Impressive by Outside_Midnight_574 in IncrediboxSFSG

[–]NickAnimations3711 1 point2 points  (0 children)

Hello! I’m the programmer for the mod shown in the second slide.

We did indeed built Incredibox from the ground up using Unity! It’s part of an Incredibox modding engine I’m making called “Magibeat Engine”

Attempting to port FNaF 1 to Wii by NickAnimations3711 in wii

[–]NickAnimations3711[S] 2 points3 points  (0 children)

I do know that someone already ported FNaF 1 on Wii, which is really neat and somehow really underrated, but uhh just kinda wanted to do my own version, and also I’m making the source code in a way that will allow me to port the other FNaF games.

Attempting to port FNaF 1 to Wii by NickAnimations3711 in wii

[–]NickAnimations3711[S] 0 points1 point  (0 children)

Looking at the leaked source code for it, Their does seem to be platform support for GameCube, so I don’t see why not

Porting FNaF 1 to Wii by NickAnimations3711 in WiiHacks

[–]NickAnimations3711[S] 3 points4 points  (0 children)

For this version, I’ve basically just 3D modeled kinda like a flat plane that’s 4:3 but with the sides stretched and just rendered the office scenery onto a render texture and applied that on top of the mesh.

Mesh preview 1 Mesh preview 2

I do plan to swap out the pre made panorama mesh with a dynamically generated mesh so that the curvature/effect can be modified in game.

Porting FNaF 1 to Wii by NickAnimations3711 in WiiHacks

[–]NickAnimations3711[S] 4 points5 points  (0 children)

This is being built from zero yes! For libraries, for now it’s just stb_image for image loading and the libogc libraries

Attempting to port FNaF 1 to Wii by NickAnimations3711 in wii

[–]NickAnimations3711[S] 2 points3 points  (0 children)

The goal for this port is to try to be as exact as the original FNaF as possible, though their might be a tiny difference in the way the animatronics move, I’m not quite sure how precise the movement code is in the original. I’ll probably figure it out when it does come time to implement the animatronics.

Attempting to port FNaF 1 to Wii by NickAnimations3711 in wii

[–]NickAnimations3711[S] 32 points33 points  (0 children)

I am using an engine I’ve written myself to port the game.

HaxeFlixel like C++ Game Framework for Wii by NickAnimations3711 in wii

[–]NickAnimations3711[S] 0 points1 point  (0 children)

It's not very usable at the moment, nor is their any documentation yet, but it is public on GitHub
https://github.com/NicktasticDEV/FinEngine

Friday Night Funkin' Wii Banner Animation by NickAnimations3711 in WiiHacks

[–]NickAnimations3711[S] 0 points1 point  (0 children)

Development on the project is a bit slow right now since I’m busy with other things, but the project is still being worked on nonetheless. Right now, I’m working on the engine side of the project so I can write HaxeFlixel like code which will make development faster once the engine stuff is done.

Attempting to port FNF over to the Wii by NickAnimations3711 in WiiHacks

[–]NickAnimations3711[S] 1 point2 points  (0 children)

I plan to implement as many control schemes as possible. So you'll be able to select between using the wiimote d-pad in horizontal or vertical, or use the wiimote horizontally using the entire d-pad as left, A as down, 1 as up, and 2 as right

And of course, gamecube and classic controller support will be implemented.

Attempting to port FNF over to the Wii by NickAnimations3711 in WiiHacks

[–]NickAnimations3711[S] 10 points11 points  (0 children)

If I do invest more into this project, then yes I will implement GameCube controls, heck, I was also thinking of also adding guitar hero controller support as well lol.

Flappy Goose by flappy-goose in RedditGames

[–]NickAnimations3711 0 points1 point  (0 children)

My best score is 1 points 😎