Homebrew working on a quick little wii racing game

newo

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So this is what I did today. I changed the colour of the track. Got distracted and began adding little signs above the track. The signs are not connected to anything because clearly this is the future and in the future signs just float in space. I am kinda just throwing things at the wall to see what works. The car still drives a bit wack and its hard to turn the corners without flying off the road but as I said before if its not a bug its cyberpunk2077.


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newo

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Didnt do much today. Working on the billboards on the buildings. The colours are placeholder. The buildings are going to be dark in the background so as not to distract from the track but they still need to be interesting so I am going to put flashing billboards on them.

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Alexander1970

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Hey Alexander. Well it is the holidays and whats better than working on a little homebrew? When the inspiration hits I have to work fast before it goes away! I am not sure how far this one will go but it feels good. How are you?
Thank you for asking,my Friend.,it was a "interesting" Year.:)
Everything ok on your Side too ?
I have something neglected the Wii a little....more PC Gaming at the Moment (Valhalla).:)
 

newo

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@Lostbhoy Well it is christmas break and this is not my first wii homebrew attempt so I have a good idea of how far I can go with my current skillset and the limited time I have before the end of the holidays. If I can keep my target simple I could push out something that - at a basic level - will allow the player to drive from A to B on a track. And possibly put a life bar that drains if you hit a wall. So the goal would be to reach the end of the track alive. I could probably create 2 long tracks or 5 short ones? Making exciting tracks will be another concern. If anyone is interested in testing out early/rough builds let me know.
 
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matt!

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newo

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Well monday was a bust. Spent all day trying to get the vehicle to drive uphill at a fast speed without flying right through the ground or flying off the summit into space. I could try it a slower speed but I doubt it would fix the jerkiness that happens to the camera. I could get by with only flat tracks like in mario kart on the snes but flat tracks mean no overlaps! I will have to sleep on that hill problem. I left that along and worked on some new camera angles;

Camera 0 is the default which I use most of the time but there are 5 other options for the people who like those views like in the old table top arcade games. If you cant see the player its that little white dot in the center of the screen. The green section is the track start and the end is red. As you can see in 240 there are overlaps. Ignore the 240 track name its just a placeholder.

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newo

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Well 2 days to go so i figured I should drop a test build so yall can see where its currently at. The controls are setup for wiimote horizontal only. Press "-" to change the camera angle. A to change the race track. Button 2 to drive. "+" quits the game.

Things to note: Turning is still buggy. Bouncing off walls is still buggy. Nothing happens when you drive to the end of the track so you will have to manually switch tracks with A.

So download the test build and let me know what you think, which track is fun, etc. it works in dolphin too I think.

I'll be working on the turning tomorrow and probably fix the button mappings to better work with the classic and gamecube controller.
 
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newo

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Version 0.11
Fixed Classic Controller, Gamecube.
Fixed Turning and wall bounce.

On Gamecube controller Z changes the camera perspective. Select does it on the other controllers.

It is much easier to drive now and take the corners. Will be adjusting it as time goes on.
 
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newo

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I took break and started messing around with none flat tracks. And let me tell you something. The way I code prevents me from easily being discouraged by the many hidden insurmountable tasks that might be ahead of me. Problems just popup, one at a time. Current problem is that tilted tracks need to consider the camera up vector. THIS CHANGES EVERYTHING!

And when I say everything. I mean EVERYTHING! Collisions no longer work because they assume the walls are to the left and right of the track spline. Gravity is no longer pointing down -y. Controller turning left and right nolonger works because they assume the plane is x-z.

Eitherway I playing around with the thought but If it gets wack I can always go back to the regular tracks.
 

newo

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Happy new year!
Version 0.13
Added a energy bar that drains when you hit the walls.
You'll explode if your energy bar falls to zero
I was playing around with tilted tracks but that did not work out.

download the test build.

Things I need to know;
Is the track too long?
Is the energy bar enough to complete the track?
Is there a good sense of speed?
or do I need to make the game faster?

* camera still needs work



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