Clone Train (WIP) - Cursor Sprite Wantted

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Lakie
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Clone Train (WIP) - Cursor Sprite Wantted

Post by Lakie »

Hello All,

If you have a bug to report, please do so in this thread.

I'm looking for a new cursor sprite to use for my clone train.
I currently have this cursor (my poor attempt at a cursor). :cry:
Image

I don't like the OpenTTD cursor, so please don't sugguest using it.

I'm mainly looking for a static one, although animated cursors are also welcome...
It should be about 20x20 pixels in the box, it can be bigger if needed though. :)
You should try to make it fit with orginal TTD graphics.

I'll let this remian open for about 2-5 days, since I really would like to commit the cursor support for clone train soon.
Well, Good luck, and thankyou in advance.

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
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Post by DanMacK »

I'll take a stab at this... Shouldn't be too hard :P
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Post by michael blunck »

Looks good.

Here´s my alternative 2cc.

regards
Michael
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Post by Darkvater »

I absolutely love MB's cursor. While Lakie's good as well, it doesn't really fit into the game.

Don't even get me started on the OpenTTD cursor I find it eh... not so beautiful.

How about an animated cursor where you have a single train first, then a copy of that train starts to move to the bottom-right to get to MB's cursor? That is what I could imagine as an animated cursor.
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Post by DanMacK »

Well, Michael stole my idea :D

Looks good!
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Post by DaleStan »

One chainsaw, several ruined copies of Michael's sprite, and about thirty minutes later:

Is this something like what you had in mind, Darkvater?
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Post by Redirect Left »

I like that DaleStan!
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Post by michael blunck »

> I'm mainly looking for a static one, although animated cursors are also welcome...

Well, I doubt if we should animate our cursors at all. Firstly, apart from colour cycling, I don´t think there are any animated cursors in the original game and secondly, those animated signals in the signal GUI didn´t look too well.

Regarding DaleStan´s animation, I presume the coloured loco would represent the "clone" and the shadowed one would represent the "model". IMO, then, to visualize the cloning process, the clone should be moved only (to the front) but not the model (to the background). OTOH, that´s problematic because the icon as a whole should stay in the centre of the cursor ...

BTW, should that animation be looping?

Well, I´d vote for a static cursor. 8)

regards
Michael
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Post by DaleStan »

michael blunck wrote:Firstly, apart from colour cycling, I don´t think there are any animated cursors in the original game
The dynamite cursor (determined by inspection of trg1r.pcx, sprites 704..707), the raise and lower land cursors, the build-signal cursor, and the add-order (go-to) cursor are all animated by sequential sprite display.
michael blunck wrote:IMO, then, to visualize the cloning process, the clone should be moved only (to the front) but not the model (to the background). OTOH, that´s problematic because the icon as a whole should stay in the centre of the cursor ...
Obviously, you can't have both, but it wouldn't be too hard to move the icon so the model remains immobile.
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Post by Darkvater »

Terraforming, Dynamite are both animated; signals as well of course.

The animation, if any, should place the model in its last place and move that to the bottom-right, not both from the center out. Thought animation would look cool, but of course, not every icon needs to be animated. I already like the static by MB.

Will have a look tomorrow how the animation looks ingame.
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Post by michael blunck »

[animated cursors]

Well, you´re right. I should play more often. 8)

regards
Michael
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Post by Lakie »

Well, a static cursor is much easier to code in TTDpatch anyway...
I must MB produce pretty much what I wantted, thankyou.
(Although I'm still not going to give up on getting you to use 32px mode) :P

I'm not sure how the animated one looks, but I'll loook at it.
And other artists feel free to contribute still. ;)

Darkvater
If you don't like it how come you never asked anyone to draw a new one in the OpenTTD graphics section?

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Lakie »

Ok, tried them in game and well, I must say the static one looks a lot nicer, in general. ;)
Sorry DaleStan, but something seems slightly off in the movement of that animated version. :?

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Born Acorn »

Lakie wrote: Darkvater
If you don't like it how come you never asked anyone to draw a new one in the OpenTTD graphics section?

~ Lakie
I think it's because maybe one already existed? :p

Lakie's could work, but the green arrow shouldbe the yellow seen on the terraforming sprites.
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Post by Darkvater »

Lakie wrote:Darkvater
If you don't like it how come you never asked anyone to draw a new one in the OpenTTD graphics section?

~ Lakie
For the very simple reason that I wasn't around when cloning was added. Gone for a week and the whole thing breaks up ;)

But I might persuade the other developers for a new cursor if permission is given. But enough of this off-topic chat by me.
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Post by Lakie »

Cursor code has been commited, and ttdpbase[w].grf has been updated to include Michael's Cursor.
You will need to update ttdpbase[w].grf for the next nightly. :)

Thankd for you interest,
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Redirect Left »

So it is implemented in tommorows Nightly?
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Lakie
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Post by Lakie »

Yes, thats what I said.
You should have curor support in the next nightly.
Clone Train has been in nightlies since last week.

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Bjarni »

Lakie wrote:Darkvater
If you don't like it how come you never asked anyone to draw a new one in the OpenTTD graphics section?
actually I think I did that before I committed cloning, but nothing good showed up. I then talked about it in #openttd when I had finished the code and used the best one that showed up there. It's not brilliant, but it's better than nothing (or the goto mouse pointer I used before I got a sprite).
I will have to say that the mouse pointers here looks way better, but I guess they took longer to make. Then again maybe not, because it took a while. We are coders, not graphic artists :wink:
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Post by m3henry »

Lakie wrote:Sorry DaleStan, but something seems slightly off in the movement of that animated version. :?
its the way that the green engine moves, start it in the bottom right, then move the grey engine only
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