Will add this to list and the above post content very soon.
"So I've fixed the bug that caused The Catachthonic to crash in certain situations on PS3 and re wrote some other things.
I've added on screen text informing you of what kind of ability you have selected, you can now destroy blocks while they are falling, now you can reset everything without needing to exit the game and I also made some changes to the controls.
Left analog stick = Move
Right analog stick = Aim
L1 = Switch between first and third person view
R1 = Perform an action
Directional pad = Change what action you will perform
Select = reset the world"
Homebrew game developer, ThatOtherPerson, is back today with another original homebrew game for you JB/CFW PS3 consoles, Cubicle Shooter City v0.1. He is looking for some feedback on his latest release, and also informs us to expect to see more work on UFO Racer this month, and possibly his updated source code.
Recycle today for a better tomorrow! Cubicle Shooter City is a top down dual stick shooter that uses the city generator I made for Hero City 2 and the character models from Cubicle Shooter. To be honest I'm not very happy with how it turned out. It performs poorly and I think it looks ugly. Does anyone want me to continue working on this? What would you like to see added or changed? There where a few things I was planning to do but now I think I'm most likely going to just abandon this.
in b4 someone gives me shit for making a new game and abandoning it to move on to other things instead of sinking 20 years of my life into perfecting its mediocrity.
I will definitely be working on UFO Racer this month, I'm also going to be posting source code soon and for any of you with a homebrew enabled Wii I'll be making Wii ports of Cubicle Shooter City and UFO Racer very soon. So you have all of that to look forward to.
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 16x16 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.
Here is a small update for They Do Not Die 2. I've added blood and corpses. I've also made a handful of minor and most likely unnoticeable changes (mostly related to city generation). Like I said, It's a small update but with it comes the games first windows release.
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
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.
ThatOtherPerson is back with another update for his UFO Racer homebrew game for the Wii & PS3, this time adding a track editor and more!
UFO Racer by ThatOtherPerson has received another 'major' update, on both the PS3 and Wii.
This time he has added an awesome track editor, a new title/menu screen and more accurate collision detection.
Here's the v3.3 official info:
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.