#TUNIC Watchface
63 messages Β· Page 1 of 1 (latest)
I'm thinking it would normally show the fox, and maybe shake (touch on the PT2?) to show the bars, which i'm not exactly sure what they'd mean. Maybe steps, watch battery, and percentage of the day that has passed?
Maybe I could make them smaller and put them next to the fox?
Got the basic watchface working, now gotta think what to do with the bars
Steps, battery and bluetooth connection
Not sure about bluetooth connection just because it's a on/off thing rather than a progressive thing we can track with bars
But it could work
It is blue. It's also the bar that doesn't even show up until you start using it
you might have a point haha
not sure if I like shaking wrist to show the bars
what if I do something like this?
too small?
Or
I think this looks nice - is this PT2?
they look too big here - in general the watchface looks a bit janky due to inconsistent pixel sizes and this exacerbates the issue even more imo
Yeah I agree. Plus it does look a bit cluttered. I guess it does need to be a different screen.
I tried the small version on a real watch (P2D) and it was too small imo, hard to tell the level the bars were at
If they're on a separate screen I can make them 50% bigger, which would make the pixel size consistent with the fox and the decorations above/below the time
The only inconsistent thing would be the font, which I'm not sure I want to fix
cc @plush folio
Maybe put them on either side of the fox? I think this size at least works better than the bigger version you posted (plus would the big one fit on round?)
oh heck yes this is cool
lol i always forget the round, it won't
i'd prefer to have the bars together because that's how they show up in the game
hmm maybe
Shift over the time so time plus bars are centered...?
Assuming you can squeeze them in there
i'm thinking to have options to have it either small like in the first example (next to the fox or next to the time), or shake to show them bigger instead of the fox, or both things
Ooh with both you can animate them bigger
oooh true
Might be hard to do it smoothly without procedurally drawing them though
damn. I was thinking this would be an easy project and it's getting not so easy anymore haha
fctx supports no AA on colour reund displays now!
You could use that, just make an SVG version of the pixel art and render it like that
I am procedurally drawing them!
Oh well never mind then that's easy
Wait how do you draw them? π
Individual pixels? Or as shapes?
individual pixels on the framebuffer
Ahhh
i don't have the code with me rn otherwise i'd show you a screenshot haha
it's kind of a mess rn anyways
Nah I can envision it
I see... much spaghetti code
I can't believe you used three goto statements!?
because i'm in the process of implementing scaling for it too
damn that takes me back. I learned to code on a language where goto statements weren't bad practice and it took me a while to learn to not use them once i started using a better language
Goto statements in C aren't necessarily bad, they are just often indicative that reformatting would make the code more reasonable
Sometimes they make sense
that sounds like they're bad but possible to use haha. Just makes tech debt worse.
in some (OLD) languages that's the only flow control you have, so I think that's the only reasonable place to use them
If used properly, they can be clearer to read and maintain. The issue is that there's not a lot of opportunity to use them properly
For example, the Linux kernel uses them a lot for handling exceptions
That's kinda the only okay use I've seen in C though π
fair point, that's a reasonable use
yeah exceptions in C are weird haha
I love returning numbers as error codes and passing pointers to set returned data
this looks so cool!