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Re: Wii port capability [Re: Doug] #114194
02/28/07 20:05
02/28/07 20:05
Joined: Mar 2002
Posts: 7,727
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,727
@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.
Re: Wii port capability [Re: old_bill] #114195
03/01/07 21:23
03/01/07 21:23
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
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.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Wii port capability [Re: Doug] #114196
03/01/07 21:41
03/01/07 21:41
Joined: Mar 2002
Posts: 7,727
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,727
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.
Re: Wii port capability [Re: old_bill] #114197
03/02/07 07:15
03/02/07 07:15
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
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

Re: Wii port capability [Re: old_bill] #114198
03/02/07 07:19
03/02/07 07:19
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Very simple, there have been games that got approved by MS and SONY in the past, apart from the good relations they have because of their older full prized games.

Quote:

And wouldnt the software/game approving be far easier for developers (3dgs user in that cenario),
if the middle-ware is allredy approved?




Off course, but it's a chicken and egg thing when both are not yet approved. Off course there can be no egg when there's no chicken to lay it, so you'll need games in this case first.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wii port capability [Re: Doug] #114199
03/02/07 09:47
03/02/07 09:47
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I never really gave a 2nd thought to console ports, however with the introduction of the Wiimote and even the Nintendo DS's touch screen feature, these systems seem ideal for point and clickers. I'm in the middle of playing Hotel Dusk on DS, and the P&C is perfect and no better or worse than a PC mouse alternative.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wii port capability [Re: Doug] #114200
03/02/07 09:49
03/02/07 09:49
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
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.

Re: Wii port capability [Re: Samb] #114201
03/02/07 10:40
03/02/07 10:40
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
User
bstudio  Offline
User

Joined: Aug 2006
Posts: 652
Netherlands
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.
Re: Wii port capability [Re: bstudio] #114202
03/02/07 10:49
03/02/07 10:49
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
@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.

Re: Wii port capability [Re: lostclimate] #114203
03/02/07 11:53
03/02/07 11:53
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
so we make a game, show it ninteno, if they like it we go to conitec, if they like it we searching fo a publisher who will pay the costs... well that sounds like a plan

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