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Liqwiid Wars is a unique multiplayer wargame based on the game Liquid War. Players control an army of liquid, with the goal of "consuming" their opponents. The game has gained a following as a free software, and has an entry on [http://en.wikipedia.org/wiki/Liquid_War Wikipedia] which provides a detailed explanation of the game. == Features == * 2-4 Players. * Gradient calculated for each player. * Player can choose army colour. * Options for Attack and Defense Stats. * 2 Maps and a third unique random map generator. == Controls == Pointer - Move Cursor Home - Exit to HBC ==Screenshots== https://dlhb.gamebrew.org/wiihomebrews/liqwiidwars6.png https://dlhb.gamebrew.org/wiihomebrews/liqwiidwars02.png https://dlhb.gamebrew.org/wiihomebrews/liqwiidwars5.png https://dlhb.gamebrew.org/wiihomebrews/liqwiidwars4.png ==Media== '''Liqwiid Wars 0.2.5 for the Wii''' ([https://www.youtube.com/watch?v=BAIC-UIwmPE steaky1212]) <br> <youtube>BAIC-UIwmPE</youtube> == Known issues== Army can get trapped inside 4 walls in random. There is no fix for now, but instead Player1 can demolish walls. == Changelog == ''' v0.2.6 ''' *New features include a random map generator and users are able to choose army colour. Fighters wont seed in a wall anymore - but might get trapped inside 4 walls. See Bugs for fix. ''' v0.2.5 ''' *Same as before, except has more options and a win screen. Overall, looks more finished. Also, now has 2 maps. ''' v0.2 ''' *Official public pre-release. This is the first milestone I wanted to reach. Algorithm works fine, fighters move closer to cursors, and will attack each other. Have coded in "holders" for various user options that are to be coded in at a later date. Only 1 map at the moment, but will add many more when proper GUI up and running. ''' v0.1.3 ''' *Algorithm now based around a queue based flood fill. This means fighters can go round walls. Other than that it is the same as before. ''' v0.1.2 ''' *Same as before but "fighter" will move towards cursor. ''' v0.1.1 ''' *Supports 4 wiimotes. *Paints red squares where the wiimotes pointing at. *Gradient is calculated for each wiimote. The value for C1's gradient can be see by "looking" with C2. ==Credits== Thanks To: * Christian Mauduit - [http://www.ufoot.org/liquidwar Liquid Wars 6 ] programmer. * The people behind the Homebrew Channel. * The people behind DevkitPro. * All the people who contribute to wiibrew, both the wiki and the forums. * Team Twiizers and Waninkoko - I know you've got your differences, but both sides have made vital contributions. Documentation: * [https://wiibrew.org/wiki/Liqwiid_Wars/Algorithm Liqwiid Wars/Algorithm]. * [http://www.ufoot.org/liquidwar/v5/techinfo/source Liquid Wars 5 documentation]. ==External links== *Google Code - https://code.google.com/archive/p/liqwiidwars/ *WiiBrew - https://wiibrew.org/wiki/Liqwiid_Wars
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