UFO Racer v3.3 – Wii & PS3

August 22, 2012

This update adds a track editor, a title/menu screen, accurate collision detection with the environment and the option to reset the best time (since you may be racing on custom tracks that are longer than the one you set the record with).

In the editor you use the directional pad to move around and press the 1 and 2 buttons (on Wii) or X and O buttons (on PS3) to change the type and rotation of the selected tile. Pressing Plus or Minus (on Wii) or Start (on PS3) will save the track and return you to the main menu.

When I get the time I’ll be fixing up the UI and probably editing the track tile meshes so that you don’t get completely stopped when you drive into their ridges. I’m also planning to add online scoreboards and track sharing to the Wii version.

Links:
Download the Wii version from PlatonicRobot.com
Download the PS3 version from PlatonicRobot.com
Download the PS3 version from Brewology.com

P.S. You can vote for this in the monthly psx-scene contest!


Maze Generator v1.3 – Wii

August 20, 2012

This update finally brings the Wii version of Maze generator into sync with its PS3 counterpart. It saves the number of mazes you have solved and displays it on screen, the graphics are hardware accelerated (not that it really needed it) and the audio (Lose It by Southbound Cinema) now plays at the correct speed.

You can control it with the wii remote, nunchuck or classic controller.

Links:
Download the Wii version from PlatonicRobot.com


UFO Racer v3.2 – PS3

August 11, 2012

Video provided by Manster.

This small update corrects the obvious rendering problems that had previously plagued the PS3 version of UFO Racer. Polygons are no longer culled for having a single vertex behind the camera. Textures are now perspective correct and use mippmapping.

Links:
Download the PS3 version from PlatonicRobot.com
Download the PS3 version from Brewology.com

P.S. You can vote for this in the monthly psx-scene contest!


They Do Not Die 2 v0.8 – Windows & Wii & PS3

June 15, 2012

Here is a small update for They Do Not Die 2 along with its first Windows release.

I’ve added blood and corpses. On Wii and PS3 they quickly shrink until they disappear but on Windows they fade instead of shrink (which I think looks a lot better) and there can be more of them in the game world at a time which means that they disappear more slowly.

I’ve also made a handful of minor and most likely unnoticeable changes (mostly related to city generation).

Windows controls:
WASD = Move
Mouse cursor = Aim
Right mouse button = Fire the rocket launcher
Left mouse button = Fire the machine gun
Left shift = Run
Space = Pause

Wii controls:
Analog stick = Move
Pointer = Aim
Left = Fire the rocket launcher
Down = Fire the machine gun
Right = Fire the shotgun
A = Run
B = Fire the machine gun
Plus = Pause
Minus = Pause

PS3 controls:
Left analog stick = Move
Right analog stick = Aim
L1 = Fire the rocket launcher
R1 = Fire the machine gun
L2 = Fire the shotgun
L3 = Run
Start = Pause

Links:
Download the Windows version from PlatonicRobot.com
Download the Wii version from PlatonicRobot.com
Download the PS3 version from PlatonicRobot.com
Download the PS3 version from Brewology.com

P.S. You can vote for this in the monthly psx-scene contest!


The beginning of an untitled Pokemon game – PS3

June 14, 2012

I’m not a fan of fan games or reusing other peoples sprites or other art assets like this (especially from mainstream commercial games) but I’m also an inconsistent hypocrite. So this is what I did yesterday (and finished up today).

I went and found a complete map of the over world from the original Red/Blue Pokemon games, made a sprite sheet consisting of (nearly) all of the tiles used in it, wrote a simple program (using C++ and SDL) that matched each 16×16 section of the map to one of the tiles and saved the map as a nice small usable 2D char array of tiles, got confused when it didn’t work properly, re saved the map and the sprite sheet images with the same limited color table (why were the RGB values differing ever so slightly from pixel to pixel like someone had thrown a random number generator at them!? It was in PNG format when I got it so it wasn’t like it had been ruined by compression artifacts.), re ran my program, manually filled in the remaining missing tiles (NPCs, why you gotta block the view of the world I’m re creating?), then I went and got the sprites for the player character and fixed it up for my game, added player movement and animation in a way that kept the player on the same grid as the tiles that the world is constructed out of, assigned a solid or not solid value to each tile, prevented the player from walking onto solid tiles, made south facing slopes push the player down, re wrote the games rendering to use hardware accelerated polygons with OpenGL or RSX instead of just blitting the images with SDL surfaces because that’s preferable for PS3, compiled a PS3 version, then I posted about it online and then after waiting you you to finish reading what I had posted I told you to “Just go download it already if you find it so fascinating”. Just go download it already if you find it so fascinating.

The “game” spawns you in Pewter City. You can walk around and that is really all you can do. You can’t enter caves or buildings. Use the directional pad to walk and hold the X button to disable collision detection.

I have a few conflicting ideas for what I should do with this next. I’ve more or less decided against doing what I had originally planned to do… But in any case I am going to being working on this a bit more and there is definitely going to be a Windows and Wii version of the next release and possibly even a GP2X port.

It is highly probable that this may end up featuring the Pokemon card game instead of actual Pokemon training and combat. Or it might just be a lolwut horror game. Or a shooter. Something about the grayscale graphics makes me want to put red blood in it or do something with color. Or this could just end up being a verbatim remake of the original game.

Links:
Download the PS3 version from PlatonicRobot.com
Download the PS3 version from Brewology.com

P.S. You can vote for this in the monthly psx-scene contest!