Homebrew working on a quick little wii racing game

eyeliner

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Heh, took my Wii out for a bit and updated Newo Zero.
I love how the game looks like a demo scene creation.

The music is top notch, graphics are amazing and the pacing is just right.
Candidate for a commercial release on newer consoles, perhaps?

I mean, it's a great little game and I'd bet some people would happily contribute.

EDIT:
Two small things:
The menu dissappears if the background demo changes and appears if you click a button where it was.
Where are the snapshots saved? Can we import them into the Photo Channel?

I'm dumb as a door knob, so, is there a way to install this into the System Menu?
 
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newo

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Demo scene, lol, its suppose to be cyberpunk. Writing stuff for commercial systems is a full time job with all sorts of requirements and standards. They'd want me to put in online multiplayer and all sorts of bs. I am too old for all that. You can check out the Aero GPX demo if you are into fast paced racers.

remember the tracks are different in each championship. they get more elaborate and vertical especially on arcade.

I tried to recruit some people to design the backgrounds and synthwave suns so I wouldnt have to do it all myself again but NO ONE volunteered. Getting people to help in the wii hb scene doesnt seem to be a thing anymore or everyone is super busy. I could probably hire some people but see above.

The screenshot are on the SD card in app/newozero/screenshot but they are low res 640x480 png files. I have a tonne of screenshots on twitter.

> The menu dissappears if the background demo changes and appears if you click a button where it was.

Not sure I understand what you mean by this. The demo appears if you idle on the title screen for 8 seconds. It looks better if the menu is not sitting on top of it while its playing. Then you press a button the menu comes back up.

The photo channel is a whole separate thing, not sure how that works on the wii but the snaps are on the sd card in png formate.

I think someone made a forwarder on youtube but I just load it from the hbc so I dont mess with my nand.
 
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eyeliner

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> The menu dissappears if the background demo changes and appears if you click a button where it was.

Not sure I understand what you mean by this. The demo appears if you idle on the title screen for 8 seconds. It looks better if the menu is not sitting on top of it while its playing. Then you press a button the menu comes back up.
OK, I'll try to explain, though you make me believe it's the standard way.
At game start, hop on to the menu and go to a settings subpage, like the camera setting.
If you leave it there for a bit, the menu will disappear and the rolling demo will start. Press any button, and it will pop up, right where it was.

I'm not sure if this happens if you are actively choosing options with the dpad, as I just remembered to test it now, sorry.

The comment about demoscene was a compliment, as some of the best visuals a system produced were through those demos. Apologies if it came off as a criticism, I like the visuals just fine.
 
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newo

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Yeah , i think the standard is to reset the menu but i like to keep the menu incase you are changing a setting. The menu is always there its just hidden.

I get the demo scene comparison. It plays itself andcould even be a kind of screen saver. In fact if you leave it running in the demo mode it will run for more than 24hrs without repeating.
 
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Any chance for a Switch port someday?

The chance of that is very slim with custom games like this one. Probably easier to just make new a homebrew game if I jump to a new platform. For easily ported games I would use something like SDL but then I would have to learn SDL and I dont know how long that would take.
 

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When needing a distraction from RL I often dig in NewoZero code because it has so many moving parts. I am trying to figure out what to do for version4. I am thinking 2 player split screen or new championship with 16 random levels. I could add more levels to the championships but I think 16 is optimum for a single sit down and play.

I could make it 18 levels or do the random/procgen levels mode where you never know what track will be next almost like a racing rougelike - every game a new .
 

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doing some experiments for the next version;



Good morning,

Respect for what you do.:bow:

it is a know-how to program and release applications.

good continuation in your adventures.:hrth::gba:

for my part, I do not see myself how I would do all that. programming and me ==> that makes two.:unsure:

Sincerely Jeannotte,
 
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thanks @jeannotte it does take a little bit of work to get things together but if you read through this thread you will see that small steps add up over time. This is roughly like 3-4 years of work and help from others. And its not just about programming there are other things involved such as testing, lot of little graphics, sound effects, text, background music.
 

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There seem to be a lot of cones in that one video, was it just a test?
Yes it was a test to ensure that the model file loaded correctly. Normally there won't be so many of the same types.

Everytime I add or remove something I have to check if the fps stays at high 60s even in the worse sections of the game on real hardware. Putting it on all the roofs is a good way to test if the change will break the games performance.

Here is another test I did recently;
 
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That looks beautiful thanks!

One thing I was wondering. Have you tried adding a little smooth rotation to the camera when turning? It has never bothered me while I'm playing and might backfire and make things feel less snappy, I just thought I'd mention it.

Absolutely fantastic job. Keep it up.
 
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I am thinking of adding a "master" championship with 16 courses that are shuffled every play through so you never know which track you are going to race on next. Also 3 lives that will allow you to retry/continue a level if you die.

Other than that I'm changing some little things;
 
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