A couple more Wii homebrew updates

December 31, 2011

I’ve once again ported my game Super Pixel Jumper to Wii. This time around it sticks more closely to the GP2X version and I think it plays a bit better. Well porting it I fixed the problem where you would sometimes explode when sliding underneath a harmful block that shouldn’t be close enough to touch you. The music no longer plays on a loop (since I have documented this it is officially a feature and not a bug!) but if you want it to continue playing then you can reset it by pressing plus or minus.

I’ve also updated The Video Game but absolutely nothing about it’s gameplay or graphics have changed. It has however gained some cool new music. Audiotechnica’s Cerebral Corset now plays on a loop in the background and immediately gives the game an entirely different vibe that I find oddly fitting even if it is completely different from what I had originally envisioned.

Super Pixel Jumper v1.1
The Video Game v0.2

Super Pixel Jumper v1.1 – GP2X

March 8, 2011

Here is a small update to something random and old. I’ve added sound controls to Super Pixel Jumper for GP2X (tested with an F100).

Download the GP2X version
Alternate links

OpenHandhelds Archive link

Super Pixel Jumper – Wii

May 18, 2010

I still haven’t been able to get it to work with mp3 (I have no idea what I’m doing wrong) but I did get SDL_Mixer working on Wii. For anyone having the same problem with smpeg I just removed -DMP3_MUSIC from SDL_mixer’s make file, remade it, reinstalled, which allowed me to then remove -lsmpeg from my games makefile without SDL_Mixer complaining about its absence when I went to compile the game. So I decided to port Super Pixel Jumper from GP2X to Wii which I was putting off doing because I wouldn’t be able to get all of the audio playing at the same time using just libogc’s MP3Player.

So anyways its a fast paced score based platformer with constant forward motion. As long as you avoid contact with the brighter colored blocks your score will continue to increase as will the speed of the game. Your high score is automatically saved. Use the Wiimote D-pad to move and the 2 button to jump (hold it to jump further).

It really is pretty much a direct port just running at 640×480 rather then 320×240 and slowed down (how much things move per frame) a bit to compensate for the higher frame rate.

As with the GP2X version the background music (fight for your life loop) was made by Xythe and the sound effects (alienyell, lasergun and ufo landing) were made by mlestn1. All of which was taken from freesound.org.

Download Links for Wii version

Competition Results

May 3, 2010

I just realized that the results for the 2010 Pandora Angst Coding Competition are apparently in. Super Pixel Jumper got an average score of 311 (plus 2 bonus points) which put it in 13th place out of 30 (with second and third place apparently both being the same game?)! It was perceived as being somewhat sorta slightly a little maybe better then the other submissions on average! Nowhere even remotely close to wining but I’m still freaken happy about how that turned out.

Super Pixel Jumper – GP2X

April 9, 2010

There where instructions on the site requesting that you not publicly release your submissions until the judges had finished doing their judge thing and as far as I can tell the winners still don’t seem to have been selected. But its been closed for submissions for a relatively long time now and I just realized that it seems like all of the games have already gotten coverage on a bunch of homebrew news sites. So screw the waiting.

Anyways this was my submission for the 2010 Pandora Angst Coding Competition. Its a simple score based platformer with constant forward motion. Originally I was going to do something else that a little bit less overly simplistic/lame but I got annoyed with that. So I made this instead with the idea that I would be able to throw it together in an afternoon. I actually ended up spending a lot some time on it though. Mostly I just got stuck on simple and stupid crap like different transitional effects that I ended up abandoning and how to best handle the collisions (which after a few days I ended up pretty much just copying / adapting how I did it for the woefully still incomplete TimeFrack 2D). The audio is probable set a little too loud (I never got around to making it adjustable so you just have to deal with that) but I really like the stuff I was able to find at the Free Sound Project so personally I’m cool with it being a bit too loud lol.

Even though it is in no way complex or impressive in its game play design, tech or even sprite art I’m actually really freaken happy with how it turned out. Its fun in a zone out and try to beat the high score’ kinda way and its short bursts of gameplay are ideal for a portable platform like GP2X. Plus it just feels (at least to me) very complete. It has a goal and a failure conditions and there are no half implemented features. Its not a great game but it is a complete game which is something that I don’t actually succeed in making very often.

So download it try it and let me know how high you manage to score.

Download Links for GP2X version

I’m still totally planning to do a quick port of this and bring it over to Wii but I’m getting sidetracked by another Wii project that I had been putting off for even longer.