Rivals of Aether

Rivals of Aether

LEGO Wii
 This topic has been pinned, so it's probably important
ATalksToSelf  [developer] 30 Jul, 2023 @ 12:58pm
Wiimote Compatibility Guide
Welcome to LEGO Wii's Wiimote compatibility guide!
This discussion is designed to help break down what you need to setup a custom Wiimote for your character, and is also available as _README.gml in the stage's files.

The guide is broken up into the following sections, feel free to jump to whichever you need.
- OVERVIEW
- DESIGNING THE WIIMOTE
- PUTTING IT IN GAME

Please reach out via the comments on the Steam page or via Discord DMs (I'm in the Extended Workshop Discord Server, find me there to DM me) if you have any questions or issues.

OVERVIEW
In order to create a custom Wiimote you'll need to start with a template.
I've included three in the stage's article folder, which are as follows:
- wiimote_template
- wiimote_base_template
- wiimote_buttons_template
The main template has both layers merged together while the other two are split. I would recommend using the layered templates but either works.
If you don't want to create your own Wiimote and would prefer to use one of the default compatibility options, feel free to copy your chosen sprite in place of a custom one!

DESIGNING THE WIIMOTE
Once you have picked your template, there's a few guidelines to follow to stay within the LEGO style.
- The body of the Wiimote uses four shades, based off the main color. Highlights are shifted up by 5 in Value (HSV), while shading is down by 5, and the outline down by another 5.
- The shadows under larger buttons are pure Black (0,0,0) set to an Opacity/Alpha of 80. Using the layered templates is recommended as the combined template has already overlayed this over the body's shading and therefore will have to be recreated manually.
- Buttons can be any color you wish and do not have to all stay the same color. Take a look at the Mario Wiimotes if you need references but feel free to get creative!
- If you decide to add a symbol, similar to the Zelda or Mario Wiimotes, please make sure it doesn't cover up the speaker dots in order to remain accurate to irl Wiimotes.
These guidelines aren't hard rules, and while I do recommend following them, feel free to design your Wiimote however you see fit. Just keep in mind any breaks from the LEGO style may result in them feeling out of place in game.

PUTTING IT IN GAME
In order to add your Wiimote to your character and see it in game, you'll need to do the following.
- Place your sprite in your character's sprite folder and name it. If you used the layered template files make sure to combine them into one sprite beforehand.
- Add wiimote_stage_sprite = sprite_get("[your_file_name_here]"); to init.gml.
And that's it! Reload your character and the LEGO Wii stage in order to see your Wiimote in game!

Again, if you have any questions or issues, please reach out via the comments on the Steam page or via Discord DMs (I'm in the Extended Workshop Discord Server, find me there to DM me).
Last edited by ATalksToSelf; 30 Jul, 2023 @ 1:04pm