Rivals of Aether

Rivals of Aether

Nintendo Wii
 This topic has been pinned, so it's probably important
ATalksToSelf  [developer] 24 Jan, 2024 @ 12:04pm
Wiimote Compatibility Guide
Welcome to Nintendo 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 or a basecast design, you'll need to set the compat variable to a number.
Add wiimote_compat_sprite = #; to init.gml and replace # with the correct wiimote number, which are as follows:
- 1. Zetterburn
- 2. Orcane
- 3. Wrastor
- 4. Kragg
- 5. Forsburn
- 6. Maypul
- 7. Absa
- 8. Etalus
- 9. Ori and Sein
- 10. Ranno
- 11. Clairen
- 12. Sylvanos
- 13. Ellianna
- 14. Shovel Knight
- 15. Mollo
- 16. Hodan
- 17. Pomme
- 18. Olympia
- 19. Sandbert
- 20. Guadua
- 21. White
- 22. Black
- 23. Blue
- 24. Pink
- 25. Red
- 26. Zelda
- 27. Mario
- 28. Luigi
- 29. Peach
- 30. Yoshi
- 31. Toad
- 32. Bowser
- 33. Rivals
- 34. Gamecube
- 35. Miiverse
- 36. Gold

DESIGNING THE WIIMOTE
Once you have picked your template, there's a few guidelines to follow to stay within the same style.
- The body of the Wiimote uses four shades, one main color, a highlight, and two shading colors. There is no set rule on how to pick these but I would recommend making sure each shade is fairly distinct from each other. Wiimotes are usually molded in one solid color so hue shifting may or may not work. That's up for you to decide.
- The shadows under larger buttons are the lighter shading color, but feel free to use whatever looks right. Using the layered templates is recommended for easier recoloring via global fill/magic wand/etc but not required, work with whatever you prefer.
- 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. Feel free to also reference how I designed the basecast Wiimotes if you want something more stylish.
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 major breaks from the 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_compat_sprite = sprite_get("[your_file_name_here]"); to init.gml.
And that's it! Reload your character and the Nintendo 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; 15 May, 2024 @ 2:27pm
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Showing 1-6 of 6 comments
Banam 31 Jan, 2024 @ 10:38am 
Where in the init.gml do I have to put it?
ATalksToSelf  [developer] 31 Jan, 2024 @ 10:58am 
Originally posted by Banam:
Where in the init.gml do I have to put it?
Doesn't matter where.
SonicKnucklesRivals 14 Feb, 2024 @ 12:26pm 
I Put The Text Into The Init.gml File But It Just Broke The Map, Did I Mess Anything Up?
ATalksToSelf  [developer] 14 Feb, 2024 @ 12:40pm 
Did you replace this [your_file_name_here] with the name of your sprite? Should end up looking something like wiimote_compat_sprite = sprite_get("wiimote_sprite"); once done.
Pallukun 7 Mar, 2024 @ 11:45am 
why does the A button on the default controller use a different shade of white
ATalksToSelf  [developer] 7 Mar, 2024 @ 12:08pm 
...I didn't realize it was different. Should use the same colors as the other buttons. Thank you for catching it!
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Showing 1-6 of 6 comments
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