Inkwell Input Prompts
=====================

16 cel-shaded input prompt sprites for light interfaces — flat poster with
signal red accents. SVG plus transparent PNG at 1x, 2x and 4x.

Inkwell Input Prompts is a set of 16 input prompt sprites drawn in the
cel-shaded style, where a thick ink outline wraps two flat tones split by a
hard diagonal terminator. It contains square, wide and pressed keycaps, four
arrow keys, four gamepad face buttons, a shoulder button and a trigger and
three mouse button prompts.

A game that supports both a keyboard and a gamepad has to show both, at
matching sizes, in the same sentence — and almost nobody ships that art, so it
gets drawn by hand at the end of a project when there is no time for it.

The shadow is a single hard-edged shape with no falloff — the defining
property of cel shading, and the thing a gradient can never imitate. The
outline uses the darkest tone in the palette rather than the border tone, or
it reads as a thick grey frame instead of ink.

Inside that style this is the Inkwell reading of it: a light interface on a
flat poster palette with signal red accents, built around a single bordered
frame, square-cornered buttons at 152x52, banded bars divided into 5 segments,
and solid icons on a 24px grid. Those measurements are why two families can
share an art style without being interchangeable: the style decides how an
edge is drawn, the numbers decide what the interface is for.

No letters are drawn anywhere in this set. Embedding a typeface means
embedding its licence, and a baked-in "E" is wrong in every remapped control
scheme and every language; the shapes are here and your engine draws the glyph
on top with the font it already has.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Inkwell family,
which means this kit and the Inkwell panel kit line up without either being
resized. A good fit for cel-shaded and toon-rendered games.

HOW TO USE

  - Draw the key label with your own font centred on the cap face, which sits
    slightly above centre — the offset is what makes the cap look pressable.
  - Swap the pressed keycap in on key-down for a one-frame press effect rather
    than scaling the sprite, which breaks the outline weight.
  - Keep gamepad and keyboard prompts at the same optical height in a line of
    text; the 44px pad button and 40px keycap are sized to match already.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/inkwell-input-prompts
More free assets: https://www.colorosse.com
