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Harmony's Nightmare Wii: Difference between revisions

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{{#seo:
|title=Wii Homebrew Games (Platform) - GameBrew
|title_mode=append
|image=harmonysnightmarewii.jpg
|image_alt=Harmony's Nightmare
}}
{{Infobox Wii Homebrews
{{Infobox Wii Homebrews
|title=Harmony's Nightmare
|title=Harmony's Nightmare
|image=harmonysnightmarewii.jpg
|image=harmonysnightmarewii2.png
|description=Multi-Genre Horror Survival
|description=Multi-genre horror survival game.
|author=Mr. Reaper
|author=Mr. Reaper
|lastupdated=2012/10/12
|lastupdated=2012/10/12
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|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/wiihomebrews/harmonysnightmarewii.7z
|download=https://dlhb.gamebrew.org/wiihomebrews/harmonysnightmarewii.7z
|website=
|website=https://wiibrew.org/wiki/Harmony%27s_Nightmare
|source=
|source=
}}
}}
'''Harmony's Nightmare''' is a multi-genre platform/reflex/horror survival homebrew game for Wii that combines elements of puzzle-solving. Although there is limited puzzle content, players will still need to use their problem-solving skills in certain areas of the game. However, don't be intimidated by the challenge - the game mechanics are not overly complicated.
Harmony's Nightmare is a multi-genre platform/reflex/horror survival homebrew game for Wii that combines elements of puzzle-solving.  


==Controller Compatibility==
While there is limited puzzle content, you will still need to use your problem-solving skills in certain areas of the game. However, don't be intimidated by the challenge - the game mechanics are not overly complicated.
The game will automatically detect which controller is being used. The Wiimote or GameCube controller are recommended for optimal play, but if using another controller, the button labels within the game may not match.


For GameCube or Classic Controller, use "A" for "Button 2", "B" for "Button 1", and "X" for "Button A" in the menu, with "Start" instead of "Home" on the GameCube controller.
==User guide==
The game will automatically detect which controller is being used. The Wiimote or GameCube pad are probably the best options. Note, however, that if you use something other than the Wiimote, the button labels won't be right in the game (it's not hard to figure out, since you really only use 1 button when playing -- the others are for menu options).  


Despite the mismatch in button labels, the gameplay is straightforward, as players mainly only use one button.
For GameCube or Classic Controller, use: "A" for "Button 2" "B" for "Button 1" and "X" instead of "Button A" in the menu. (and obviously "Start" instead of "Home" on the GameCube pad).
 
==Screenshots==
https://dlhb.gamebrew.org/wiihomebrews/harmonysnightmarewii3.png
 
https://dlhb.gamebrew.org/wiihomebrews/harmonysnightmarewii4.png
 
https://dlhb.gamebrew.org/wiihomebrews/harmonysnightmarewii5.png


==Media==
==Media==
'''Harmony's Nightmare v1.0 - ([https://www.youtube.com/watch?v=6RJHJdyW674 CidMizard])'''<br>
'''Harmony's Nightmare v1.0 ([https://www.youtube.com/watch?v=6RJHJdyW674 CidMizard])'''<br>
<youtube>6RJHJdyW674</youtube>
<youtube>6RJHJdyW674</youtube>


== Changelog ==
== Changelog ==
'''v1.2'''  
'''v1.2'''  
* Lots of minor bug fixes, a sound effect improvement, and several animation improvements/adjustments
* Lots of minor bug fixes, a sound effect improvement, and several animation improvements/adjustments.
* All new Unlockable Story Chapters (and music, kinda)
* All new Unlockable Story Chapters (and music, kinda).
* Thanks to Titmouse's improved sound libraries, the intro and victory music is now in High Quality Stereo.  
* Thanks to Titmouse's improved sound libraries, the intro and victory music is now in High Quality Stereo.  
* I converted all movement in the game to use floating-point precision, resulting in much smoother motion. Now as the levels get faster, they do so much more gradually, instead if in larger jumps as before.  
* I converted all movement in the game to use floating-point precision, resulting in much smoother motion. Now as the levels get faster, they do so much more gradually, instead if in larger jumps as before.  
* All levels re-balanced because of this. For example, previously level 2 had the enemies moving at two speeds: "fast" and "slow." Now they can move at 11 different speeds: "fast," "slow," and 9 incremental speeds in between those. Speeds on all other levels were also adjusted in various ways.
* All levels re-balanced because of this. For example, previously level 2 had the enemies moving at two speeds: "fast" and "slow." Now they can move at 11 different speeds: "fast," "slow," and 9 incremental speeds in between those. Speeds on all other levels were also adjusted in various ways.
* I added support for just about any (common) type of controller you prefer to use:
* I added support for just about any (common) type of controller you prefer to use:
**1. Wiimote
**1. Wiimote.
**2. Wiimote + Nunchuck
**2. Wiimote + Nunchuck.
**3. GameCube pad (digital or analog controls)
**3. GameCube pad (digital or analog controls).
**4. Classic Controller (least recommended -- it doesn't vibrate like the other controllers)
**4. Classic Controller (least recommended -- it doesn't vibrate like the other controllers).


'''v1.1'''
'''v1.1'''
*Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still >:)
*Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still.
*I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
*I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.


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==External links==
==External links==
* Wiibrew - https://wiibrew.org/wiki/Harmony%27s_Nightmare
* WiiBrew - https://wiibrew.org/wiki/Harmony%27s_Nightmare

Revision as of 12:57, 6 March 2023

Harmony's Nightmare
Harmonysnightmarewii2.png
General
AuthorMr. Reaper
TypePlatform
Version1.2
LicenseMixed
Last Updated2012/10/12
Links
Download
Website

Harmony's Nightmare is a multi-genre platform/reflex/horror survival homebrew game for Wii that combines elements of puzzle-solving.

While there is limited puzzle content, you will still need to use your problem-solving skills in certain areas of the game. However, don't be intimidated by the challenge - the game mechanics are not overly complicated.

User guide

The game will automatically detect which controller is being used. The Wiimote or GameCube pad are probably the best options. Note, however, that if you use something other than the Wiimote, the button labels won't be right in the game (it's not hard to figure out, since you really only use 1 button when playing -- the others are for menu options).

For GameCube or Classic Controller, use: "A" for "Button 2" "B" for "Button 1" and "X" instead of "Button A" in the menu. (and obviously "Start" instead of "Home" on the GameCube pad).

Screenshots

harmonysnightmarewii3.png

harmonysnightmarewii4.png

harmonysnightmarewii5.png

Media

Harmony's Nightmare v1.0 (CidMizard)

Changelog

v1.2

  • Lots of minor bug fixes, a sound effect improvement, and several animation improvements/adjustments.
  • All new Unlockable Story Chapters (and music, kinda).
  • Thanks to Titmouse's improved sound libraries, the intro and victory music is now in High Quality Stereo.
  • I converted all movement in the game to use floating-point precision, resulting in much smoother motion. Now as the levels get faster, they do so much more gradually, instead if in larger jumps as before.
  • All levels re-balanced because of this. For example, previously level 2 had the enemies moving at two speeds: "fast" and "slow." Now they can move at 11 different speeds: "fast," "slow," and 9 incremental speeds in between those. Speeds on all other levels were also adjusted in various ways.
  • I added support for just about any (common) type of controller you prefer to use:
    • 1. Wiimote.
    • 2. Wiimote + Nunchuck.
    • 3. GameCube pad (digital or analog controls).
    • 4. Classic Controller (least recommended -- it doesn't vibrate like the other controllers).

v1.1

  • Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still.
  • I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.

v1.0

  • Initial Release.

External links

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