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Super Pixel Jumper Wii: Difference between revisions

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{{#seo:
|title=Wii Homebrew Games (Arcade Games) - GameBrew
|title_mode=append
|image=superpixeljumperwii.jpg
|image_alt=Super Pixel Jumper
}}
{{Infobox Wii Homebrews
{{Infobox Wii Homebrews
|title=Super Pixel Jumper
|title=Super Pixel Jumper
|image=superpixeljumperwii.jpg
|image=superpixeljumperwii2.png
|description=platformer with constant forward motion.
|description=A high-speed, score-based platformer that keeps moving forward.
|author=ThatOtherPerson
|author=ThatOtherPerson
|lastupdated=2013/05/27
|lastupdated=2013/05/27
Line 15: Line 9:
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/wiihomebrews/superpixeljumperwii.7z
|download=https://dlhb.gamebrew.org/wiihomebrews/superpixeljumperwii.7z
|website=http://web.archive.org/web/20191017170108/http://thatotherdev.com/category/my-games/super-pixel-jumper/
|website=https://thatotherdev.wordpress.com/category/my-games/super-pixel-jumper/
|source=
|source=
|discussion=https://thatotherdev.wordpress.com/donate/
}}
}}
'''Super Pixel Jumper''' is a high-speed, score-based platformer that keeps moving forward. Players must navigate through the level, avoiding contact with brightly colored blocks to increase their score and the speed of the game. The player's highest score is automatically saved for future reference.
Super Pixel Jumper is a score based platformer with constant forward motion.  


This version of the game is a port of the original, which was developed for GP2X as an entry in the 2010 Pandora Angst Coding Competition.
This version of the game is a port of the original, which was developed for GP2X as an entry in the 2010 Pandora Angst Coding Competition.
==User guide==
Avoid contact with the brighter coloured blocks, your score will continue to increase as will the speed of the game.
Your high score is automatically saved. It also has an online leaderboard.
==Controls==
D-Pad - Move
2 - Jump
Plus/Minus - Restart the music
==Screenshots==
https://dlhb.gamebrew.org/wiihomebrews/superpixeljumperwii3.png


==Media==
==Media==
'''Super Pixel Jumper v1.0''' ([https://www.youtube.com/watch?v=gD_dKOuV6Lo Cid2Mizard]) <br>
<youtube>gD_dKOuV6Lo</youtube>
<youtube>gD_dKOuV6Lo</youtube>


==Changelog==
==Changelog==
'''V1.3'''<br>
'''V1.3'''
I’ve updated Super Pixel Jumper for Wii. The music is looping properly again, there have been a lot of behind the scenes changes (mostly as a result of cleanup / rewrites done for the PS3 port), and it has all of the usual updates that have been in my other recent releases (newer home menu and bug fixes).
*I've updated Super Pixel Jumper for Wii. The music is looping properly again, there have been a lot of behind the scenes changes (mostly as a result of cleanup / rewrites done for the PS3 port), and it has all of the usual updates that have been in my other recent releases (newer home menu and bug fixes).
 
*I also set a new high score well testing it! I'm now at the top of the leaderboard with 4331 points. I hadn't mentioned it yet, but I not so recently made a tumblr page for my homebrew (platonicrobot.tumblr.com). Right now it's just setup to automatically post whenever someone sets a new personal high score on any leaderboard. I haven't really decided what (if anything) else to do with it. Let me know if you have any suggestions. I don't plan to stop using this word press blog for release news and things like that but maybe I'll start cross posting…
I also set a new high score well testing it! I’m now at the top of the leaderboard with 4331 points. I hadn’t mentioned it yet, but I not so recently made a tumblr page for my homebrew (platonicrobot.tumblr.com). Right now it’s just setup to automatically post whenever someone sets a new personal high score on any leaderboard. I haven’t really decided what (if anything) else to do with it. Let me know if you have any suggestions. I don’t plan to stop using this word press blog for release news and things like that but maybe I’ll start cross posting…


'''V1.2'''<br>
'''V1.2'''<br>
An updated version with an online leaderboard.
*An updated version with an online leaderboard.


'''V1.1'''<br>
'''V1.1'''<br>
I’ve once again ported my game Super Pixel Jumper to Wii. This time around it sticks more closely to the GP2X version and I think it plays a bit better. Well porting it I fixed the problem where you would sometimes explode when sliding underneath a harmful block that shouldn’t be close enough to touch you. The music no longer plays on a loop (since I have documented this it is officially a feature and not a bug!) but if you want it to continue playing then you can reset it by pressing plus or minus.
*I've once again ported my game Super Pixel Jumper to Wii. This time around it sticks more closely to the GP2X version and I think it plays a bit better. Well porting it I fixed the problem where you would sometimes explode when sliding underneath a harmful block that shouldn't be close enough to touch you. The music no longer plays on a loop (since I have documented this it is officially a feature and not a bug!) but if you want it to continue playing then you can reset it by pressing plus or minus.
*I've also updated The Video Game but absolutely nothing about it's gameplay or graphics have changed. It has however gained some cool new music. Audiotechnica's Cerebral Corset now plays on a loop in the background and immediately gives the game an entirely different vibe that I find oddly fitting even if it is completely different from what I had originally envisioned.


I’ve also updated The Video Game but absolutely nothing about it’s gameplay or graphics have changed. It has however gained some cool new music. Audiotechnica’s Cerebral Corset now plays on a loop in the background and immediately gives the game an entirely different vibe that I find oddly fitting even if it is completely different from what I had originally envisioned.
'''V1'''
*I still haven't been able to get it to work with mp3 (I have no idea what I'm doing wrong) but I did get SDL_Mixer working on Wii. For anyone having the same problem with smpeg I just removed -DMP3_MUSIC from SDL_mixer's make file, remade it, reinstalled, which allowed me to then remove -lsmpeg from my games makefile without SDL_Mixer complaining about its absence when I went to compile the game. So I decided to port Super Pixel Jumper from GP2X to Wii which I was putting off doing because I wouldn't be able to get all of the audio playing at the same time using just libogc's MP3Player.
*So anyways its a fast paced score based platformer with constant forward motion. As long as you avoid contact with the brighter colored blocks your score will continue to increase as will the speed of the game. Your high score is automatically saved. Use the Wiimote D-pad to move and the 2 button to jump (hold it to jump further).
*It really is pretty much a direct port just running at 640×480 rather then 320×240 and slowed down (how much things move per frame) a bit to compensate for the higher frame rate.
*As with the GP2X version the background music (fight for your life loop) was made by Xythe and the sound effects (alienyell, lasergun and ufo landing) were made by mlestn1. All of which was taken from freesound.org.


'''V1'''<br>
==Credits==
I still haven’t been able to get it to work with mp3 (I have no idea what I’m doing wrong) but I did get SDL_Mixer working on Wii. For anyone having the same problem with smpeg I just removed -DMP3_MUSIC from SDL_mixer’s make file, remade it, reinstalled, which allowed me to then remove -lsmpeg from my games makefile without SDL_Mixer complaining about its absence when I went to compile the game. So I decided to port Super Pixel Jumper from GP2X to Wii which I was putting off doing because I wouldn’t be able to get all of the audio playing at the same time using just libogc’s MP3Player.
*Background music (fight for your life loop) by Xythe.
*Sound effects (alienyell, lasergun and ufo landing) by mlestn1.
*All audio was provided by freesound.org.


So anyways its a fast paced score based platformer with constant forward motion. As long as you avoid contact with the brighter colored blocks your score will continue to increase as will the speed of the game. Your high score is automatically saved. Use the Wiimote D-pad to move and the 2 button to jump (hold it to jump further).
==External links==
 
*Author's website - https://thatotherdev.wordpress.com/category/my-games/super-pixel-jumper/
It really is pretty much a direct port just running at 640×480 rather then 320×240 and slowed down (how much things move per frame) a bit to compensate for the higher frame rate.
*WiiBrew - https://wiibrew.org/wiki/Super_Pixel_Jumper


As with the GP2X version the background music (fight for your life loop) was made by Xythe and the sound effects (alienyell, lasergun and ufo landing) were made by mlestn1. All of which was taken from freesound.org.
[[Category:Support the author]]
 
==External links==
*Homepage - http://web.archive.org/web/20191017170108/http://thatotherdev.com/category/my-games/super-pixel-jumper/
*Wiibrew - https://wiibrew.org/wiki/Super_Pixel_Jumper

Revision as of 06:07, 12 March 2023

Super Pixel Jumper
Superpixeljumperwii2.png
General
AuthorThatOtherPerson
TypeArcade Games
Version1.3
LicenseMixed
Last Updated2013/05/27
Links
Download
Website

Super Pixel Jumper is a score based platformer with constant forward motion.

This version of the game is a port of the original, which was developed for GP2X as an entry in the 2010 Pandora Angst Coding Competition.

User guide

Avoid contact with the brighter coloured blocks, your score will continue to increase as will the speed of the game.

Your high score is automatically saved. It also has an online leaderboard.

Controls

D-Pad - Move

2 - Jump

Plus/Minus - Restart the music

Screenshots

superpixeljumperwii3.png

Media

Super Pixel Jumper v1.0 (Cid2Mizard)

Changelog

V1.3

  • I've updated Super Pixel Jumper for Wii. The music is looping properly again, there have been a lot of behind the scenes changes (mostly as a result of cleanup / rewrites done for the PS3 port), and it has all of the usual updates that have been in my other recent releases (newer home menu and bug fixes).
  • I also set a new high score well testing it! I'm now at the top of the leaderboard with 4331 points. I hadn't mentioned it yet, but I not so recently made a tumblr page for my homebrew (platonicrobot.tumblr.com). Right now it's just setup to automatically post whenever someone sets a new personal high score on any leaderboard. I haven't really decided what (if anything) else to do with it. Let me know if you have any suggestions. I don't plan to stop using this word press blog for release news and things like that but maybe I'll start cross posting…

V1.2

  • An updated version with an online leaderboard.

V1.1

  • I've once again ported my game Super Pixel Jumper to Wii. This time around it sticks more closely to the GP2X version and I think it plays a bit better. Well porting it I fixed the problem where you would sometimes explode when sliding underneath a harmful block that shouldn't be close enough to touch you. The music no longer plays on a loop (since I have documented this it is officially a feature and not a bug!) but if you want it to continue playing then you can reset it by pressing plus or minus.
  • I've also updated The Video Game but absolutely nothing about it's gameplay or graphics have changed. It has however gained some cool new music. Audiotechnica's Cerebral Corset now plays on a loop in the background and immediately gives the game an entirely different vibe that I find oddly fitting even if it is completely different from what I had originally envisioned.

V1

  • I still haven't been able to get it to work with mp3 (I have no idea what I'm doing wrong) but I did get SDL_Mixer working on Wii. For anyone having the same problem with smpeg I just removed -DMP3_MUSIC from SDL_mixer's make file, remade it, reinstalled, which allowed me to then remove -lsmpeg from my games makefile without SDL_Mixer complaining about its absence when I went to compile the game. So I decided to port Super Pixel Jumper from GP2X to Wii which I was putting off doing because I wouldn't be able to get all of the audio playing at the same time using just libogc's MP3Player.
  • So anyways its a fast paced score based platformer with constant forward motion. As long as you avoid contact with the brighter colored blocks your score will continue to increase as will the speed of the game. Your high score is automatically saved. Use the Wiimote D-pad to move and the 2 button to jump (hold it to jump further).
  • It really is pretty much a direct port just running at 640×480 rather then 320×240 and slowed down (how much things move per frame) a bit to compensate for the higher frame rate.
  • As with the GP2X version the background music (fight for your life loop) was made by Xythe and the sound effects (alienyell, lasergun and ufo landing) were made by mlestn1. All of which was taken from freesound.org.

Credits

  • Background music (fight for your life loop) by Xythe.
  • Sound effects (alienyell, lasergun and ufo landing) by mlestn1.
  • All audio was provided by freesound.org.

External links

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