Talk:Newo Shooter

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Suggestions

I'm accepting suggestions related to improving the game below. I am working on a monthly release schedule until its fairly done. I will not try to make a perfect game and there are some things that I will definitely NOT even try to implement ( Trapezoidal Shadow Maps, self shadowing, multi-player, level editor, temporal coherence, etc). Other than those all suggestions are welcome;

PUT YOUR SUGGESTIONS HERE!!

WiiMote Roll - DONE

HI Owen - Noticed a while back but forgot to say, think you need to add 'Newo Shooter' to the homebrew list - http://wiibrew.org/wiki/List_of_homebrew_games.
Games coming along nicely, how about adding roll to the craft if you roll the wiimote, the code is something like... orient_t Orientation;WPAD_Orientation(0, &Orientation); MyRollAsFloat += (DegToRad(Orientation.roll) - roll)*0.15f; // Damps the results over time--Titmouse 10:30, 16 April 2011 (CEST)

The page is in the Homebrew in Development List but the game is not really playable yet so I didn't move it. Maybe I figure out how to it next month before the next update/release. I was thinking about adding orientation control but I not sure how effective it would be in a fast paced game or over long periods of play time - it could mess up your wrists especially in level 8. I will add it into the menu next month just for kicks. :) Owen 14:06, 16 April 2011 (CEST)
Tried implementing the wiimote roll but it ended up not being very easy. I would have to break tons of other stuff just to get it to work. Presently the game allows the user to do a full 280 roll just by pressing a button, motion controls would only make it difficult. Owen 17:03, 1 May 2011 (CEST)
Took a while be Waggle controls now enabled in the options. I also use the pitch values to control the up down motion of the ship. You have to point the wiimote towards the screen for it to work. This feature will be available in the next release if it gets released next month. Owen 21:50, 18 August 2011 (CEST)

Game Framework

Yo Owen, Ok, not exactly what you were looking/asked for, but anyway I’ve added a new wiki page for everyone. The framework package has all kinds of stuff in it including the font method I used. It comes complete with the font generating tool (i386 command line executable).
See... http://wiibrew.org/wiki/GameFramework

That there is a whole lotta code for a framework. I will look into it later Owen 23:39, 28 March 2011 (CEST)
Yeah – it’s Bolt Thrower with the guts pulled out, it was a quick thing for me to knock up. So probably a bit overwhelming, but I don’t do anything too fancy C++ wise. (Owen give C++ a go, the STL libraries are fantastic)
For fonts, the areas to look at are: CharInfo.cpp/h (looks after char dimension & image) Font.cpp/h (file loading) FontManager.cpp (look here for display example) & Image (for the fonts raw data layout) --Titmouse 23:02, 6 April 2011 (CEST)
Thanx but PHP has made me incredibly lazy so it will be a long time before I try out those new fangled features and STL stuff in C++. I am just testing the waters as far as game development is concerned. Owen 23:34, 6 April 2011 (CEST)

SkyBox - DONE

Hey Owen, For your SkyBox, you could use something I've introduced in a french tutorial on dev-fr.org. You can use google translate to help you, but the process is quite easy. First you need a textures sphere/box model with inverted normals. Then you disable writing in the Zbuffer, position your skybox at the position of your camera (except orientation), render your sky, and enable the zbuffer writing back. This must be done before any other rendering at the begining of your loop. All the source code is here : [1] Hope it helps ! EvilTroopa 21:21, 30 December 2010 (CET)

A sphere may be a bit tricky for me to use but I will take a look at it and tell you my reply. --Owen 21:42, 1 January 2011 (CET)
I looked at it and I have to say your Tutorial is very well done. Only problem is that I have not started using textures and normals as yet, until then I will look back at you tutorial. Currently In my game the player will be going forward all the time and I have implemented a very big rectangle that extends all the way to the edge of the camera draw distance ( which is 25000 ) - this would represent the ground and then I put another rectangle at the top half of the screen which will represent the sky. I plan to use your tutorial and put a texture on the sky plane which hopefully should work out well. Owen 19:37, 4 January 2011 (CET)


What I am working on for the next release

Follow game development at NewoGame Blog or on twitter [@NewoGame Owen 13:47, 12 July 2011 (CEST)