Wii News
Added Jun 19, 2010, Under:
Wii
They Do Not Die is top down zombie game!
Release notes:
Its like the PC game but different and even more incomplete.
The frame rate is pretty great and unlike the PC version which I’m throttling at 30 frames per second (which my PC doesn’t even always reach) this version of the game runs near (and at times above if I wasn’t throttling it) 60 frames even on Wii. it dips a bit when your shooting but there is tons of room for improvement and optimization.
Use the nunchuk analog stick to move, the wiimote to aim and the B button to shoot. You can kill zombies but at this point there is no way to win or be injured.
Thanks to http://www.nintendomax.com/viewtopic.php?t=11952&f=54 for the news.
http://thatotherdev.wordpress.com/2010/06/15/they-do-not-die-v0-1-wii/
Added Jun 19, 2010, Under:
Wii
Hu-Go GX is a port of Hugo, a PC Engine/TG16 emulator originally created by Zeograd, running on the Gamecube and Wii using libogc devellopment library.
Changes:
– Added Instructions for SMB Settings
– Added USB Support / XML Settings
Thanks to http://www.nintendomax.com/viewtopic.php?t=11949&f=54 for the news.
http://code.google.com/p/hugo-gx/
Added Jun 17, 2010, Under:
Wii
Fridge Magnets is a little game that lets you move magnetic fridge letters about, bit of fun and learning for children.
Changes:
Added the homebrew hand cursors – combined the ones without the numbers into a single grey image (saves time on loading) and modified the look, now thinner
Improved the way the letters are viewed when being picked up & dropped
Changed the ‘Bye’ screen to now show a pile of letters falling from the sky
Tweaked the welcome screen so it’s not clipped on other PAL/NTSC TV modes. Both the PAL 576 & PAL 480 views should look the same, but they don’t, more letters can fit on the 50Hz screen, when in fact 50Hzs/576 should just show more detail. My Bad.
Changed the way shadows work
New better looking font – that old font was bad
http://wiibrew.org/wiki/FridgeMagnets
Added Jun 15, 2010, Under:
Wii
UFO Racer is going to be a UFO themed racing game. It’s currently in early stages.
Quote:
When I said that there was nothing that couldn’t be accomplished with a few get/put pixel functions and a little bit of math I should have said with a VERY little bit of math. I improved some things, cut down on the number of calculations and got the game running far smoother. I took out the frame counter that was visible in the first version but for anyone curious its at all times over 50 and depending on where you are on the track often hitting the 60 frames per second throttle point.
The track is far larger now and is generated at start up using a series of tiles the placement of which are loaded from another image (similar to how the levels where in Swingball). In other words it will be super quick and easy for me to make as many tracks as I want. It also opens up the possibility for the future addition of an in game level editor (I love games with level editors).
I’m also now scaling up the size of the track which didnt seem wide enough to me before. I didn’t need to increase the resolution of the tiles though (which are basically just ripped from that track in the first version). Instead its just scaled up in realtime (because of how its rotating the track there isn’t really a relevant cost to performance to scale it at the same time) which pleasantly enough doesn’t really seem to make it look at all pixelated. With a 640×480 image stretched out onto a TV you really need to try hard to get it to look pixelated instead of blurry lol.
I added more frames of rotation for the ship so the animation isn’t so choppy for it when turning and I lowered the transparency of the glass so you can sorta see the alien in it.
The camera is positioned further ahead of you now so you have a better chance of seeing whats ahead of you before crashing into it.
There are other tweaks and improvements but nothing else that’s likely to be particularly noticeable.
At this point you still just drive around the track on your own.
http://thatotherdev.wordpress.com/2010/06/14/ufo-racer-v0-2-wii/
Added Jun 13, 2010, Under:
Wii
Scape is a puzzle game inspired by “World of Goo”.
Changes:
I released a small update that has the goal of correcting some gameplay …
The thing is that it’s not perfect yet but I’d like to have some feedback to know which way to direct me when I will correct this weekend
Thanks to http://nintendomax.com/viewtopic.php?t=11943&f=54 for the news!
http://radioseed.comxa.com/Scape.html
Added Jun 13, 2010, Under:
Wii
DiiLC is a simple application to download and insert the DLC (downloadable content) or HDLC (hacked downloadable content) into Animal Crossing City Folk savegame file (use Waninkoko’s savegame extractor for extracting savegame file). This application searches the DLC and HDLC files from the distributing servers. It could download and insert four DLCs (for US, EU, JP, and KR regions) and one HDLC that are available at the time when the application is running.
Changes:
Fix a bug for KR region pattern name (from “blank” to real name)
http://wiibrew.org/wiki/DiiLC
Added Jun 12, 2010, Under:
Wii
Added Jun 12, 2010, Under:
Wii
UFO Racer is going to be a UFO themed racing game. It’s currently in early stages.
Quote:
I started working on a racing game. I’m borrowing graphics for it from an older game I made for PC over 9000 years ago but I’m programing it again from scratch and this time its going to be 2D with a top down perspective and made for Wii.
The steering is controlled by tilting the wiimote (just like you do for Excite Truck or Mario Kart). I’ve never done anything using the accelerometer before but it was actually really easy to implement and already works fairly well although I’ll probable tweak to turning speed later. You hold down the 2 button to move forward.
Another thing that’s somewhat new to me are the rotating sprites. The rotation of the ship is pre rendered but the track is actually rotated in real time. SDL (my primary game development library of choice) sadly doesn’t actually have any built in support for rotating surfaces but luckily there is nothing that cant be accomplished with a few get/put pixel functions and a little bit of math. It will never be as fast as it would be if it was done with GRRLIB but it is already running at a tolerable frame rate in the high thirties and I’m hopeful that I’ll be able to get a bit more speed out of it.
Its just a test demo and I don’t really recommend you bother with downloading it yet but I figured I would share what I’ve been doing.
Thanks to http://www.nintendomax.com/viewtopic.php?t=11939&f=54 for the news!
http://thatotherdev.wordpress.com/2010/06/10/ufo-racer-wii/
Added Jun 12, 2010, Under:
Wii
Yahtzee for the Wii!
Changes:
Awesome new graphics, courtesy of DayDreamOz.
Added Triple Yahtzee Rules.
Added Dutch language support.
http://wiibrew.org/wiki/Yahtzwii
Added Jun 12, 2010, Under:
Wii
This library allows Wii homebrew to use WiiConnect24. You need certain IOS to use libwc24 when accessing HBC data dir for creating and reading wc24dl.vff which contains the downloaded WC24 content. With IOS prior to the 3.4 update, you only need to identify as HBC, and wc24app has a option to identify as HBC. With IOS updated since the 3.4 update, you need a IOS with NAND permissions patches, since patched ES_Identify doesn’t work for the second time it’s called. These IOS requirements are needed because HBC reloads IOS when loading homebrew, which resets the current identification. In the tarball and libwc24 SVN directory tree is libwc24 and wc24app. The former is the actual library, and the latter is the WC24 test app. Each time libwc24 is compiled successfully, the header files and libwc24.a will be copied to $DEVKITPRO/libogc/include and $DEVKITPRO/libogc/lib libwc24 can be also be installed by running this in the libwc24 directory: make install Optionally you can install libwc24 manually by copying the headers and library to the above libogc directories.
http://wiibrew.org/wiki/Libwc24