I’ve updated Super Pixel Jumper for Wii. The music is looping properly again, there have been a lot of behind the scenes changes (mostly as a result of cleanup / rewrites done for the PS3 port), and it has all of the usual updates that have been in my other recent releases (newer home menu and bug fixes).
Download Super Pixel Jumper v1.3 at PlatonicRobot.com
I also set a new high score well testing it! I’m now at the top of the leaderboard with 4331 points. I hadn’t mentioned it yet, but I not so recently made a tumblr page for my homebrew (platonicrobot.tumblr.com). Right now it’s just setup to automatically post whenever someone sets a new personal high score on any leaderboard. I haven’t really decided what (if anything) else to do with it. Let me know if you have any suggestions. I don’t plan to stop using this word press blog for release news and things like that but maybe I’ll start cross posting…
I’ve ported (and totally re written) Super Pixel Jumper for PS3! Use the left and right directional buttons to move and the X button to jump.
Super Pixel Jumper v1.2
Super Pixel Jumper v1.2 for 4.xx CFW
Tired of downloading homebrew programs individually? Here is a nice little rar archive that includes all of my recent(ish) releases. It’s everything I’ve released for Wii since I last updated the home menu I include with all my homebrew.
Whats included in the pack:
Wii Chatter v0.2
Goodbye World v1.3
Gravity Glide v1.4
Hero City 2 v1.4
Maze Generator v1.5
Pineapple Apocalypse RPG v1.3
Revolt Of The Binary Couriers v1.3
Sketch Fight v0.4
Three Point O v1.3
UFO Racer v3.5
We Are Nowhere v0.4
Wii Exhibit v0.4
Winters End v1.2
Two Point Five v1.2
Hypno Blast v0.3
The Unmapped Forest v0.3
Transitory Vectors v1.1
The Video Game v0.3
Elongated Reptile v0.2
1bit Invaders v2.2
Cubicle Shooter City v0.1
Dont Get Crushed v1.2
Cascade Beneath v1.1
Cylinder Dodge v1.1
Hero City v0.6
Slime Roll v0.3
The Catachthonic v1.0
Super Pixel Jumper v1.2
Time Frack 3D v0.1
Cubicle Shooter v0.4
Oh and I’ve updated the version of PlatonicRobot.com that you get access to when you use that v3.0 home menu. You can finally vote in polls (as long as you have an account) and you can read and post comments in the homebrew database (there is a page for each of my homebrew projects). So click that network button in the bottom right corner of the home menu and go discuss and vote on some junk. The actual site (the version you get when you visit it with a regular web browser) has gotten a few small updates tonight too.
What is NOT included in the pack (AKA my updated to do list):
Swing Ball 2
Tick Tock Car Race
Tick Tock Boat Race
Tick Tock Zombie Shooter
Tick Tock Tank Fight
Time Frack 2D
The Untitled Project
That Other Pong
They Do Not Die
They Do Not Die 2
They Do Not Die 3
The Jarred Mind 1
The Jarred Mind 2
The Jarred Mind 3
The World Drowns
32 included and 22 excluded adding up to a total of 55 Wii homebrew projects. I have a tendency to start random things and then quickly abandon them when I lose interest. But I’m going to try and stick to these 55 projects.
An updated version with an online leaderboard.
Download the Wii version from PlatonicRobot.com
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
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
OpenHandhelds Archive link
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
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.
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.