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Posted: Tue Sep 25, 2007 2:56 pm Post subject: Moonpod Official Wii Certified Developers. |
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We've just passed Wii developer certification!
This means we have access to Wii documentation and development kits.
We aren't expecting to make any announcements about Moonpod Wii titles just yet, but the Wii is a platform Moonpod is really keen to look into and this is hopefully the first step on that road. |
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ewerybody
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Joined: 05 Sep 2006 Posts: 165 Location: Berlin
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Posted: Thu Sep 27, 2007 4:07 pm Post subject: |
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hoooray!!! congratulations!
welcome to the club
what about porting starscape?! I don't know about MrRobot but I think the controls might fit Starscape a little better.
tilting forward: speed up
backwards : brake and backthrust
twists left and right steer, centering is straight thrust.
forefinger triggers primary weapons
fat A button is for secondary
dpad down is gravity beam (like suckin in)
dpad up call aegis
dpad left/right in launch pod spits you out left or right
...
oh but ... what about publishing for wii? Is there such thing platform as XBL arcade? how was it called again...?!? Would you go for this then?
can't imagine moonpod games in the shelf ^^ |
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Fost Pod Team
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Joined: 14 Oct 2002 Posts: 3734
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Posted: Thu Sep 27, 2007 4:31 pm Post subject: |
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WiiWare is where it's at ![Smile](images/smiles/icon_smile.gif.pagespeed.ce.nuZG_6txEH.gif) |
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ewerybody
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Joined: 05 Sep 2006 Posts: 165 Location: Berlin
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Posted: Thu Sep 27, 2007 5:10 pm Post subject: |
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ahh okok I see!
already ordered one? $1732 is quite affordable for such a devkit. 360 is around $5000 isn't it? I heard the old xbox kit was $12000!!!
nothing compared to XNA developers acc for $100 ;]
but thats hard to compare anyway... |
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Fost Pod Team
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Joined: 14 Oct 2002 Posts: 3734
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Posted: Thu Sep 27, 2007 5:42 pm Post subject: |
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There's other issues than just a devkit and having the money to hand for it, not as simple sadly. Nintendo are most accessible (to us at least) though. |
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ewerybody
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Joined: 05 Sep 2006 Posts: 165 Location: Berlin
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Posted: Thu Sep 27, 2007 7:18 pm Post subject: |
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oh yes I know. Pardon me, I didn't want to imply that.
Just wondered how much it is.. since I once heard the price of our first xbox1 devkit..
But nintendo is good. Cool that they are back in business so big. People thougt its over after gamecube flopped somehow. They didn't trust in the wii at first. |
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Fost Pod Team
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Posted: Fri Sep 28, 2007 10:00 am Post subject: |
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It's all under NDA, so we can't show you a pricelist without breaking that but if you look on the net you can get rough figures. There's potentially debugging stuff too with some systems that needs to be taken into account.
Main problem is whether you need to go through submission before the company will even talk about letting you get your hands on a devkit. Potentially a lot of time wasted just to get refused. |
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Konedima Grammar Police
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Posted: Fri Sep 28, 2007 10:17 am Post subject: |
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Just remember folks... just because it's on the Wii doesn't mean it has to have motion/pointing controls - they shouldn't be tacked on just because its on Wii. |
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Fost Pod Team
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Posted: Fri Sep 28, 2007 11:08 am Post subject: |
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I agree, better to design a game that supports them from the start if you can. |
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KingAl
Joined: 13 Aug 2007 Posts: 16
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Posted: Fri Sep 28, 2007 11:53 am Post subject: |
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Ooh, shiny. Also, tacked-on-controls FTW. Gimmicks are awesome. |
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ewerybody
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Joined: 05 Sep 2006 Posts: 165 Location: Berlin
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Posted: Fri Sep 28, 2007 12:36 pm Post subject: |
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these are two different design philosophies:
a) have a technique and design a game around it
(special hardware or a special software technique(very famous for this example: physics, fluid simulations))
b) have a game design idea and use the available techniques
(standard genres, platform ports (PC-wii-ps2...))
One would say on the Wii its obvious!
But both can go wrong. In the end its probably kind of a mix of both anyway
oh there might be:
c) develop the techique by yourself (in hard or software) |
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Fost Pod Team
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Posted: Fri Sep 28, 2007 3:25 pm Post subject: |
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Best way to design the best game, and the best way to design a game that people will actually buy can also be two different things.
I'm guessing that games which utilize the Wiimote in interesting ways will be the games that Wii owners will want to purchase. |
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Weeble Starscape Jedi
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Posted: Fri Sep 28, 2007 9:54 pm Post subject: |
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Did I rant about bad use of the Wiimote already? Super Monkey Ball has some extremely badly done minigames. My personal most hated game was darts: you have to keep the wiimote pointed at the correct point on the screen, while jerking it forwards and releasing the button. This proves next to impossible, and none of us playing it could reliably hit the board. It's only really superficially like darts, because what matters is where you're pointing the tip of it more than the momentum you impart to it. However, the horror does not end there! It's not just some darts-like minigame, it's actual darts, so you have 301 points or so and have to reduce it *exactly* to zero, ending with a double. I have no idea what was going through their heads when they decided to include such a difficult, time-consuming and awkward mini-game. These are supposed to be party games. The icing on the cake, though, is that there's no way to quit the mini-game once you've started. You have to reset the Wii, and then you lose the scores from all the other mini-games you've been playing. Not that the other mini-games are much good. The whole thing was pretty awful. |
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Ren Fraggle
Joined: 12 Jul 2007 Posts: 31
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Posted: Sat Sep 29, 2007 1:19 am Post subject: |
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I liked the tanks game in wii play |
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mowfax
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Posted: Fri Oct 05, 2007 2:01 pm Post subject: |
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Do you plan to convert Starscape or MrRobot into Wii Games or do you rather want to develop one from scratch? |
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