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.
Here is the first look at the inexplicably popular on Wii but extremely buggy and consequently abandoned and now remade Dance Clone. It isn’t much of a game yet. But I’m a lot more excited about working on it now that I have a fresh start and I’m going to be releasing it for both Wii and PS3 (starting here with PS3). So you can expect updates in the future. I’ll try to even get more done before this months psx-scene deadline (you can already vote for it here).
It controls with the directional buttons. If anyone has a PS3 dance mat (the one that came with Dance Dance Revolution for PS3, a third party mat or even a PS2 dance mat with a converter) then I would greatly appreciate it if you would test it out. I don’t have one and I think it might work but I’m not sure how the buttons on it map or even if it will be possible for me to support them.
It was tested on Rogero’s 4.40 CFW.
As an added bonus, here is a resigned copy of my game Avoidance that (thanks to z3roblu3’s CFW 4.xx Resigner Script) will now play on newer custom firmware (just like Dance Clone). Though I’m sure somebody else has probably re signed and re posted it by now.
Here is a redone port of Avoidance for PS3.
I had released a PS3 port ages ago but it was busted and really just unplayable. So I completely rewrote everything to do with rendering and it now runs incredibly smoothly.
Just use the analog stick (either one) to move around and avoid the approaching red squares.
In this small update I’ve fixed a problem with track saving, replaced the PS3 analog stick controls with Sixaxis motion controls and the Wii version of course now features the most recent home dashboard menu.
Now on PS3 you use the X button to accelerate, the circle button to go in reverse and you just tilt the controller to turn.
Video provided by Manster.
Hero City 2 is an open world superhero game. You run and jump around punching monsters and robots and collecting things and in the process of doing so you upgrade your abilities and unlock new tasks. It’s a massive step up from the first Hero City.
There are some differences between this and the original Wii version. Most of which I hope to correct in future updates. But overall it’s a pretty decent port. It runs at 60 frames per second in HD and looks exactly as it should.
I think it’s probably the best homebrew game on PS3 (though that’s obviously subjective and I’m definitely biased). It’s certainly the one I’m most proud of. So I hope you like it. Feedback is always appreciated.
Left analog stick = controls the player
Right analog stick = controls the camera
L1 = left punch
R1 = right punch
X = jump (hold to charge up)
Square = save
Triangle = return to the title screen
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.
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.
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.
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).
WASD = Move
Mouse cursor = Aim
Right mouse button = Fire the rocket launcher
Left mouse button = Fire the machine gun
Left shift = Run
Space = Pause
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
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
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.