Homebrew NewoAsteroids quick bugfixes 2019

Alexander1970

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I did not get a chance to work on the multiplayer this week because of a bug with the auto-update that has been giving me a headache for the past 5 days so nothing to post. I did update the beta. I fixed a few smaller bugs messed around with the colour. I like the white asteroids but the game is still set to random so you will have to go into the options and flip around until you find one you like then disable the randomness in the difficulty menu.View attachment 186752 View attachment 186753 View attachment 186754

Thank you for the Update.:yay:
Time to try it again.:D
 
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newo

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Hey, I am still around. I've fallen into that mode in #gamedev where fixing "random little bugs" willy-nilly is more satisfying than actually working on the major feature that I need to finish in order to finish the game and ship. Beta has been updated and downloadable fixing little bugs that are probably hard for regular people to notice - adding polish POLISH!

Things to note;
  • Let me know if the random colors are treating you well.
  • the leader board should load (if wii is online.)
  • check to ensure that when you die your score is successfully submited (if you are online)
  • achievements that popup in game now show the description of the challenge that you completed (instead of just the clever name I came up with, lol)
  • I have added more debug options to the debug menu (for those programmers who like that stuff)
  • Cleaning up the graphics and increasing the camera height so you can see more of the screen. game defaults to the high camera but I could probably change that default to the middle camera.
  • I am still working on the multiplayer so you can ignore that option (press HOME on wiimote 1 to exit if you enter that option)
 

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newo

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Aw the weekend is here again. Time to relax and work on some homebrew. This time I am working on the UI (yes I know I should be working on the multiplayer but...) because I realised that the achievements screen and the leaderboard screen had a different colour versus the menu so I am fixing that bug. Hope you all are doing ok. it is still annoying that so many people are playing the old versions because it is the only one available in the HBB and it doesnt even have the auto-update feature :( any way screenshots;

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newo

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Another weekend after a long week. A chance to rest and reflect and work on homebrew. Beta has been updated and downloadable.

Things I fixed or updated;
  • Added a new type of "shielded" fast moving scout. This one is slower than the regular scout but has more health so be preparted for it to shoot it a couple times. You can tell them apart because of shield circle.
  • I have moved the coin meter to the top of the screen to reduce the confusion between it and the health shield that is around the player ship.
  • I tweeked the number of enemies and the number asteroids that show up in each difficulty. On DogFight difficulty there rough 500 scouts, 0 flying sauces and 500 asteroids. On Classic mode there are 3 enemies and 999 asteroids. I do this to provide different experiences on different difficulties. Hard, Normal and easy all have 1000 asteroids. I could add more but It will get crowded and I don't want people to spawn and instantly die.
  • On easy mode you can really put allot of bullets on the screen so I have been working on keeping the game smooth during those times of high stress. raised the bullet limit to 500.

screenshot_20191206102816.png
 

newo

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So its been how many weeks now? 6 weeks. I am experimenting with something new in the beta. Let me know what you think when you see it. I have been totally ignoring the multiplayer for other random features and fixes. This new thing is another random feature.
 
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newo

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Currently experimenting/testing a feature that adds a in-game story as the player flies around in the game. The story is mostly non-interactive. And continues even if the player dies. Sometimes the story will wait until there are no enemies on the screen before it pops up. See screenshots below. Beta has been updated.

The story is loaded from a text file in the assets folder so custom stories are possible. Probably even multiple story lines if people are interested in writing a space opera. Game takes about 20 minutes to beat so if you want the player to see the end of your story you would have to keep it within that time limit. 300 lines of story is the max. Lines appear one at a time. Beta Story script is being written by Mr. Reaper.

screenshot_20191211000603.png



The story feature in NA was inspired by this free downloadable windows game called "Beacon" by randomnine (video). Its a old game from back when game dowloads were small. Check it out when you get a chance. Its a short game. 15 minutes approximately.

screenshot_20191211090841.png


Other fixes and changes;
- FIXED. arrow buttons now should work correctly when control is switched to pointer
- the meter at the upper right is your coin/special alt fire meter. it is burned down when you press 1 or B.
- Added a combo gauge below "Combo x" so the player can see when the combo is about to drop. The combo dies in 3 seconds.
- FIXED if the story reaches the end it will restart from the beginning when you die.
- FIXED. randomize colours at anytime during the game with the "-" minus button on the wiimote.
- Radar now has a center circle representing the player and a border around it. I am thinking of turning of the radar by default.
- The camera itself is floaty. So if you change the radar to "centered" you will need to change the camera to "center locked" to stop the floatyness.
- story text fades out before it disappears.
- when debug_story is enabled allow the story to continue playing in the background even if the game is paused.

Long post is long. lol

screenshot_20191209112321.png
 
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newo

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Pretty nice may try on Wii U just incase could you add Wii U gamepad support?

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Ok, make sure you come back and give me some feedback when you get to look at it. I will look into getting WiiU Pad support but I cant guarantee it because I have no way of testing it on a WiiU. I want to get this homebrew update out before the holidays.
 

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Ok, make sure you come back and give me some feedback when you get to look at it. I will look into getting WiiU Pad support but I cant guarantee it because I have no way of testing it on a WiiU. I want to get this homebrew update out before the holidays.
Yeah I will make an injection later today hopefully it works but will be cool also I can be your tester for the WiiU

Waiting for laptop to boot and will create a inject then will try it out I had a update and now it's reverting changes stupid windows 10

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Ok I built it and it's working just waiting for it to load on 49% does it normally take a while?
(Slowly going up 50%) @newo does it normally take a while to load the 1st time playing? I have gone up to 57% now though

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danny19901

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@danny19901 Looks like you are playing the old version. You should be using the beta version from this download. Also at 48% its checking the internet for updates. I have no idea how long it takes. See if the vWii works better.
Ok I will redo a new build I did actually make 2 builds one was beta other wasn't so I must of installed the non beta will redo and try again
Issue with vWii is nothing supports gamepad and would be cool to play on it in bed with headphones lol

Gonna do a new build and try again
Thank you

Redone a build with the beta and that loadscreen still shows once it loaded earlier I got this
No music was playing or anything but I think it froze as it wouldn't let me do anything


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newo

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Beta updated. Seems to be stuck in the intro and I have no idea why. At that point it would have loaded all the assets (because you can see the intro image) and checked for updates. There is a white box that fades out and shows the credits. Nothing in that code except a timer to get_ticks(). Strange place to get stuck but I've seen similar things happen in Dolphin. WiiUs are so rare - testing it would require removing stuff little by little until it works. Does it work in the vWii?

Fixes;
- I have changed the font used for the story text.
- fixed a bug which made only single random type of enemy to show up in normal mode.
- gap between story pieces is 18 seconds.
- Mr. Reaper has made changes to the story.
- fixed my displaylists so the game is running smooth as butter.

screenshot_20191214102134.png
screenshot_20191213031243.png
 
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danny19901

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Beta updated. Seems to be stuck in the intro and I have no idea why. At that point it would have loaded all the assets (because you can see the intro image) and checked for updates. There is a white box that fades out and shows the credits. Nothing in that code except a timer to get_ticks(). Strange place to get stuck but I've seen similar things happen in Dolphin. WiiUs are so rare - testing it would require removing stuff little by little until it works. Does it work in the vWii?

Fixes;
- I have changed the font used for the story text.
- fixed a bug which made only single random type of enemy to show up in normal mode.
- gap between story pieces is 18 seconds.
- Mr. Reaper has made changes to the story.
- fixed my displaylists so the game is running smooth as butter.

View attachment 189953View attachment 189954
Thanks anyway I tried new build and it got in game however gamepad doesn't work and GC pads didn't work either is this only support Wii remotes if so I will find my sensor bar etc...
I have no pic but text at bottom said something about navcom

I will make a new build with your newest beta

Ok dug my Wii out with its remotes and nunchuck to see if lets me do stuff on Wii U if so a bonus I don't have to set my Wii up as I already have to many cables and don't want to be adding more
If GC controllers work on this not sure why they didn't for Wii U tbh I don't think I checked to see if they work on my GC game injects tbh

So anyway I rebooted my Wii after plugging sensor bar etc... In and now my remotes are all hooked up gonna give it another try

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newo

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I have no idea what is happening with the injects. But at least you got to the part where you can see the story show up NAVCOM is the computer talking in the story. On the wii the game supports GC, wiimote, wiimote+nunchuck and classic controller.
 
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I have no idea what is happening with the injects. But at least you got to the part where you can see the story show up NAVCOM is the computer talking in the story. On the wii the game supports GC, wiimote, wiimote+nunchuck and classic controller.
Issue maybe because I have to use GC adaptor I'm nearly loaded up again this time Wii mote and nunchuck

It hadn't crashed and the navcom was part of game story stuff in background was still moving but no buttons did anything I did how ever let my Wii U idle for a fairly long time but this time I'm loading it again and gonna watch and see what's happening

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newo

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Currently I am working on the end game story so the current beta is limited to 120 enemies + asteroids so that Mr Reaper can test the end of the game story + credits without playing through the whole game. I think the game takes roughtly 20 minutes to playthrough and destroy everything in the area. I am trying to knock out the game before the christmas holidays which means I should be done with this update by this friday the 20th of December. Multiplayer has been dropped from development until next year - not enough time. Mr. Reaper has helped point out tonnes of UI bugs - too many to list and I have added a random colour button so that the AUTO-RANDOM colours stop cycling once you start picking the colours yourself.

Anyway the current beta has a limited enemy count and limited world size until we finish fixing the game ending/credits/story. Have a good day.

screenshot_20191215181623.png


@danny19901 You know a GC adaptor does not change the controller to a gamecube controller. right? The homebrew still sees it as a classic controller.
 

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On the final leg

newo

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Just about done now. Beta updated. Last day of testing before release on wiibrew tommorow. Fixed a tonne of bugs with the help of Mr Reaper. Too many to list.
Main things are;
  • I removed the score from the top of the screen and placed it at the bottom.
  • Combo meter, coin and heat meter are now at the top of the screen.
  • The weapon you are currently using is displayed at the bottom-middle of the screen.
  • Made adjustments to the radar so it is more visible. Player dot is in the center of radar.
  • Rebalanced all the guns. Each gun also has a more distinctive look when fired.
  • End game fixes: you no longer blow up with the game ends. When there are less than 100 asteroids left the radar will highlight them even if they are not near you.
  • Hard mode has more enemies and asteroids
  • Story font is bigger. Story has a ending. Ending music. Game takes about 1.5 hours to complete on normal difficulty.
  • Added a couple more debug options
  • Fixed the annoying flickering when selecting menu options

screenshot_20191219144036.png
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Alexander1970

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Just about done now. Beta updated. Last day of testing before release on wiibrew tommorow. Fixed a tonne of bugs with the help of Mr Reaper. Too many to list.
Main things are;
  • I removed the score from the top of the screen and placed it at the bottom.
  • Combo meter, coin and heat meter are now at the top of the screen.
  • The weapon you are currently using is displayed at the bottom-middle of the screen.
  • Made adjustments to the radar so it is more visible. Player dot is in the center of radar.
  • Rebalanced all the guns. Each gun also has a more distinctive look when fired.
  • End game fixes: you no longer blow up with the game ends. When there are less than 100 asteroids left the radar will highlight them even if they are not near you.
  • Hard mode has more enemies and asteroids
  • Story font is bigger. Story has a ending. Ending music. Game takes about 1.5 hours to complete on normal difficulty.
  • Added a couple more debug options
  • Fixed the annoying flickering when selecting menu options

View attachment 190391 View attachment 190392

Thank you for your Updates and Fixes.:yay:


...unfortunately it makes the Game not a little easier for me.:D
 
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