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Re: Wii port capability
[Re: Doug]
#114194
02/28/07 20:05
02/28/07 20:05
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Joined: Mar 2002
Posts: 7,727
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,727
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@Doug: Check out http://www.warioworld.com/ , it shouldnt be a problem for you to become approved by them. Mrs. Sandy Hatcher (adress at the page) should answer your questions.
Success is walking from failure to failure with no loss of enthusiasm.
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Re: Wii port capability
[Re: old_bill]
#114195
03/01/07 21:23
03/01/07 21:23
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 8,973
Bay Area
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I've been to WarioWorld (I lived in WarioWorld at my previous job  ). We can't become an approved developer until we (or one of our clients) has a Wii project. 3DGameStudio is middleware. The toolset itself isn't going to run on the Wii (although it would be cool if it could). If you become an approved developer, then you can hire us as your middleware provider. So, back to the three steps: 1) Make your game on the PC. 2) Get Nintendo to approve it. 3) Hire Conitec to port your game.
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Re: Wii port capability
[Re: Doug]
#114196
03/01/07 21:41
03/01/07 21:41
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Joined: Mar 2002
Posts: 7,727
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,727
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Ok, but in that case, how got Torque approved by MS for XNA/X360? They're also "just" providing some middle-ware, with an export function? And wouldnt the software/game approving be far easier for developers (3dgs user in that cenario), if the middle-ware is allredy approved? I've read an article somewhere last autumn, that serveral indie studios got a wii dev-kit as a promotion by nintendo, because they we're trying to make the wii more attractive also for small teams and projects. It looked to me, as they were'nt very pickily. 
Success is walking from failure to failure with no loss of enthusiasm.
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Re: Wii port capability
[Re: old_bill]
#114197
03/02/07 07:15
03/02/07 07:15
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Hm... we have Wiimote Plugins for A5 (my version) and A6 (version of ChrisB). Don't know if ChrisB has posted his DLL, mine is available in the Tools forum. Now get you Wii game going  - but mastering the Wiimote is not easy at all, believe me - especially the IR/Sensor Bar stuff 
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Re: Wii port capability
[Re: Doug]
#114200
03/02/07 09:49
03/02/07 09:49
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Joined: Nov 2000
Posts: 1,534 hamburg
Samb
Serious User
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Serious User
Joined: Nov 2000
Posts: 1,534
hamburg
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Quote:
1) Make your game on the PC. 2) Get Nintendo to approve it. 3) Hire Conitec to port your game.
so all wee need is to install glovePie, to use the wiimote on the PC, get a DLL to use the wiimote functions and then make a game thats fun. show the game nintendo (isn't it better if we contact conitec so they can show it nintendo? i'm you guys have to get the dev kits etc.) and if they like it, you (conitec) would program the engine to the wii standarts, wich would cost money.
but, if you got the dev kits from nintendo you could ever make a wii game with gamestudio if you want right? I mean then you will have a reworked Acknex engine that runs on wii. so every new project that will ported to wii won't cost so much as the first one.
how about a deal? if someone makes a very good looking and absolut fun game that shows what gamestudio and the user of it can do, you (conitec) will support that game and make it for free. then, you have the dev kits, you have the reworked engine,you have a good relationship to nintendo and even better: everyone could make a wii game, if it is good. but I don't think we will ever come to that point if you guys want have so much money from us just because it is the first time that you are porting something. I mean you get money from it. wii ist the best selling system at the moment. just give us a chance 
in short: don't let the first guy who would make a good Wii game with gamestudio pay all the things you need. If you would help us to get started with a wii project, then we would do it. but if the poor first guy have to pay the stuff for the others, and at the end the result isn't that what we all hoped for (engine side), then the poor first guy REALLY a poor first guy 
p.s. I hope I didn't missunterstood you. but I read in the XBOX thread that the first guy have to pay conitec extra money, because of the extra hour work to port the engine.
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Re: Wii port capability
[Re: Samb]
#114201
03/02/07 10:40
03/02/07 10:40
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
User
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User
Joined: Aug 2006
Posts: 652
Netherlands
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yes but glovePIE sends your wiimote controls to your game and then copies it to your standard controls, wouldn't this give you a speed drop. Though it seems you can access it directly through C# i thought. They've did it with OGRE though, so why not with 3DGS
BASIC programmers never die, they GOSUB and don't RETURN.
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Re: Wii port capability
[Re: bstudio]
#114202
03/02/07 10:49
03/02/07 10:49
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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@samb I dont think that the full cost for the port or even any of it would go directly to the user, if you have a game good enough, dougs said many time that money for porting will be no issue, and i believe its because you'll easily get funding from some type of invester, whether it be a publisher, or if conitec wanted to take the risk, or whatever.
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