I don't have time to reply properly right now, but thank you for taking the time to give me such an in-depth ideas list thingy! Some of them I definitely like, and some of them I'll have a good think aboutby seiken - Homebrew Applications
I would like to make another but I haven't come up with an idea I like yet Anyone got any? I can't really do graphics and I don't like RPGs but apart from that...by seiken - Homebrew Applications
The secret has been in the whole time :) There's a hint to it on the main menu screen... As for the score multiplier, it's already there but maybe off the screen because of the overscan -- if you look on the wiki help for the configuration file you might be able to fix it! 3. is by design, but I do like the slow down enemies idea... and thanks I'm glad you like it!by seiken - Homebrew Applications
Of course I can't guarantee that I'll like all your suggestions but sure go for it! I also might take a little while to get round to stuff.by seiken - Homebrew Applications
Haha sorry guys, that was me and a couple friends :P But I'm stoked you like the game! Single-player is fun but I think it really shines in multiplayerby seiken - Homebrew Applications
I feel silly releasing another version so soon but here is 1.2a It fixed a bug or two with something secret so I can't talk about itby seiken - Homebrew Applications
Yeah, you should really get used to using the C++ standard library. It's the way to do things. Using std::vector would have saved you all those 4 hours: std::vector< int > resizableArray; // array of ints but who knows how many ints resizeableArray.push_back( 5 ); // increase size of the array by one, by adding the element 5 doSomethingWith( resizeableArray[ 0 ] ); // do somethiby seiken - Offtopic
Thanks everyone who likes it :) Version 1.2 is up on the wiki now. The big change is that now you can send your scores to an online table! how nifty is that Also, thanks to shadow1w2 for testing the classic controller support (I don't have any).by seiken - Homebrew Applications
Thanks chaps :) I've just released version 1.1, with a few sweet changes. Get it super-early before it's up on the homebrew browser from the wiki! :)by seiken - Homebrew Applications
Thanks for your kind words Arikado, I'm glad you like it :) For those interested, the game's now on the homebrew browser (thanks technikal) and the source is up on the wiki page.by seiken - Homebrew Applications
Sweet man! Yeah I'm gonna wait a bit and make sure there's no huge bugs (unlikely) and then try and get it on the homebrew browser. And I'll release the source as well.by seiken - Homebrew Applications
Just released the first version of my game. Hopefully it's okay to make a thread about it! Here's a link to the wiki page with the download and everything. It's a space shooter inspired a little bit by Geometry Wars, but with cool features like 4-player multiplayer and bosses and things like that. If you enjoy that sort of thing, I'm sure you'll like it :) Would be honby seiken - Homebrew Applications
Uh, I had the stuff set up right in my code for each different format, was just quoting someone else I have a semi-related problem though Whenever I play a sound, it starts with a little click that sounds like a digital audio artefact. It's definitely not there in the actual file (I even get a click if I use a sound made entirely of silence). Any notion as to what's going wrong. Iby seiken - Coding
QuoteRazorChristI've been trying to get sfx working myself. What I'm doing is using the converted mp3 to h files I was using for MP3Player, except when I call the sfx, I use ASND instead. Example: ASND_SetVoice(ASND_GetFirstUnusedVoice(), 3, 48000, 0, (char *) turn_mp3, turn_mp3_size, 255, 255, NULL); The tricky thing about this, at least what I'm having a problem with, is thby seiken - Coding
note to the above: check the "valid" member of the IR structure to see if it's offscreenby seiken - Coding