Homebrew working on a quick little wii shooter

newo

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This looks great. I'd like to help test. Just loading up the dol, playing it and sending you screen shots of error messages?
Really all you have to test and let me know if its fun or not. Maybe some tips on improving it. I doubt you will get any error messages as long as you are on real wii hardware. I will send you a pm with the testing info.
 
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newo

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I was planning to finish this up from january, lol but I guess the deeper you go into a project the more you learn and want to improve. I want to add in falling asteroids which is the hold up at the moment - I know exactly how to get it working but I have other real life projects that are urgent so I have to pause this project until next week.

But its basically 99% done I could release right now but everybody loves a little extra polish. The people who have tested it seem to like it so I am just adding extra butter right now and ensuring that its locked at 60fps.
 

kaisersozeh

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Tested v.1.092
Enjoyed i!t Ran off a mmc card in a usb reader from the lower usb port. When I tried to turn up the music volume in game I lost all the music, good tunes, btw.
Sound fx really impressive, wicked boom I noticed, but laser sound got very irritating quickly. Maybe just pitch bit down a smidge or go for something less toppy. The water thing splitting the level into an upper and lower is really interesting, I think you could get more milage from how enemies and collision objects interplay with the water surface, also it was just slightly too obscure to see if i was hitting above surface targets from below the surface. Water dynamics are not available to you but a very simple, abstract splash effect above and below the water could add useful and interesting detail about the position of targets.
Also the connecting dots of the swinging maces of the end of level boss were too obscure from under water. I also couldn't really work out when the vulnerable yellow bit was exposed and when it wasn't, but i suppose constant firing is a genre thing. I couldn't really work out the behaviour of the mace things, but that is likely me being a bit poo at this kind of thing.
Really good stuff mate. Particularly enjoyed the bombs!
If I'm honest I'd add more detail, and earlier expansion of variation than more levels. Leave them wanting more. I can be a bit over effective at the criticism so i just wanted to add what a truly impressive bit of home brew this is. I really would love your skills!
One more thing, the craft and Aim sight could be a bit bigger and stand out more . Maybe a look contrasting to other objects or just an outline. Great stuff!

--------------------- MERGED ---------------------------

Just remembered, having your finger on the fire button when the game ends instantly activates the restart option. It needs to wait for a new key press, if you get me.
 
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newo

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Yes, I need to make a death animation for when the game ends. That is on my todo list.

I will definitely work on that lazer sound because its annoying me too, lol.

The boss has a learning curve, once you understand its pretty easy. Not every stage has a boss.

Gonna see if I can add some water trails or bobbles underwater. Havent really figured out how it would look yet.

Thanx for you input, much appreciated. :)
 
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newo

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Cool and I always tell people that homebrew is not only about programming! There are title screens, graphix and sound effects, logos and models that come together to make it complete.
 
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newo

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Today I am working on asteroids, water wake, updating sound effects (woosh, ricochet, lazor) and new tester bug reports. I have updated to version 1.093 - so you can redownload the full file or let it auto update -

Whats new; new sound effects are in place, music bug should be fixed, added a second song, added water wake effect when you are flying close to the water surface. added a new ground level type called flat water, added woosh sound for flybys, added a second planet in the sky on some stages, made the target cursor black+white, fixed some framerate slow down issues, - game should run more stable now.

For the testers; NOTE that THE ASTERIODS FLY THROUGH THE GROUND on ground levels because I am not sure what to do with them yet.


screenshot_20180323232542.png
 

kaisersozeh

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K haven't fired up the latest yet but had an idea. To be a really "wii" implementation of an old school Snes idea, you could do what that home brew quake did, and control pointer and weapons fire with the wiimote and movement with the nunchuck. Like the FPS implementation of Call of duty.
A Nun chuck flick could induce rolls, c and z could accelerate/decelerate or invoke a shield. B to fire lasers a for bombs, maybe scroll through views or weapons via the direction cross. Just a thought
 

newo

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K haven't fired up the latest yet but had an idea. To be a really "wii" implementation of an old school Snes idea, you could do what that home brew quake did, and control pointer and weapons fire with the wiimote and movement with the nunchuck. Like the FPS implementation of Call of duty.
A Nun chuck flick could induce rolls, c and z could accelerate/decelerate or invoke a shield. B to fire lasers a for bombs, maybe scroll through views or weapons via the direction cross. Just a thought
I did that in my first wii homebrew - the pointer shooting part - it makes it easier to shoot but harder to dodge stuff and it forces a nunchuck+wiimote controller setup, so this time I just went for pure simplicity. http://wiibrew.org/wiki/Newo_Shooter

 

newo

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The splash effect is on the player ship now but I will add it to all the moving objects when I compile a new build in a couple hours. The effect looks awesome, it was a good suggestion. I would never think it would have so much impact until I saw it in action - the boss orbs dragging through the water as they spin. And to think the original snes and 64 games had splash effect even though rarely used it impressed me when I first played sf 64 corneria. So now I am wondering what other subtle effects I maybe missing.


screenshot_20180324090121.png screenshot_20180324090112.png screenshot_20180324090109.png
 
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newo

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Updated to 1.094 added the splash effect to things moving through the water or slightly above it. Includes the objects circling the boss orb. Let me know if it works. Its not really water dynamics but heh its 60fps.
 
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newo

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So here is the scoring system so far; every enemy you shoot adds +1 to your combo. Using your bomb = combo - 1. You can spam your bombs as long as your combo > 0. Score += base score + (base score * combo). Enemies killed with bombs are adds +0.5f .
 
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newo

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Updated the test build to v1.095 added combo meter, increasing fire rate, extra bombs which use meter, wiimote rumble, messed with the colours, intro slideshow cards
 
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newo

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Combo systems: I added a combo meter that goes from 0 to 10. each enemy shoot adds 0.2 to the meter. Each bomb you use subtracts -1. The score for each enemy is 10 + (10 * the combo meter). The meter doesnt decrease unless you use bombs. so this way it should allow players who like to use bombs to keep using them and allow people who like to shoot more to gain a higher fire rate and more points by not using bombs. does this sound like a fun system?
 
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ry755

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I tried it, and it's awesome, but the menu scrolls too fast. The game plays at the right speed though. Maybe that's because I was playing it on my Wii U's vWii?

I'll try it on a real Wii tomorrow.
 

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