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Wii Internet Channel and Nintendo DS/DSi Browser Homebrew

And the unified community project

Posts tagged with "rpg"

The Mystical Journey - Teaser 3

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The real-time / playable version of also available at http://dsipaint.com.

Press Release: HB Online Lite, MMO RPG for the DSi Browser, Is Here!

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HullBreach Online, the first MMO RPG for the Wii’s Internet Channel, has been scaled down to run on the Nintendo DSi Browser to play while on-the-go. Even though the graphics have been shrunk, don’t think that means the gameplay has. HB Online Lite boasts all the sectors, planets, missions, tradeable goods, ships, upgrades, asteroids, NPCs, chat functions, and player stats, that its older brother has. In fact, both the game universe and player accounts are shared, so players can seemlessly jump between versions of the game at any time.

HB Online Lite has a completely new interface that favors lower resolution, lower bandwidth, and an all touchscreen interface. Communication with the server has been accelerated, and the backend generates content using the newest technologies, something that dates the older HB Online.

HB Online Lite also contains a few features not present in HB Online. The first is real-time Twiiter feeds. Now players can see posts to the Wii/DS rapid blogging website appear instantly in the communication pane during gameplay. Also shops and shipyards now have NPC dialogs that ensue when selecting purchases or making sales.

Is the mobile version not your style? Don’t worry: Both versions will continue to gain massive amounts of content over the next few weeks. Players may visit the game one day to find Sector Theta Eta empty, and a visit the next day could reveal planets with several missions and goods to trade. New content will be dropped into both versions, becoming available in real-time.

To try HB Online Lite or HB Online now, visit http://hullbreachonline.com . Remember that accounts are shared between games, but Twiiter (http://twiiter.wiioperasdk.com) and DS Opera SDK (http://dsoperasdk.com) accounts are the same as well. Join the other 4800 players today!

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Screenshots are available at http://hullbreachonline.com

Sneak Peek - HullBreach Online Lite

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With the release of the Nintendo DSi and its Opera Web browser, I felt it best to take one of my first projects for the Wii's Internet Channel, HullBreach Online, and scale it to the dual screens to let gamers play on-the-go. This project would become HullBreach Online Lite.

While running tests on the Nintendo DSi Browser, I found that although there is support for the canvas object, it seems to be fairly crippled when concerning image data. Apparently this was meant to save RAM on the handheld by not caching off-screen data. Thus, I began working with ways to re-create HullBreach Online's mobile cousin by using nothing but image placement, background scrolling, and other standard DHTML features. From that comes a game that should for all intents and purposes be compatible with the older Nintendo DS Browsers as well.

To save on memory, images have been scaled and colors reduced. Players cannot see one another's ships, yet they can still chat with each other - even between both versions of HullBreach Online. Due to the lack of useful button input, the entire game is touchscreen-controlled. Moving between locations and travelling through hyperspace are both achieved by on-screen button clicks, which are accompanied by appropriate animations of the ship and motion of the map cursor.

With the exception of space combat (which would be difficult with button clicks), everything that was present in HullBreach Online is also present in HullBreach Online Lite: Missions, mining, scanning, trading, ship upgrades, etc.

HullBreach Online Lite is nearing completion, so get ready to join the close to 5000 members now! In the meantime, you can create an account to play the full HullBreach Online, message members through Twiiter on your Wii or Nintendo DS/DSi, or visit the chatroom at http:/dsoperasdk.com.

RPG Development Library

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I’ve begun work on the RPG infrastrcture, which is a library of JavaScript classes (later to be ported to PHP) for use in creating objects necessary in an RPG. These classes will control all interaction between characters, items, magics/techs, weapons, armors, shops, locations. Once finished, this library will be available alongside the existing Wii Opera SDK / HullBreach SDK files as a ZIP archive. Proposed classes so far are as follows:

  • RPG_Ailments
  • RPG_Battle
  • RPG_Character
  • RPG_City
  • RPG_Equipment
  • RPG_Item
  • RPG_Magic
  • RPG_Shop
  • RPG_Tiles
  • RPG_World


More classes may come later as needed.

These classes will be versatile enough that developers can create any statistics for each object at run-time. For instance, let’s say the game needs to check a status ailment in a character object named MyChar. To check the ailment “sleepy”, one would call the get_ailment method like so:

MyChar.get_ailment(”sleepy”);



If that ailment has not yet been defined, it will return false. Also, if the value of that ailment is false, it will return false. Now let’s change that ailment’s status:

MyChar.set_ailment(”sleepy”, true);



Calling get_ailment() once again will now return true. The RPG_Ailments class is where attributes of sleepy would be set. For instance, the speed and stamina stats may be cut in half. When in battle, the RPG_Battle class would automatically link those attribute changes into the battle algorithms and affect the character until that ailment was set to false. Similarly, the RPG_Equipment class would adjust the character stats by either adding to or subtracting from applicable character or enemy stats.

As development of this library advances, I will report more on the specifics. Once it nears release, expect a massive document to appear on the website that explains how to make use of the classes.

Wii Opera SDK 3.x New Year’s Resolutions

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We’ve recently begun a new year, and with new years come New Year’s resolutions. I thought I’d jump on the bandwagon and place some goals for the Wii Opera SDK / HullBreach SDK. If these resolutions can be kept, expect to see many more features arise in the SDK this year. Some of these depend on Opera releasing the much rumored Wii Opera 2.0 / Internet Channel 2.0 that so many believe will see the light of day after a Photoshopped image several months ago. Inevitably, a new release will come on day. It will probably not have a spinning tab-cube and big, unproportioned buttons like the Wii Opera 2.0 / Internet Channel 2.0, but there will obviously be a newer Opera built.

These resolutions will be listed in priorities and based on dependencies of a new Internet Channel build. I would also like to optimize some of the existing classes for Nintendo DSi usage.


RPGStats Class (New)
Priority: Moderate
Dependency: None

This class will create RPG character and enemy objects with all their stats. There will also be another helper-class to perform calculations relating to battle damage and item usage.

Comm Class (Existing)
Priority: High
Dependency: None

This class has existed since the 1.x series of the SDK, so it’s in bad need of an update. This update will use more efficient serialized values and offer multiple asynchronous AJAX calls.

Mee Class (New)
Priority: Low
Dependency: None

This class will create an Internet Channel version of Miis so that games using the SDK can have avatar heads that will carry across any games for consistancy.

Mode7 Class (New)
Priority: High
Dependency: None

This class will reproduce the screen mode 7 effect of the Super NES where scanlines of rotated backgrounds are scaled in 3D perspective. This effect was popularized in games like F-Zero and Super Mario Kart.

Terrain Class (New)
Priority: Low
Dependency: None

This class will create height-mapped terrains by passing texture and height values to the class. It will effectively open voxel graphics for the Internet Channel.

Keyboard Class (New)
Priority: Moderate
Dependency: None

This class will allow developers to have a translucent on-screen keyboard pop-up on the screen for entering characters into textboxes and textareas without an entirely new screen appearing.

3D2 Class (New)
Priority: Moderate
Dependency: Canvas 3D

This class will wrap Opera’s 3D canvas much in the way that the Draw class currently wraps the 2D canvas. It will allow for much faster texture-mapping of 3D meshes.

Project updates...

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Since I have not posted to this blog in a while, it may seem like my projects have sat dormant. Since that is far from the case, I felt that I should give an update on the status of a few projects:

HULLBREACH ONLINE
For the most part, HB has seen little more than bug fixes over the past two months. For what the game does, no technology supported by the Internet Channel will allow me to push the bounds further without considerably hurting the framerate. In the HB forums, several gamers have mentioned that they'd like to see a WiiWare version. Well, I'm already one step ahead of them. I've applied for developer status to Nintendo with a local software company. That was in late January, and warioworld.com says to expect a fee months to hear a response. I'm just playing the waiting game now.

WII OPERA SDK
For the past month, I've been dabbling in raytracing in both JavaScript and C++. Although raytracing itself is very slow (yet produces graphical results well beyond traditional rasterization methods), I am going to attempt to incorporate a hybrid engine into the SDK's flat shading functionality. I believe that I will be able to add realtime shadows to meshes. The possible speed is unknown but will obviously be slower than using just realtime flat shading. I have some other plans for the SDK in the pipeline as well. And of course I keep tweaking it for speed on a weekly basis.

Stay tuned for more upcoming news...

Asteroid Mining Added to HullBreach Online

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HullBreach Online has just moved to a faster server, and what better way is there to usher in the change than a major update? Asteroid mining has been added to the capabilities ships have in the game universe. Now players can scout out prime spots in the far reaches of space to gather goods to sell for credits. In addition to this update, there have been bug fixes in the areas of trading goods and disembarking from locations.

A New Solar System Has Been Added to HullBreach...

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The Bynar system consists of two planets, which are exact mirrors of each other. Missions and goods are already populated. You can read about the backstory to these planets in the blog at hullbreachonline.com.

Wii Opera SDK, HullBreach, Demos Accelerated

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The Wii Opera SDK has been tweaked to pull more speed from the 3D math and the drawing functions. Many of the demos for the SDK are now faster as well. As for HullBreach: Large amounts of code have been reordered, cleaned-up, and condensed, making the game about 15% faster than before! Enjoy the speed boosts.

HullBreach Christmas Updates

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Some players have been asking about the special Christmas "present" that was hinted on the homepage of http://hullbreachonline.com. I won't tell specifically what it is, but let's just say to check the in-game credits. :D

Also, NPCs are starting to populate the game world. They will mainly be in the form of stationary ships docked at locations. Due to the speed of the Wii's Internet Channel, I cannot create the advanced AI that I had hoped. Still, seeing a few extra ships while playing is a nice addition. Oh yeah, try hailing the NPCs.