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Clone Train (WIP) - Cursor Sprite Wantted
Posted: 22 Aug 2006 16:31
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).
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
Posted: 22 Aug 2006 17:13
by DanMacK
I'll take a stab at this... Shouldn't be too hard

Posted: 22 Aug 2006 17:16
by michael blunck
Looks good.
Here´s my alternative 2cc.
regards
Michael
Posted: 22 Aug 2006 18:21
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.
Posted: 22 Aug 2006 18:37
by DanMacK
Well, Michael stole my idea
Looks good!
Posted: 22 Aug 2006 19:22
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?
Posted: 22 Aug 2006 19:25
by Redirect Left
I like that DaleStan!
Posted: 22 Aug 2006 19:49
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.
regards
Michael
Posted: 22 Aug 2006 20:11
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.
Posted: 22 Aug 2006 20:15
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.
Posted: 22 Aug 2006 20:31
by michael blunck
[animated cursors]
Well, you´re right. I should play more often.
regards
Michael
Posted: 22 Aug 2006 21:12
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)
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
Posted: 22 Aug 2006 21:42
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
Posted: 22 Aug 2006 22:57
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?
Lakie's could work, but the green arrow shouldbe the yellow seen on the terraforming sprites.
Posted: 23 Aug 2006 11:32
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.
Posted: 24 Aug 2006 17:30
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
Posted: 24 Aug 2006 17:54
by Redirect Left
So it is implemented in tommorows Nightly?
Posted: 24 Aug 2006 18:01
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
Posted: 24 Aug 2006 20:34
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

Posted: 27 Aug 2006 09:52
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