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Liqwiid Wars Wii: Difference between revisions

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{{#seo:
|title=Wii Homebrew Games (Arcade Games) - GameBrew
|title_mode=append
|image=liqwiidwarswii.jpg
|image_alt=Liqwiid Wars
}}
{{Infobox Wii Homebrews
{{Infobox Wii Homebrews
|title=Liqwiid Wars
|title=Liqwiid Wars
|image=liqwiidwarswii.jpg
|image=liqwiidwars2.png
|description=Control your army to defeat the enemies.
|description=Control your army to defeat the enemies.
|author=Steaky1212 and silus
|author=Steaky1212, silus
|lastupdated=2009/08/25
|lastupdated=2009/08/25
|type=Arcade Games
|type=Arcade Games
Line 15: Line 9:
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/wiihomebrews/liqwiidwarswii.7z
|download=https://dlhb.gamebrew.org/wiihomebrews/liqwiidwarswii.7z
|website=http://www.readingwronging.webatu.com/
|website=https://code.google.com/archive/p/liqwiidwars/
|source=http://code.google.com/p/liqwiidwars/downloads/list
|source=https://code.google.com/archive/p/liqwiidwars/
}}
}}
'''Liqwiid Wars''' is a unique multiplayer wargame that is based on the game Liquid War, and it is designed to be played on the Wii as a homebrew game.
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 more detailed explanation of the game. The game is considered to be neutral.
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 ==
== Features ==
* 2-4 Players
* 2-4 Players.
* Gradient calculated for each player
* Gradient calculated for each player.
* Player can choose army colour
* Player can choose army colour.
* Options for Attack and Defense Stats  
* Options for Attack and Defense Stats.
* 2 Maps and a third unique random map generator.
* 2 Maps and a third unique random map generator.


== Controls ==
== Controls ==
===In game===
Pointer - Move Cursor
{| class="wikitable" style="left;text-align:center;"
|-
! Wiimote  !! Action
|-
|  Wiimote Aim  || Move Cursor
|-
| Wiimote Home Button || Exit to HBC
|}


==Media==
Home - Exit to HBC
<youtube>BAIC-UIwmPE</youtube>


== Progress ==
==Screenshots==
I figured people might want to know how far along I am, but you have to bear in mind I have a full time job, and 2 young kids so it wont be the quickest development.
https://dlhb.gamebrew.org/wiihomebrews/liqwiidwars3.png


'''24June2009:'''
https://dlhb.gamebrew.org/wiihomebrews/liqwiidwars4.png
*Started design. Got core algorithm - not tested it yet. Tracking IR position of 2 wiimotes (would be 4 but I only own 2, the code supports 4 - If anyone wants to donate a wiimote then feel free).  


'''26June2009:'''
https://dlhb.gamebrew.org/wiihomebrews/liqwiidwars5.png
*Got 2 dots painted on the screen where my 2 wiimotes point to. Added a basic timer so that I can track how many cycles my while(1) loop has done. Can now perform algorithm every X cycles. I am considering writing it all from scratch now, as modifying the algorithm would seem too much like a bodge - like the rest of my code.  


'''29June2009:'''
==Media==
*Been speaking with Christian Mauduit, the guy responsible for the latest version of LiquidWars. Helped clear a few things up. Currently, LiqwiidWars takes the 4 IR positions and -using 2 for loops- will create a "potential" for the armies. It basically comes down to (pseudo) grid[player,x,y] = abs(wiimote(player).ir.x - x) + abs(wiimote(player).ir.y - y). This ignores the "mesh" optimization that might go in at a later date. All the "fighters" need to to is move to an area of equal or lower potential if they can. This algorithm is not affected by number of players or size of army - just size of map.
'''Liqwiid Wars 0.2.5 for the Wii''' ([https://www.youtube.com/watch?v=BAIC-UIwmPE steaky1212]) <br>
 
<youtube>BAIC-UIwmPE</youtube>
'''02July2009:'''
*After discussion on forum.wiibrew, maybe the way I'm currently implementing liqwiidwars isn't the best way. Also, my potential gradient is not the same as the one in Liquid War. I think I will start working on the GUI stuff while trying to figure out how to actually implement this.  
 
'''05July2009:'''
*Now up to a team of three, as I asked a friend to help with the core programming, and Guy has agreed to do the music. Fighters are now implemented as a separate class. Also decided to use GRRLIB for the GUI stuff, as probably make the graphics a lot easier to code. Current release has one fighter try and get to the cursor - haven't done any error capture yet, so if your cursor is on the left border when the fighter gets to the cursor it will catch...oops.
 
'''08July2009:'''
*Algorithm changed. Most urgent bugs fixed. Fighter collision outstanding.
 
'''12August2009:'''
*Bulked up the algorithm and movement stuff to make more resilient. Nearing first proper beta release - Will have a simple GUI, no music, 1 map but all that will build onto this release.
 
'''18August2009:'''
*Background stuff is all complete. Prerelease available for download. Only contains 1 "map" and basic menu. Tested with 2 wii-motes but should scale up to four without any issues.


'''19August2009:'''
== Known issues==
*Apparently I have been spending too much time on it, as I am issuing another release. This one is fully playable, with 2 maps to choose from as well as Attack/Defense characteristics, and a nicer Menu.
Army can get trapped inside 4 walls in random. There is no fix for now, but instead Player1 can demolish walls.  
 
'''25August2009:'''
*This will be the final release for a while now. I have not got my head around the graphics libraries and which one is best suited for my needs. Because of this the health colour, and map loading will be difficult. To offset this I have done the following; players can choose the army colour, and Map3 is a random map generator. Bugs are fixed.
 
== Known Bugs ==
* Army can get trapped inside 4 walls in random. I tried a fix, but it didn't work, so currently Player1 can demolish walls. This could be the start of different game types but watch this space.


== Changelog ==
== Changelog ==
Line 100: Line 63:
*Gradient is calculated for each wiimote. The value for C1's gradient can be see by "looking" with C2.  
*Gradient is calculated for each wiimote. The value for C1's gradient can be see by "looking" with C2.  


== Subpages ==
==Credits==
[[Liqwiid Wars Algorithm|Liqwiid Wars Algorithm]]
Thanks To:
 
==Thanks To==
* Christian Mauduit - [http://www.ufoot.org/liquidwar Liquid Wars 6 ]  programmer.
* Christian Mauduit - [http://www.ufoot.org/liquidwar Liquid Wars 6 ]  programmer.
* The people behind the [[Homebrew Channel Wii]].
* The people behind the Homebrew Channel.
* The people behind [[DevkitPro]].
* The people behind DevkitPro.
* All the people who contribute to wiibrew, both the wiki and the forums.
* 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.
* 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==
==External links==
*Google source - http://code.google.com/p/liqwiidwars/downloads/list
*Google Code - https://code.google.com/archive/p/liqwiidwars/
*Wiibrew - https://wiibrew.org/wiki/Liqwiid_Wars
*WiiBrew - https://wiibrew.org/wiki/Liqwiid_Wars
*An idea behind Liquid Wars - https://ufoot.org/liquidwar

Revision as of 13:55, 10 March 2023

Liqwiid Wars
File:Liqwiidwars2.png
General
AuthorSteaky1212, silus
TypeArcade Games
Version0.2.6
LicenseMixed
Last Updated2009/08/25
Links
Download
Website
Source

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 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

liqwiidwars3.png

liqwiidwars4.png

liqwiidwars5.png

Media

Liqwiid Wars 0.2.5 for the Wii (steaky1212)

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 - 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:

External links

Advertising: