iNDS
iNDS copied to clipboard
iNDS interface design
As I've said many times, the current overlay design has gotten pretty bulky and changing options requires moving around tons of menus. I would really like to redo the design for the next big release. However, my interface design skills are pretty below average so I'm going to need some help.
We can start with the game overlay. I've created an initial design that looks like this
The buttons are pretty ugly but it gets the idea across. I would like to get to any menu or option in just a few touches instead of going back and forth between layers of views like it's set up now. Any simple mockups and ideas would be greatly appreciated, and anyone that contributes a fair amount will be mentioned in the credits of iNDS.
Also the rom selection screen could use an update too. I plan on changing to tiles like providence and ppsspp and I would like to display save states with a thumbnail to show where you saved in the game
Why not ask Riley Testhut? Or simply try to mimic the UI from GBA4iOS, which I I believe has an excellent UI!
Luke Rooney/ Director of Productions [email protected](mailto:[email protected])/(562)-360-4258(tel:(562)-360-4258)
Trinity Corporation ServiteHS.org 1952 W La Palma Ave, Anaheim(x-apple-data-detectors://5/2)
On May 2, 2016, 5:54 PM -0700, Will [email protected], wrote:
As I've said many times, the current overlay design has gotten pretty bulky and changing options requires moving around tons of menus. I would really like to redo the design for the next big release. However, my interface design skills are pretty below average so I'm going to need some help.
We can start with the game overlay. I've created an initial design that looks like this
The buttons are pretty ugly but it gets the idea across. I would like to get to any menu or option in just a few touches instead of going back and forth between layers of views like it's set up now. Any simple mockups and ideas would be greatly appreciated, and anyone that contributes a fair amount will be mentioned in the credits of iNDS
— You are receiving this because you are subscribed to this thread. Reply to this email directly orview it on GitHub(https://github.com/WilliamLCobb/iNDS/issues/119)
Riley has implemented a skin system within GBA4iOS within the game, which (while being a boon) would be hard to implement.
Hmmmm...That seems like a good idea. I have an idea! Why don't you add some layouts involving different shaped buttons? We should call InfiniDev for help. I don't know how to code. Or use Xcode without breaking down when I look at actual code. Thinking about how C++ works makes my head hurt.
I am going to make some mock ups of the design and post them here
These are mockups I made on a photo processing app. They are not final and they are rough copies. This is how I believe the design should pan out. A swipe in one direction shows the settings which should all be incorporated under a hamburger menu. The rom interface needs to be made richer. By using a bigger version of the cover art it looks better. This is all rough design and can be improved upon.
This looks good. Can we change the color of the interface from red though? The app itself looks aggressive with the color red.
Yeah I mean this is just a mock up. We can also have the app change color based on the cover art of the last played game or make a setting to change the color.
Can there be an option to actually show the nintendo DS system when playing a game? I mean like how GBA4IOS have a game boy advance system image on portrait mode
I like that design. I'll have to figure out where to get box art from though. I want to add quick saving though, like ppsspp where you have 5 quick save slots but can also save with a name if you need it longterm
I'm not sure but I believe this is the source provenance gets its box art from https://github.com/OpenVGDB/OpenVGDB
OpenVGDB is a database maintained by the OpenEmu Team and automatically downloads available information and artwork
Any updates on this?
I just finished building iNDS 2.0.0. The initial design has problems with the buttons: No matter what button I press, it closes the ROM. I tried to go into the cheats menu but it closed the ROM instead. I'll just have to fix it myself.
I'm going to redo the 2.0 branch. Don't worry about updating the changes or working on the buttons
Oh. Does this mean I created the 2.0.0 branch on my fork for nothing? I got the initial redesign on there, and I also upgraded the TinyXML files. Now there's only 2 files, and they're both actually TinyXML2. I just renamed them to avoid any problems. Had to change TiXMLDocument and TiXMLElement to tinyxml2::XMLDocument and tinyxml2::XMLElement
I just sent a pull request. The 2.0.0 branch I made in my fork is based off the master branch. Isn't it just cool?
Since I remade the 2.0.0 branch on my fork, contains some upgrades and has all the bug fixes and commits from the master branch, why don't you just add that to your project? I did do some work on it, and I'm really bored.
I hope I can get some spare time too since I would like to create a mockup as well.
I was thinking along the lines of this design.
I think the game overlay doesn't need nearly as many buttons, and should continue to keep the majority within the pop-up menu. simply adding the save state access during gameplay should suffice. Let me know what you think. Thanks for all the hard work!
I have a jailed iOS 10.3.2 if anyone needs a testing device.