October 6, 2008
PSP Homebrew
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Well, since August I’ve been continuing work on a few projects. The most interesting one is AdamStreet. Meyitzo has lots of work in progress shots that I’ve added to the Adam Street wiki so look around there. I don’t have any spoilers on there right now, but the screenshots and rough versions of the characters should be interesting enough. But for the first time in a year, I took some in-game screen shots, using the new game engine which is based on Resontate instead of being based on FishFight (which is used by Gunnar Hero). It is in C instead of C++, since I was being annoyed with C++ at work when I started Resonate. I think Resonate turned out fairly well, and it has the most advanced techniques for my games so far.
On the modelling side, Meyitzo has been continuing to model the locales, and DimensionT has started to work on the characters. I hope to have more updates as it progresses.
June 1, 2008
PSP Homebrew
3 Comments
Now even bossier than 0.55. I missed some model files in the zip of version 0.55, so we get version 0.57. All of the greatness of 0.55 plus the added menace of a boss that you can see.
Here is the change log:
- fixed boss damage visualization
Download it built for 3.xx CFW or later
Also available is the Mac Intel build of the level editor
June 1, 2008
PSP Homebrew
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Well, it’s time for another update on Resonate. I submitted a new build of resonate, the undersea rail shooter to the psp-hacks homebrew idol compo last night, right at the deadline. Here is the change log:
Change Log:
version 0.55
- new compo title screen with water drop special effect
- new main level which is easier for Meyitzo but still interesting
- now fight against the tall ship of doom to free the sea (boss fight)
- moved old main level to version0_45
- Intel Mac level editor now available
- added model preview in the level editor
- increased the number of supported enemies to 512
- increased the memory used by the CFW build to 20MB for bigger sounds, etc.
Download version 0.55 for CFW
Watch the youtube video with sound.
April 27, 2008
Uncategorized
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Well, I’ve been avoiding blogging about the progress on Resonate for a bit, but I have been working on it here and there pretty much every day.
Anyway, I finally decided to bite the bullet and make a public beta release of the game so far. The things that are really missing are interesting User Levels, and me completing the online functionality. Right now it goes to a test site. The next release, I’ll fix up the online to share high scores properly.
So now’s your chance to make some levels and share them with the world. Just PM them to me (hardhat) on the forums at PSPSMM.com which is where the official forums are for Team Sushi.
This game is entered in the psp-hacks homebrew idol compo. But I’ll be revising it over the next month, when the deadline is set for.
Download the PSP game for custom firmwares (includes game and level editor source code)
Download the Windows build of the level editor (version 0.9a)
Check out the end of the readme file for tips on how to play. Here is the summary from the readme file:
Resonate is a fast paced undersea rail shooter. Your goal is to evolve into
a thresher shark and become king of the ocean. On normal difficulty the
player starts as a Sea Urchin (level 2). Hit the blue striped
targets to collect evolution up. Collect eight and move up a level to Sea
Horse (level 3). Miss a target that collides with you and move down to
Zooplankton (level 1). If you’re hit too many times, the adventure ends
and you need to try again.
Features
- five hero forms: Zooplankton, Sea Urchin, Seahorse, Stingray, Thresher Shark
- high score tracking for each game
- enemies in various attack formations
- three kinds of power ups
- level editor for Windows, Linux or MacOS based on fltk and OpenGL
Credits
Game Design: hardhat, PSPdemon
Programming: hardhat
Art: PSPdemon, Meyitzo, Genz
Music: by Aleksi ‘Heatbeat’ Eeben, aka Antti Mikkonnen. (CC-Attribution-Non-commercial-No Derivatives). http://www.mono211.com/modsoulbrother/
Title screen is cc-by-sa licensed (http://www.creativecommons.com)
and includes a reef photo by Mila Zinkova
Inspired by Rez
March 16, 2008
PSP Homebrew
2 Comments




Well after weeks of waiting for just the right moment, I’ve finally released Sushi Rubik. Enjoy.
The release includes source, so if you want to add a visualization that I didn’t include, feel free.
For a full description of the game look at the Sushi Rubik page.
This is my first entry in the Neo Flash spring compo. I hope to have a version of Resonate ready in a few days.
March 4, 2008
PSP Homebrew
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Well, motivated by some questions I got on the level editor for the upcoming Resonate game, I took a short break from coding to make a video tutorial on how to use the available features of the level editor. Take a look at:
http://www.dailymotion.com/video/x4l8ap_redtut06_videogames
which was uploaded by DimensionT. Or if you’re patient, a 30 MB download of redtut0_6.avi would also work.
This version features a path editor for enemies, as well as a terrain editor for the rail shooter. So it should be fun. I’ll have to ask around to see if I can get someone to write up a manual for the game editor. It’s getting a little complex to just use on sight I’m afraid.
February 26, 2008
PSP Homebrew
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Well, although I’m not working on it at the moment, I noticed that there aren’t really any good pictures of the recent builds. These shots show the skater, drifting around the level on his skateboard. The skateboard is a Wavefront OBJ. The skatepark is built up of a bunch of Wavefront OBJ files as ramps. And the skater is a Quake MD5 file with animations for skating, walking, turning, jumping, etc.
February 25, 2008
PSP Homebrew
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I’ve been continuing to work on the look of the game, while thinking about the design of the enemy edtior. I’ve added a teather and locked on graphic since build 10. Also there is now lighting enabled on the terrain. And I changed the scale and orientation of my MD2 models to match those commonly available from download sites like Planet Quake.
A new feature for the next build will be a transition animation between level segments. So hopefully it will be satisfying to play, with proper rewards after each segment.