@Aruskano it is ok, take your time, most of last month was spent working on getting different background textures for stages example; flying over planets, under planets, planets with multiple moons, mountains in the distance, etc. So the game mostly looks prettier than before and has prettier explosion effects. Apart from that I now have 14 stages and it takes about a minute to complete a staby owen - Testing Corner
THe way I see it, nintendo and the wii encrypts EVERYTHING they send to you with no exceptions (save games, demos, other channels, wiiware). I have almost all the demos that where released on the shop channel and there is no way to bring them to another person's house for them to play them. Maybe nintendo will release wiiware demo dvds or something but currently you are out of luck. Proby owen - Homebrew General
1 button: is definitely the best option ( because the player does not need to drag or pull, the player only needs to pick a good spot ). Also it would be nice if the "start" position is bigger so that it is more obvious. Also put a marker at the last position that was used so that it can be remembered by the user. It may make the game more easier but player will learn the game control faster.by owen - Testing Corner
I have updated the game to version 1.81a, added 4 more levels to the end of the game which are hopefully harder and reduce the amount of health that you can regain by collecting the green power up to 30%. I also added a enemy that explodes when you shoot it to the last stage. The changelog seems short but there are tons of new enhancements mostly for graphical effects like smoke trails behiby owen - Testing Corner
yeah you will have to know a bit of C or try the Lua thing I suggested. eitherway good luckby owen - Coding
wait...so I have 90 extra pixels at the bottom of the screen in PAL? and games run at 50 frames per second instead of 60? wth. Are there any docs on how to code for this? does this code return the correct numbers? or do I have to start hacking at more stuff? screen_width = rmode->fbWidth; screen_height = rmode->efbHeight;by owen - Coding
which part of it do you want to edit?by owen - Ideas, requests
Have you ever written any code before? GRRLIB has some functions you can use and some examples. Or try using LuaForWii. Once you identify what you are using to program then it will be easier to help you. If you want to go the easy root - the way of Lua coding, try download this application: Download the application, put it on you sd card and then try editing the script.lua file which iby owen - Coding
@11ssims Thank you for playing, I designed the game to be simple and easy to play for a wide range of people. Since it is my first game I did not want to make it too hard and confusing. Yes, I need to fix the scoring system, I think I got 1 billion points the last time I played. lol. I will work on the bosses next month, I imagine it will be really difficult but i will not give up as yet.by owen - Testing Corner
wow, you have a ton of things that you want to implement. I do not even know where to start with a comment. Overall good luck. is there any chance that it will/could have a API for allowing multiplayer homebrew games? even if it is just random people?by owen - Ideas, requests
It must be your Wii cause those games you mentioned work totally fine on my n64. I guess they have not released a version for your system yet OR you maybe playing a beta.by owen - Homebrew Applications
aww yes, finally, thank you, I was there messing around with the texture coordinates the whole time.by owen - Coding
I think I am having a senior moment but this code is giving me a real headache. It runs fine but the texture is flipped left to right (facing away from me instead of towards me). I know it has something with one of my coordinates but I can't seem to get it it to work properly. Is the polygon facing the wrong direction? or is the texture coords? HELP! GRRLIB_ObjectView( x, 0,cubeby owen - Coding
Also a texture can be at most 1024x1024 pixels. however you stretch it indefinately.by owen - Coding
@Aruskano thanx, I thought I'd never get any feedback! I turned down the crashing damage in release 1.77a because people kept flying into the ground in stage 4 & 5 and getting instant deaths, lol. I am thinking of taking out those stages because EVERYBODY seems to die because of the ground damage - at least on the first play through. Once I add more enemy types and harder levels furtherby owen - Testing Corner
well I don't know about call backs but I would use a global varaible; no_button_pressed=true; if(PAD_ButtonsDown( ) ) no_button_pressed=false;by owen - Coding
I found this video helpful:by owen - Coding
if you have the homebrew channel installed try teaching him to use this music application;by owen - Getting Started
I think it would be easier to start out on a computer running QBASIC or something like that. Getting code to run on the wii hardware itself may take too much for the little guy to set up.by owen - Getting Started
even though nobody seems to be interested in testing anything lately :(by owen - Offtopic
So far I have only gotten only one report of it randomly crashing. It really should not crash - AT ALL. Unless you take the SD can out of the wii. I have not tested it in any emulator. I doubt it will work in an emulator because of the files I load at runtime eitherway I can not test it in a emulator, all I have is my 4.3, 2007 wii. If you can outline a crash scenario that would be helpful.by owen - Testing Corner
You might be in a predicament. However you could try incorporating Lua for Wii. The only problem with this is that firstly you will have to learn Lua and secondly Lua will not allow you to do special custom wii tricks unless you compile your own wii version in C++. Look at the lua code for this wii homebrew program: ( if you are smart you should me able to quickly see how it works wby owen - Ideas, requests
WiiSPACE is pretty cool and is 4 players Masteroids is 4 players as well And while you are at it you can check out my game ( though this is 1 player only )by owen - Ideas, requests
Updated to 1.77 - I think I have fixed allot of the ship movement issues. I find the Gamecube none dual-stick controlls to be the best but some people may not think this. I never liked dual stick however both options are now in game (switched in the options). I need to figure out how to implement proper dual stick cursor movement.by owen - Testing Corner
If blender exports ".obj" files there there is a tutorial by Eviltroopa that you can use to load them : However note that there are some features that you cannot use on the wii.by owen - Coding
I think the transfer switches which wii is linked to your account. Then that should allow the other wii to re-download anything bought from the shop channel without having to buy it. As for the saved games, stats and settings on the old console you are pretty much screwed (unless they do that as well). I've had my wii fro like 3 years and I dread the day that it will die and force me to sby owen - Homebrew General
there should be a tutorial somewhere or its in the source of published application but its roughtly this; static WPADData *wd[4]; //ir struct expansion_t data; //nunchuk while render loop { wd[0]= WPAD_Data(0); //ir WPAD_Expansion( 0, &data ); //nunchuk //CHECK BUTTONS if (data.type == WPAD_EXP_NUNCHUK) { m_x= (20.0 * (data.nunchuk.js.pos.x - data.nunchuk.js.centby owen - Coding
I wonder if I could take a shoot at it...hmmm..all I have to do is think up a new game idea thats interestingby owen - Homebrew General