@MentalCheckpoint I'd consider taking those classes as well, soon as I can afford them :D
@@MentalCheckpoint I absolutely loved the content of this video, but I have just one constructive criticism! The background music during your title sequences was just a little too loud compared to the rest of the audio
@Frigo Pie Show us how it's done then :)
@Frigo Pie You like to make it *sound* easy but if you'd never used such a program before, it's quite daunting. Not to mention, isn't Premiere expensive? Heh
Wow wait you’re THE button prompt guy?! Incredible. Amazing. Mindblowing. Genuinely amazing. Well done. Your influence, however subtle, is all over the industry. That’s something very few people can honestly say. I’ve gotten so used to the button prompts from games looking similar, and never really noticed it. Now I know who to thank. So thank you. You’re amazing.
🗿
@@z3ronotfund939 🗿
@@z3ronotfund939 🗿
@@z3ronotfund939 🗿
@@z3ronotfund939 🗿
This is insane, I remember how nice it felt the first time I played a game with customized commands, and the button prompt popped up with the key I picked.
i customize the controls in every single game i play down to the most basic interact button so i'd be severely weirded out if the prompt didnt account for it😂
@@alexo_pog Oh it used to be a very common thing to happen :D
Holy shit, I was already impressed that such a small channel had such quality content, but then you dropped that absolute bombshell at the end of the video. As a hobbyist game dev I can't even describe how incredibly awesome it was of you to put so much effort into something and then release it under CC0. There's a very high likelihood that I'll use these button prompts for every game I ever make, and in return I'll make sure each of those games has the best controller and input experience I can make.
One simple aspect of button prompts I see often is when a default button gets remapped for player preference but the prompt still shows the old buttonn and not the new button that the player has remapped to. An example of what I mean is, I map "jump" to "scroll wheel down" in most first person games but prompts will still show "space"
why
@@toasthead if ur asking y map it like that its usually for b hopping.
@@toasthead Accelerated Back Hopping towards a ramp and skipping a whole section of the game
As a tester i love it when i do this and the game prompts you to press [%BUTTON%]
Yeah, don't hardcode the buttons in your games, y'all!
Anyone who creates CC0 & Public Domain assets is a hero to me, especially as extensive as this. Thank you. I hope you always have amazing days.
I love the way that breath of the wild does it, it was the first game a lot of people played on the switch so it shows where on the controller each button is. Very useful when you consider how the X/Y and A/B buttons on the switch are inverted to what they are on the xbox controller.
Then there is DS that has A nd B inverted again on switch, ALso no way to map them in game probably due to lazy programing
@@MentalCheckpoint Honestly one of the best modern solutions to the problem. I was a bit confused around 8:12 when you showed footage of this method then mentioned the Switch's sideways joycons, but later realized you were talking about still showing the actual button. Positional Prompts/Mapping & universal button mapping should be near standard.
Pet peeve: It's the other way around. Nintendo's layout came first with the SNES, and microsoft then inverted those buttons on their Xbox.
@@Atlessa It's not about what comes first but what is used most commonly and will be felt as the "default" to players.
@@dopaminecloud
At the time of the XBox's release there were two common controller button layouts, both using the ABXY tags. Nintendo and Sega.
My only guess as to why Microsoft adopted Sega's layout over Nintendo's is that it was easier for PlayStation players to pick up given Sony's choice of X in the bottom center as the default confirm.
I was hoping you'd mention fighting games in this topic. They're a hellscape of nonsense on PC. They're a little different from other games in that it's more intuitive to use their internal notation for UI. In a typical 6 button fighter you have your light / medium / heavy punch, and then same for kicks, and depending on what you're playing on you might have these bound in wildly different ways. As such, it's more intuitive for you to define that hey, light kick will act as the accept button and medium kick will act as the cancel button, so that regardless of what controller you're using or how you've bound your buttons, you just need to remember those actions and press the respective one in your configuration. It should be easy, but sadly there's all of like 2 games that do this, and most use hardcoded inputs, often with prompts that only support one controller method.
@@MentalCheckpoint A video about fighting games would be great though a video about what makes fighting games hard would be beating a dead horse skeleton
This reminded me of the atrocity that is the newest dead or alive game.
The pc port's controls is literally a joke, 0 thought into ergonomics and tbh they're probably completely random. It's almost unplayable without a controller
@@MentalCheckpoint It would be cool if you did, your video popped into my feed just around the same time of me being annoyed enough with the keyboard controls of newer games
It baffles me that to this day, if a fighting game supports multiplayer on one keyboard, if you try to change controls from player 1, and they happen to be the same as some buttons for player 2 you can't change them unless you change player 2 controls for some irrelevant buttons first.
@@Sasiskin7823 Oh yeah, it's the worst when that happens. You have to first rebind P2 to some dummy keys that are NOT the keys you intend to use for P1, and then go and bind P1. It boggles the mind.
they should award you the guinness world record for the person who has worked on the most video games in your lifetime! your mother will be very proud!
One of the best ways I’ve seen to get around saying specific button prompts is in Battle for Bikini Bottom.
Every character says “this button” and the actual button prompt is shown in the text, therefore eliminating the need to voice lines for every different button on every platform.
It’s simple too, which is why it’s nice.
Any person that contributed to the Outer Wilds in any capacity is an immediate friend of mine. Very well made video, may success find you in all your future endeavors!
Ah, the Outer worlds, great game.
yes.
yes
@@UmVtCg :neutral_face:
Such a good game.
Oh dang, I saw your prompts on google but didn't know they were CCO I had to ask my artist to make some new ones based on your prompts. You're a legend man! Thanks for making them and making gaming better!
While I'm not (currently) a game developer, I want to thank you for giving away the controller button assets.
What a coincidence I'm also currently not a game developer... or a gigolo.
As a gamer for over 20 years now I can honestly say that I have noticed the quality of button prompts improve and as I cast my mind back I realise many were yours. That's crazy, thank you
E
E?@@EEEEEEEE
@@patchoparadise8730 E!
I've seen those button prompts in so many games, and always wondered where they came from. Especially the mouse click ones, those are really recognizable.
I'm a QA Manager, I've been managing a team for a long time, testing for even longer. But one of the primary rules I live by is always consistency in design. This video explains it nicely and why proper QA, smart planning and decent strategizing could make for a very coherent, consistent and immersive experience. Don't let the game controls take you away from the immersive experience.
12:05 seeing the OUYA controller layout as he said "every major controller" really had me reeliin
Somebody really tried to sneak in a OUYA controller and thought we would notice. 💀💀💀💀
Never thought that those button prompts in some of my favourite games were created by you! I thought that they were just engine specific. You did an amazing job!
I had no idea you had a channel. I used to follow your move or die devlog back before you changed the name (I didn't imagine that did I?).
You were a huge influence on my interest in game dev when I was programming games on Codea for iPad.
taking a screenshot so I can show people I subbed at only 12K
same
why does that matter?
@@Ice_type if you got nothin, you gotta feel good about something vaguely related to yourself
@@dopaminecloud WHAT! a week later and I'm already subbing at 25k 😳
@@web_dev_cz it's doubled
Firstly, you are a god in gaming for creating those assets. The level of value and quality you have provided, to so many projects and sectors of gaming will never truly be comprehended. You have indirectly have set a standard that no one has realized. I honestly Thank you and i hope many others do so as well.
Lastly, for me to want to comment on a video, no call to action as really made me want to do it. The thing that gets me going and wanting to leave a comment like this, is personally , feeling impacted or effected in some way. Whether it be emotionally or physiologically. Watching a video that has changed my perspective or opinion over a subject matter, or watching a video that has invoked an emotional response.
This video has me feeling appreciative of your work with those button prompts. Having universal and uniform icons and symbols have always made playing a game enjoyable. When I'm not forced to recall, adjust muscle memory between platforms, and/or button schemes, and just rely on impulse reflexes to uniform prompts. I can enjoy and experience or interaction so much better. Having played most of those games shown. Also having the very same issues and experiences shown, made me feel related to and understood. Then seeing the games using the icons you've made, had me feeling appreciative and impressed.
So again, thank you for making this pack and helping so many devs with it. Anything that involves having less corporate greedy mandate over ownership or rights and royalties to, the better gaming can get. Less wasted dev time spent on icons and prompt design, layouts and schemes. Only means more time on the actual game with the hopes of making it better.
I've used your buttons more than once in some personal texture packs. How funny that I was already subscribed to you!
This is cool; I noticed a trend in common buttons and appreciated the fact a "standard" was starting to emerge, I figured some toolset included it but now I know the real source! And can refer others to it given the need!
To contest that thing about sea of thieves having multiple inputs for back, it's done because there is already a bind for f while in the storage and I think it would be kinda weird having esc as back on the cannons. And with opening the chests vs picking them up, it makes sense to use the primary key to pick it up as not all chests can be opened.
Damn.
That's one of those jobs that nobody ever thinks of, but should be infinitely praised due to how amazing it is.
That being said: THANK YOU! It's such a small thing, but it's so nice.
I actually really like the "let me know what you think in the comments" thing when it's actually sincere. It's annoying only when it's tacked on as bait. If you ask it as a genuine question to create engagement with a topic you enjoy or care about to see what your audience thinks of it, it's a great driver of initiative to get discussion and interest flowing
I agree, too much UA-camrs just ask a random question and such to get more comments, so the algorithm recommends their videos more or something.
They’ll really be saying “WHATS YOUR FAVOURITE COUNTRY THAT STARTS WITH A W?? COMMENT DOWN BELOW 👇 👇 👇”.
him asking what he should do to get more comments without being annoying is literally getting people to comment on this video lmfao
Asking a question like "what do you think of [one topic of the video]" is good because sometimes people don't even realise or know that the creator might want to talk about the topic further with their viewers. So it's a good reminder that discussing is "allowed" and wanted.
Thanks Tommy! It's so cool that you've contributed to the most games out of anyone in the world!
I've given up, personally. So many games are designed around gamepads, it's just less of a headache to use the input method that the devs want you to use.
@@MentalCheckpoint plus, in some games, using a mouse is SO much easier than aiming with a joystick.
@@MentalCheckpoint "real yakuza's plays with a gamepad" is the most bullshit and lazy way for an dev to say "we don't care about your platform but please still buy our games" i hate that some games are sooooooo poorly done for mouse and keyboard and others that PRIDE themselves for forcing you to owning a gamepad or literally being unplayable. they are AAA games why that crap keeps happening?
@@LyrisTheCat for particular games it makes sense. The variable inputs on controllers' trigger is great for racing games for example.
@@gabemerritt3139 yeah but even on racing games, i know of a friend of mouse that uses his literal mouse for steering and when you stop to think about it. it makes sense because you *don't even move* the camera on racing games 99% of the time, you just control with your joystick boost or break.
so why not more games let you also bind mouse as a joystick for racing games tho?
@@LyrisTheCat Have never seen a joystick be used for acceleration. I meant the triggers. Mouse is fine for steering.
We started using your button prompts when developing Button City and got our button prompt and rebinding code working then moved over to one that matched style a little bit more (though still a flat clean easily read style). It was super useful and thank you for making it!
I love the positional button prompt Nintendo standardized with the switch. It's so easy and intuitive! I despise every time I was told "Press A", pushed the button on the right, and then had to mash every button until I found the Xbox input (A system I never owned), because all PC games assumed you had an Xbox controller. I still hate the bottom button being interact, but at least I can push it with confidence these days. We need something like that for triggers still though. I can't tell the difference between L1 and L2 to this day and just push the trigger and then bumper until something happens yet again
I got your buttons pack some time ago when you gave a talk to GDC.
I haven't used them for a game dev, but they are very handy for my tutorial videos.
Thank you
"We'll make this industry a little less shit." Truer words have never been spoken
It’s so cool how you published the buttons you made out there for free, you’re amazing 😭🙏‼️
Wow. CC0. That's insanely awesome. We need more people like you.
Hey, hot take: rather than implementing macro functions to tune a game's UI, it should be unobtrusive and "just work" without tuning or setup. Extensive tuning options are common in rhythm games is because they are particular, not because the options are desirable. Freedom from choice is often better than excessive options. Thoughts??
@@MentalCheckpoint XD
I’ve seen these prompt graphics everywhere, the fact that you made them is crazy
3:48 Theres been a couple of things wrong with sea of thieves (like the small FoV) and most of them are there for years now. Ever tried picking up loot that you stowed away on a rowboat ?
Picking up loot and sitting in the rowboat are the same buttons. The game is horrible at detecting what youre currently looking at, making you sometimes sit down multiple times in a row, while you only wanted to pick up a bounty skull or just not letting you target said skull at all. I still hope that Rare finds a solution to this.
My initial thought was: once there are two or more things in your interaction range (near your cursor position), you'll get sort of an option overlay for example [Press Interact to use stove] and directly above that and currently greyed out [Press interact to open barrels], that gets highlighted once you use the scroll wheel or something else to flip through the options.
It is an extra step tho and I don't know how well this would work since it would probably account for all 58 or whatever loot items on that rowboat and picking a specific one by scrolling through the list could be more of a problem than just trying to pick it up.
10:08 those nested menus are a specialty not only of sea of thieves but also of some other microsoft related things, like their own website, the xbox game app aswell as other games.
I'm not sure if Rare have fixed the rowboat items thing, but I haven't had problems with that lately. Yesterday I had to pick up a literal boatload of items from my rowboat and not once did I sit down. Maybe I'm just getting better at going around a bad mechanic, maybe they've fixed it, but the point of the video is that games need prompts and Sea of Thieves gives you a prompt for what you're about to do.
@@tutracrafty I hope they did fix it. haven't played in two weeks. But: if they managed to fix it, trust me, they're more than capable of unwillingy breaking that during one of their next patches xD
I mean for example: tabbing in and out of borderless window mode worked fine for ages, then it suddenly didn't anymore, then it did again, only until it didn't yet again, before they fixed it again and lets not forget: this meme STILL exists "In areas of intense action, players may find themselves firing shots or landing strikes that do not cause damage to their targets. While small improvements continue to be delivered during our regular updates, we are continuing to investigate and identify further improvements to improve the player combat experience."
I thought the point of the video was that Sea of Thieves wasn't one of the good games; based on example lines like 3:21 and 3:48 where he says, that it has inconsisten button prompts and honestly; I don't think thats a good point. Your comment reads to me as if more games need button prompts and sea of thieves is doing it right
I see you want to talk to this NPC. It would be a shame... if you entered the Igni animation on that nearby candle... multiple times...
woh... Amazingly high quality video! I love all the animations and transitions you do!
Thank you for releasing the pack, i already had it since you mentioned it in your GDC talk about showcasing games!
This is such a random thing to fight yet you probably helped so many people so ty so much🙏
bro your buttons are in furi? that game is awesome
Be yourself. Your videos have an addictive set of factors, such as editing, sound design and weirdly enough, the combo of your accent and wordplay that give off a "professional" feel and provide an intelligent aura to the video. Its easy to digest the information given, while also not getting tired of it. You will get better over time, but you are on the right track imo. So far this is one of the best beginnings that I've seen a channel have. Good job :)
this is so helpful! I've just used it in my first ever game that I'm making for a college project. The deadline is quite soon, so I needed something I could use without having to make my own, and remembered watching this video a few months ago (before I had made any games). Thanks so much (and i'm sure that i'm not the only person who thinks you're amazing for this, considering the 120k likes haha)
you, my friend, are a legend.
I'm guessing there'll need to be some new glyphs made for the Steam Deck.
Doesn't the Steam Deck use the same layout as the Steam Controller (and thus VERY similar to the Xbox one)?
@@Atlessa Well, there are those 4 grip buttons on the back.
When you said this was your personal mission and mentioned Move or Die, I was sold.
I was astonished when the button/controller layout pack was brought up. I actually had need for them in the past.
Whilst I can obviously see the frustation and difficult button prompts have caused people, I must say, some of my fondest memories in games like sea of thieves is booting into a lobby with friends and working as a team to figure out the controls ahaha
Your channel is amazing and I never thought that a person could make a video about button mapping interesting. Well done!
Oh my, I've seen these button icons in so many games and always wondered where they came from. The first time I ever saw them was in a roguelike platformer called 20XX and I've been seeing them everywhere since. You're a legend
If the material speaks to or naturally asks questions in the script, then more viewers will naturally feel compelled to comment. :) Awesome contribution and hella respectful of you to do!
8:08 nah fam, I personally think it looks good with the darkened area signifying a press or click
yeah, he's totally wrong in that one xD
can't it just be a square with "LMB" or "M1" or "MOUSE1" on it, to avoid confusion?
I disagree. The better solution is to just flip the graphic so the left mouse button looks highlighted imo
I hope this blows up like game makers toolkit, and more! Both deserve so much imo.
@@MentalCheckpoint could lend mine lol
I think yours is quite subtle, but very clear and easy to understand.
Not gonna lie, I watched the video without looking at who made it, and I really thought it was GMTK...
This randomly showed up on my feed today. No idea what the channel is about but subscribed, liked, and commenting to feed the algorithm cause we need more people driven by passion rather than money. Thank you for your CCO contribution!
The production value on this video is insane, honestly good work bro. I'm glad someone else is thinking about this aswell, being someone with dyslexia having simple symbols and not having to read a whole page everytime i do a tutorial makes the game much more enjoyable
Legend, you've made the lives of many game devs much easier wanting nothing in return. You're awesome
I have played a few of games your prompts are in and didn't think twice about them being out place nice job!
Well, with the games I grew up with, checking the controls to see what I should even be attempting is something I'm used to
This is amazing content!
When I went to download the pack I realized I already had most of the xbox ones since they were given to me for a tutorial that at one point taught me how to add prompts and inputs to games. Your work deserves so much more recognition!
I sincerely hope that everyone who uses these does at least put a line in the credits, even if it's not strictly required.
I feel the sea of thieves prompts are fairly intuitive as is, for example the treasure chest debacle is fairly easy to explain, the primary use of the chest is picking it up, and having it on primary interact keeps it consistent with all other loot in the game that can't be opened. As for the other issues brought up, its much of the same, it keeps things consistent between different types of menus or actions, leaving a cannon or a helm is very different than a barrel, barrels have menus and are less interactive, I think the distinction makes sense. (As for the armory though, I have no clue what Rare was thinking.)
You've got the spark, UA-cam served up something incredible this time 'round. I'm going to enjoy watching you and your show reach the massive audience you hope to inspire. Keep it up, king.
…this guys had me so into the video I forgot the title and how curious I was about it until the end, absolute legend
Yeah I don’t think you’re bad at this. You have I. 14-ish minutes reignited a passion I haven’t had since early Highschool, that being game development. That’s impressive from a video about button prompts. As for you issue I’m not certain, I myself subscribed as soon as you said “that annoying thing” as I though you were going to ask and believed it was deserved after watching the video, but otherwise I’m sorry to say I do t think I can help.
Anyway, thanks for putting this out there and I’m sure people are remarkably happy with your button icons as I personally feel they look good and additionally this video was really great an enjoyable experience. Keep up the good work.
10:18 "I think no game should ever [have a radial menu nested in a radial menu" that depends on the game. For example one game I play called warthunder has so many controls that you cannot map them to all your keys without using shift, Ctrl, etc. And I don't think this is a flaw with the game, it just has a lot of mechanics. There the radial menus make sense, especially since they're grouped together in a fairly reasonable way. (Some detail about it, it's a ~realistic game about aircraft, tank, helicopter, and ship combat with a bunch of detail. You can do a lot, from selecting different belts for a tank's machine guns to messing with the settings for radar, so it makes sense that there's a lot to press. )
Not everybody can afford a HOTAS with labeled buttons and not everybody wants every key in the keyboard to do something. When I played Sim Warthunder, it was a mess because every time I set up my keybinds, 1 week later I would forget them. The radial menu in Sea of Thieves allows you to access every item in the game without moving your fingers off the WASD buttons. You get accustomed to it in no time, so experienced players take no time to navigate it, and it's visual, so new players can learn it easily. What they should add is the option to map items to keybinds if the player so wishes.
Dude, the controls textures are AMAZING. THANK YOU
The amount of times I used these button prompts is impossible to count. Good to finally learn why they were made!
Great video as always, your channel is really underrated.
I think the best way to encourage comments is just to ask the audience for opinions like "Let me know what you think abt ____ down below." Furthermore, I also think that it's good to interact with a few constructive comments to show them that you are willing to engage in the comment section, thus motivating the audience to leave a comment on the video.
Above all, stay authentic and keep it fresh! Which I know you are already doing, love the content!
Man I love this channel already, great music, high high quality content well put together, I can’t relate to your struggles but somehow I can *completely* relate to the feelings, and I’m actually laughing throughout the whole video
14:22
i guess questions like these lmao where you ask people for their opinion xD but idk maybe that's just me
another thing i've seen work is where the topic the video covers is definite and relatable enough (usually through an infuriating experience or nostalgia) that people will be thrilled to share their experiences/thoughts
p.s. great video lol, and props for putting your prompts pack completely in public domain, will definitely keep the link in case a friend needs it
3:42 damn stunning
ship looks kind sus though
Just wanted to say that there's very few times where the first video I watch from someone makes me want to subscribe to them. This was one of them. Great video and looking forward to seeing more!
You are taking that proverb "if you want a thing done well, do it by yourself" too seriously, and i like it :)
im currently taking a bioinformatics course (basically learning to use web-based tools to analysis DNA), and the entire field suffers from the same unintuitive usability design. we need more gamers in STEM
you are talking about pandas or web scrapping stuff or the science terms?
2:34 I've never seen this as a concept yet this is exactly what I did in my game I'm making. As soon as you press a button on a different controller it hides the mouse and changes the button images. Nice.
Video is amazing, I wish more devs did this kind of thing. Releasing fixes for problems everyone's gonna have to fix themselves means that when those devs go to play other games they will have a better experience.
Side note: The music was very loud compared to dialogue but other than that 10/10 on the vid!
this man is so passionate about button inputs and i live for every moment of it you are the hero no one knew they needed or asked for but you are the hero we needed
Thats incredible! I totally recognize your icons and had been mildly aware after seeing them in many games that they where probably part of some free pack, but never expected them to be from a youtuber ive watched.
And to answer your endcard question, the only time i comment its natural, I see something I want to mention, question or discuss. Or I see something particiularily interesting or rad that I want to express my thanks / support to the creator for! Hope this helps somewhat. (and also apparently asking what makes me comment works too)
I like that the section titles (Especially how they blend into the games)