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Vindic8r's MOTUMAME
DaveMMR:
What Baker said. TMB (Too many buttons). It's a great CPO design and it's really a shame that you're going to cover it up with gratuitous pushbuttons.
My advice:
1) Get rid of those four buttons by He-Man (if one's a spinner, it does not need it's own dedicated buttons.)
2) Put the coin buttons somewhere off the panel. Use the coin door (rig the rejects) or something else.
3) You don't need a dedicated "Shift" button. Any other button can act as a shift (usually START) without affecting it's normal duty.
4) Get INFO/CONFIG off. You DO NOT want guests starting to mess with your configurations. And do you think anyone ever sits there and reads the game info when they could be playing?
5) SAVE/LOAD - You don't need that there. Another button for guests to screw with you files. If you really want to have that ability, make it a "Shifted" function (read: hidden) for only you.
6) PAUSE/EXIT: Actually making that one button is not a bad idea. But it's precariously close to the start buttons.
Notice I said guests a lot. That's the thing - if you're making a four-player panel, you'll want three other people who will want to play and not get confused by a large gaggle of buttons. Simplify.
emphatic:
That is a classy piece of artwork! :cheers:
vindic8r:
Thanks for the kudos, guys. Much appreciate it! :D
And DaveMMR, thanks for the detailed feedback. Good points, all. This thing did turn a bit button-heavy, but there was method to my madness.
--- Quote from: DaveMMR on March 09, 2013, 06:40:12 pm ---1) Get rid of those four buttons by He-Man (if one's a spinner, it does not need it's own dedicated buttons.)
2) Put the coin buttons somewhere off the panel. Use the coin door (rig the rejects) or something else.
3) You don't need a dedicated "Shift" button. Any other button can act as a shift (usually START) without affecting it's normal duty.
4) Get INFO/CONFIG off. You DO NOT want guests starting to mess with your configurations. And do you think anyone ever sits there and reads the game info when they could be playing?
5) SAVE/LOAD - You don't need that there. Another button for guests to screw with you files. If you really want to have that ability, make it a "Shifted" function (read: hidden) for only you.
6) PAUSE/EXIT: Actually making that one button is not a bad idea. But it's precariously close to the start buttons.
--- End quote ---
1) So the circle slightly lowered is the spinner, with the three buttons next to it representing mouse buttons. Originally, I had intended to map mouse buttons to the first three buttons next to P1/He-Man, but I didn't think I could have buttons share duties as keymaps and mouse buttons via iPac. But if that's wrong, I'll totally whack them. They're totally an eyesore, but one I thought I needed to deal with.
2) Yeah, I am planning to rig the coin door to actually add credits for P1 and P2 via physical token drop and/or reject buttons. But with only two coin drops, I was worried that would be confusing for P3 and P4, who would still need buttons. So I just went for consistency and added the buttons for all.
3) Brilliant! I had no idea that was the case. I'll probably drop that one.
4) I hear you, but I've worked REALLY hard to get CPWizard up and running (although I am currently seeing a MAME crash when I exit the CPW menu - hoping that HeadKaze may respond to me at some point on it). I love that you can read the history.dat and see the special move list for fighters, not to mention cabinet artwork. While CONFIG will be a secret (I'll still map it via shift, but not label it), I think I'll keep INFO exposed.
5) Yep, good call. I think I may try to figure out a way to make these shifted functions.
6) Noted. I'm going to be reconfiguring things a bit now, so I might move this out a bit on its own.
Yvan256:
--- Quote from: vindic8r on March 14, 2013, 10:09:54 am ---2) Yeah, I am planning to rig the coin door to actually add credits for P1 and P2 via physical token drop and/or reject buttons. But with only two coin drops, I was worried that would be confusing for P3 and P4, who would still need buttons. So I just went for consistency and added the buttons for all.
--- End quote ---
Multi-Player Over/Under Door. If the price is too high, you could always use four of these instead.
Howard_Casto:
I'm late to the party here, but one more suggestion.
You might not even need to put p3 and p4 start buttons on there. Most of your 4 player games don't have start buttons, you press any button after coinup to start.
The only ones I can think of is the D&D games.
Also even though that cab is a little ugly, note how sparse and as a result, how clean that machine's control panel looks. Buttons are our enemy when it comes to making things look nice, not our friends.
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