Something better than fantastic has occurred

July 3, 2012

Hero City 2 has come in first place in the 2012 Nintendomax Wii Dev Competition!


Hero City 2 v1.2 – Wii & Windows

June 12, 2012

Here is an update and port for Hero City 2. Along with finally being available for Windows the game now features an improved french translation (courtesy of Skyost), some slight font edits and on Wii the Wiimote will now rumble when the player is being hurt.

Wii controls:
Analog stick = Move
Directional pad = Turn the camera
Shake wiimote = Right fisted punch
Shake nunchuck = Left fisted punch
A button = Jump (hold to charge up for a higher jump)
Z button = Turn the camera in the same direction as the player
1 button = Save
2 button = Return to the title screen
+ or – (at the title screen) = Change the language

Windows controls:
WASD = Move
Cursor = Turn the camera
Right mouse button = Right fisted punch
Left mouse button = Left fisted punch
Space = Jump (hold to charge up for a higher jump)
R = Turn the camera in the same direction as the player
F = Save
G = Return to the title screen
Q or E (at the title screen) = Change the language

Links:
Download the Wii version from PlatonicRobot.com
Download the Windows version from PlatonicRobot.com


Hero City 2 v1.1 – Wii

May 31, 2012

Video provided by Cid2Mizard from NintendoMax.
You can find a screenshot of it here.

Here is a really small update that I was able to put together before the competitions deadline. The skybox is no longer a box (it’s a cylinder now), the text in nightmare mode is red and the game now defaults to english (but you can switch it back to poorly translated french by pressing plus or minus at the title screen). there are some other very minor tweaks but nothing that is likely to be noticeable.

Links:
Download the Wii version


Hero City 2 v1.0 – Wii

May 30, 2012

It’s finally “done” and uploaded! Here is my entry in the 2012 Nintendomax Wii Dev Competition (my other game, Time Frack 3D, is clearly not going to be done in time)!

Hero City 2 is the sequel to last years super hero game. It features improved graphics, an unlimited draw distance, more enemy types, improved combat, structured gameplay with actual objectives and tons more. There is even a bonus mode with a first person view.

Wii controls:
Analog stick = Move
Directional pad = Turn the camera
Shake wiimote = Right fisted punch
Shake nunchuck = Left fisted punch
A button = Jump (hold to charge up for a higher jump)
Z button = Turn the camera in the same direction as the player
1 button = Save
2 button = Return to the title screen

Links:
Download the Wii version


A preview of upcoming homebrew

April 1, 2012

This year’s Nintendomax Wii Dev Competition ends in a couple months and I’m working on two games for it. Neither of them are anywhere near to completion and I want to get more done before I start releasing releasing playable beta versions. But I’m really excited about both of them and I thought it would be cool to show a little preview so here are a few screenshots.

The first game is Hero City 2. It’s an open world game like it’s predecessor but I’m hoping to get more done this time in terms of gameplay. On the technical side it’s already vastly superior. The city is being generated in a way that uses as few polygons as possible without sacrificing anything so now you can have the entire game world on screen at the same time (there are no more disappearing buildings). Even enemies can be seen from all the way across the city. There are lots of other nice touches like drop shadows that split apart to adjust to the height of the ground. Now there is lighting for the environment. Even the collision system is more efficient and now allows for enemies to be on roof tops. The art style for the characters has changed too with the once blocky people being replaced with more detailed models that all have a nice comic book style / cell shaded outline.


The other game is Time Frack 3D. It’s a third person shooter with the ability to slow down and even reverse time. I’m pretty sure that it’s also the first Wii game I’ve made that has real time lighting. But it isn’t in any way intended to imitate real world lighting. Instead the people and anything else that can be moved has this glow around their edge as if they are being lit from behind or like the camera is somehow projecting darkness which I just think looks incredibly cool. I’m also doing some stuff differently with this that should help the character animation turn out better then it has in some of my past projects.


Before you ask why it has 3D at the end of the title it’s to help differentiate it from the other one. I’m planning to make/remake a 2D version of Time Frack that will hopefully show up on multiple platforms but I’m considering that less of a priority then Time Frack 3D and it likely won’t be done in time or made for the competition.