Hacking [OLD] Loadiine backup loader for WiiU 5.3.2 ONLY (NO 5.4 NO 5.5!)

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I like fiveighteen design.
Like you said, the button text is not what I prefer too. it should be removed entirely.
USBLoaderGX doesn't have text on screen to explain A is select and B is cancel, there's actually buttons on the design that users can click.
being a touch screen interface, that would be more natural to have touch buttons (but you can also use the real pad's button to interact with the interface if possible)


I understand that implementing new concept takes time, but it would be great to let users choose.
I like its 2D design for the gamepad, simple and clean. But I know a lot of users prefer a coverflow concept.

maybe a setting to choose the concept independently from TV and gamepad could be done?
even mix concepts from TV and gamepad, given the navigation button are the same.

I used "TV" and "pad" to differentiate the two different design from a same concept. because I guess TV and pad are not displaying the same thing at the same time, so it's in fact 2 designs/layouts per concept. each design could be chosen by the user to either TV or pad.

Select layout Top (displayed on TV) : Coverflow TV | Coverflow pad | 2D TV | 2D pad
Select layout Bottom (displayed no pad) : coverflow TV | Coverflow pad | 2D TV | 2D pad

users could use X to swap the top<->bottom display any time, like on WiiU menu.
coverflow TV <-> 2D pad
2D TV <-> 2D pad
coverflow TV <-> coverflow TV (yeah, if users want mirror on both display !)
 
i vote to remove the key press shortcut descriptions, less clutter the better. Its looking great though :)
 
First, we need users to create concepts <-- we are here
second we need to select a concept.
then we need to code it.
and finally do a release.
 
I would have vote for yours:mellow:
Thanks.

I'll likely keep making it for myself, but don't know if you'll see it here. Seems like the direction is going to be a "clean" interface. Which also means, you can all enjoy answering, or at least reading a lot of, dumb ass questions in the future. Enjoy that.
 
Thanks.

I'll likely keep making it for myself, but don't know if you'll see it here. Seems like the direction is going to be a "clean" interface. Which also means, you can all enjoy answering, or at least reading a lot of, dumb ass questions in the future. Enjoy that.

dont be like that, just because a few like minimal layouts doesn't mean its going to be more popular :)
 
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dont be like that, just because a few like minimal layouts doesn't mean its going to be more popular :)
As Cyan pointed out, button assignments need to be the same, global. It's too confusing otherwise, and starting with a minimal design doesn't really suit having a shitload of button assignments. Even more so without a key to know what they do, and wanting to be able to switch between views on the gamepad and tv. Sure, you can figure it out, but why when you could just look and do it?

"USBLoaderGX doesn't have text on screen to explain A is select and B is cancel, there's actually buttons on the design that users can click."
Even the button part is mostly irrelevant. It's a damn touch screen, ANYTHING can be a button, including those "text on screen to explain A is select B is cancel". It doesn't matter though. I guess I'm the only one who wants to fully utilize the controls....
 
Eclipse : that's not what I meant.
Look at the WiiU official menu, there's no text line explaining "press X to swap the game pad and the TV display", no, there's an icon with a X button near it. it's enough to understand that X is swap. It's part of the theme, you draw a X button on the "picture" used to theme the "swap" button.
or your home button, "press the home button to exit" feels too much too. the icon + exit is enough to understand that it's used to exit.

And telling users that the d-pad or stick is used to navigate, it's kind of obvious, no?
it's natural to press up/down to move a cursor up or down, the user will not try R and + instead.

Users are not that dumb, I hope.
 
Eclipse : that's not what I meant.
Look at the WiiU official menu, there's no text line explaining "press X to swap the game pad and the TV display", no, there's an icon with a X button near it. it's enough to understand and it's part of the theme. You draw a X button the "picture" used to theme the "swap" button.

Users are not that dumb, I hope.
I understand exactly what you meant, as what you described is exactly what I was referring to.

I have younger players in mind too, not just us.
 
Last edited by EclipseSin,
Nintendo is also targeting younger audience, and there's no text on their interface. Touch screen is now a "native" interface for the kids and they already know how to navigates smartphones and tablets.
I know you want to make your theme works with buttons and dpad too, I'm all for this.
There's even younger audience who don't know how to read yet. My nephew is 5 years old, he nows how to use USBLoaderGX. he doesn't read, and he understand what to do.
I agree that explanation is nice, on USBGX a lot of users asked how to download covers and nowhere it's explained (you have to press 1 on wiimote). but I don't know where to place ALL the text for ALL the actions in ALL the different menus.
That's just not always practical. but some menus have that info
221493-cadre3-img2.png

Now, it's your design, you do it like you want.
we don't even know what the other user will do and we haven't picked one yet.

edit:
Also, you mapped the button location and space based on english text. it would be nice to have multi-languages too. we haven't even thought what would be needed.
We are on a global mockup step only, some text will not be part of the loader (like "launch mode" is not needed on the main screen, it's a setting)
 
The button does have a label, in the form of an icon. It clearly states screen to screen swap. It's not different than a text label really. It's informing the user what this button does just like text. How do you propose I do "Select", "Back", "Navigation" etc with an icon like that? Some are easy like settings, others not so much. And how do you propose to tell the users of the modified controls for a menu with no labels?

To me, having a legend or key is the most practical thing in the world to have, and having on on any/every screen shouldn't really matter. If you don't need the legend, dont use it. That simple... And if you can't read, it's no different than going in blind like the Wii U menu, which is what you're saying so I don't see the problem. Maybe you think it looks clustered or something, but it looks ugly with it just blank to me. Might as well just go back to having a text list if all we're going to do is add pretty pictures in their place.

Anyway, like I said. I'll likely still work on it for myself either way. I'll just add it myself if I have to.
 
with a controller, pressing A should be universal OK/select, B : back
with touch, touching inside/on a game icon could be ok, outside of the popup window could be back ?

I also bought a Wii U and setup the vWii for my nephews a couple of christmas back, now both of them are reading, more or less, but no text was great for them on usb leader gx.
 
How comes your not continuing with it?
I will be, but probably not going to post anything about it. I've already put a few hours into it making everything look all nice (to me) and naming and sorting a lot in the psd. Spacing and alignment needs fixed, and text size (which would mostly address Cyan's multi-laguange problem).

I might just go back to the drawing board since it seems minimal designs are in. Either way, I need a break. Annoyed. :glare:
 
Last edited by EclipseSin,
Kwl bro understandable. It's nice to see everyone's work and come to some good compromise. Also if this is an issue that goes to personal preference then could we just add different views/grids to loadiine over time. Making many choices
 

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