dimok escribió:Hey everyone,
so we decided to post a preview of our current work to let you peek in on the development.
Here are two videos that show the current in development GUI in action. It uses already several parts of the GX2 engine e.g. stencil rendering (reflection), blurring, 3D projections, alpha blendings, fractal noise generation in the shader... Not all of those effects would be necessary for the current GUI but it shows how things can be done in GX2 and people who worked with OpenGL4 would get into it very quick.
You will notice it is still missing anti aliasing and several GUI elements such as the name of the game (freetype text is implemented but not used yet), settings button to enter the settings menu, screen swap button or just plain camera/icon animation in no movement situation. Those are things that are still to come. Additionally we though of giving you another layout, a grid layout like the one that Cyan posted before. As we have now all the effects ready for use it wont take too long to add that too. Also missing is a nice background sound...we still need to decide on one
.
As for controls, it will be touch and D-PAD/buttons controll. I plan also on adding Wii Pro Controller and Wii Mote support but maybe not for the very first release (we will see).
So here it is:
[MEDIA=youtube]xr7159pZ_oI[/MEDIA]
and here is a video Maschell made with his capture card:
[MEDIA=youtube]hqf1MsDSJmU[/MEDIA]
As you might have seen there was another "GUI" release. It just uses the OSScreenPutPixelEx CPU version of writing the frame buffer again which is just, well....
. Thats not something you want to build your GUI with (or at least me). Additionally it requires TGA files which is very odd too, as you could easily transform jpg/png/gif or whatever other format very quick to a texture on the fly. That is what I do in the current version that I have. Currently only two PNGs are used though and that is the grid square texture on the bottom and the "no icon" icon image.
So what you guys already can do now is prepare the folderstruct by setup of the following structure:
/sd/wiiu/games/some game name [GameID6]/
/sd/wiiu/games/some game name [GameID6]/code
/sd/wiiu/games/some game name [GameID6]/content
/sd/wiiu/games/some game name [GameID6]/meta
Here is how you get the game ID 6:
In the meta.xml you have two lines
<product_code type="string" length="32">WUP-U-ARPP</product_code>
<company_code type="string" length="8">0001</company_code>
From product_code you take the last 4 characters and add the last 2 characters from the company_code. For this example it would be ARPP01
This ID6 is currently not needed but it will be required for the cover flow view (which is planned for later) and for auto download of game covers from gametdb.com (as PNG/JPG not TGA
). We will be using a high resolution full box cover for that purpose such as this one for example:
http://art.gametdb.com/wiiu/coverfullHQ/US/AXFE01.jpgYou see in this example link it uses the game ID 6.