1. kaisersozeh

    kaisersozeh GBAtemp Regular
    Member

    Joined:
    Mar 21, 2018
    Messages:
    240
    Country:
    Antarctica
    This looks great. I'd like to help test. Just loading up the dol, playing it and sending you screen shots of error messages?
     
    newo likes this.
  2. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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.
     
    kaisersozeh likes this.
  3. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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.
     
    KiiWii and kaisersozeh like this.
  4. kaisersozeh

    kaisersozeh GBAtemp Regular
    Member

    Joined:
    Mar 21, 2018
    Messages:
    240
    Country:
    Antarctica
    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!

    — Posts automatically merged - Please don't double post! —

    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.
     
    GreyWolf and newo like this.
  5. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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. :)
     
    kaisersozeh likes this.
  6. kaisersozeh

    kaisersozeh GBAtemp Regular
    Member

    Joined:
    Mar 21, 2018
    Messages:
    240
    Country:
    Antarctica
    Absolute pleasure . Give me a shout when you update
     
    newo likes this.
  7. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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.
     
    kaisersozeh likes this.
  8. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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
     
    Sinon, 8BitWonder and kaisersozeh like this.
  9. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    " abstract splash effect above and below the water could add useful and interesting detail about the position of targets."

    OMG, OMG, OMG
     
    kaisersozeh likes this.
  10. kaisersozeh

    kaisersozeh GBAtemp Regular
    Member

    Joined:
    Mar 21, 2018
    Messages:
    240
    Country:
    Antarctica
    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
     
  11. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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

     
    Sinon, kaisersozeh and KiiWii like this.
  12. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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
     
    Last edited: Mar 26, 2018
    kaisersozeh and KiiWii like this.
  13. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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.
     
    Last edited: Mar 26, 2018
    KiiWii likes this.
  14. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    Water effects added thanx to kaisersozeh for the suggestion.

    screenshot_20180325084649.png
    screenshot_20180325084654.png screenshot_20180325084703.png screenshot_20180325084707.png
     
    Brawl345 and 8BitWonder like this.
  15. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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 .
     
    kaisersozeh likes this.
  16. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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
     
    8BitWonder likes this.
  17. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    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?
     
    8BitWonder likes this.
  18. ry755

    ry755 GBAtemp Advanced Fan
    Member

    Joined:
    Nov 29, 2017
    Messages:
    530
    Country:
    United States
    This is looking really cool so far! Can I help test it?
     
    newo likes this.
  19. newo

    OP newo GBAtemp Fan
    Member

    Joined:
    Apr 7, 2011
    Messages:
    371
    Country:
    Jamaica
    I have sent you a pm
     
  20. ry755

    ry755 GBAtemp Advanced Fan
    Member

    Joined:
    Nov 29, 2017
    Messages:
    530
    Country:
    United States
    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.
     
Draft saved Draft deleted
Loading...

Hide similar threads Similar threads with keywords - working, shooter, little