In memory of Ben “bushing” Byer, who passed away on Monday, February 8th, 2016.

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1,360 bytes added ,  00:07, 13 October 2012
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| licence    = Not specified
 
| licence    = Not specified
 
| author      = Mr. Reaper
 
| author      = Mr. Reaper
| version    = 1.1
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| version    = 1.2
| download    = :File:Harmony's Nightmare v1.1.zip
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| download    = :File:Harmony_s_Nightmare_v1.2.zip
| source      = closed
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| source      =  
| peripherals = {{Wiimote}}
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| peripherals = {{Wiimote}} {{GCNController}} {{Nunchuck}} {{ClassicController}}
 
| hbb        = yes
 
| hbb        = yes
 
}}
 
}}
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It's a Multi-Genre Platform/Reflex/Puzzle/Horror Survival Game. Though I admit there is very little "puzzle" to it, other than the fact that you have to figure out what to do in a few places. Don't worry, it's not that difficult to figure out -- but it may be very difficult to succeed ;)
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It's a Multi-Genre Platform/Reflex/Puzzle/Horror Survival Game. Though I admit there is very little "puzzle" to it, other than the fact that you have to figure out what to do in a few places. Don't worry, it's not that difficult to figure out -- but it may be VERY difficult to succeed ;)
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This is my entry for the Nintendomax 2012 Wii Dev competition.
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'''1.1''' = Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still >:) I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
 
'''1.1''' = Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still >:) I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
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== Gameplay Video ==
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'''1.2'''
<youtube valign="top" align="left">6RJHJdyW674</youtube>
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- Lots of minor bug fixes, a sound effect improvement, and several animation improvements/adjustments
<span style="font-size: 58%;clear:both;display:block;"></span>
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Courtesy of [[http://nintendomax.com Cid2Mizard]]
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- All new Unlockable Story Chapters (and music, kinda)
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- Thanks to Titmouse's improved sound libraries, the intro and victory music is now in High Quality Stereo.
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- I converted all movement in the game to use floating-point precision, resulting in much smoother motion. Now as the levels get faster, they do so much more gradually, instead if in larger jumps as before.
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- All levels re-balanced because of this. For example, previously level 2 had the enemies moving at two speeds: "fast" and "slow." Now they can move at 11 different speeds: "fast," "slow," and 9 incremental speeds in between those. Speeds on all other levels were also adjusted in various ways.
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- I added support for just about any (common) type of controller you prefer to use:
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1. Wiimote
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2. Wiimote + Nunchuck
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3. GameCube pad (digital or analog controls)
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4. Classic Controller (lest recommended -- it doesn't vibrate like the other controllers)
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The game will automatically detect your used controller. The Wiimote or GameCube pad are probably the best options.
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Note, however, that if you use something other than the Wiimote, the button labels won't be right in the game (it's not hard to figure out, since you really only use 1 button when playing -- the others are for menu options).
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For GameCube or Classic Controller, use:
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"A" for "Button 2"
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"B" for "Button 1"  
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and "X" instead of "Button A" in the menu.
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(and obviously "Start" instead of "Home" on the GameCube pad)
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