UI Packs

Bitrush Input Prompts

16 Y2K input prompt sprites for dark interfaces — ink black with signal yellow accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • input prompts
  • keycap
  • gamepad
  • controller
  • y2k
  • Y2K
  • y2k
  • retro futuristic
  • poster
  • hud
Sheet showing 16 Y2K input prompt sprites from the Bitrush family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×883 previewtransparency shown as checkerboard

About this pack

Bitrush Input Prompts is a set of 16 input prompt sprites drawn in the Y2K style, where everything is flat and printed — thick straight outlines, solid blocks, no glow anywhere. 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.

No gradient and no halo: the whole set is flat colour with a heavy straight outline, which is what separates the Y2K poster look from the neon one. The silhouettes are composed corner by corner rather than scaled from one rectangle, so a badge and a banner in the same set do not share an outline.

Inside that style this is the Bitrush reading of it: a dark interface on a ink black palette with signal yellow accents, built around a header band across the top of the frame, tab-shaped buttons at 148x52, banded bars divided into 8 segments, and solid icons on a 16px 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 Bitrush family, which means this kit and the Bitrush panel kit line up without either being resized. A good fit for retro-futuristic menus and poster-styled interfaces.

Download

Direct link · no sign-up · no wait page
Download ZIP91 kB

Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP91 kBGet →
Keyboard keycap, single letter, editable SVGSVG1.5 kBGet →

How to use it

  1. 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.
  2. Swap the pressed keycap in on key-down for a one-frame press effect rather than scaling the sprite, which breaks the outline weight.
  3. 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

Creative Commons Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice