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Flappy Bird for the final release of the Nintendo Revolution

  • 4 Devlogs
  • 6 Total hours

Flappy Bird for the Wii using sdl

Ship #1 Changes requested

I made a flappy bird clone for the Wii, which didn’t have a game engine that I could easily use. So I had to learn how to implement simple audio and video in code, but SDL was able to make that much easier. I’m really glad this was able to work out well, it was pretty interesting to make a game in this way.

To play this Download the files from the Github and either
Boot in dolphin by opening the boot.dol in the same folder as the .elf
OR
Put the files in the apps folder in a usb/sdcard and launch from the homebrew channel on the wii.

Controls: A/B/Shake to flap, 2 to quit

  • 4 devlogs
  • 6h
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2h 38m 52s logged

This use of free will consist of adding a collision to die, score, and a background song.The way I did it was to load a font from my system to use in the game (Which is a way I don’t fully like but It was the easiest for me I think). This had me messing with CMake again to compile the needed libraries for text and audio. Audio was a different beast since each method I was trying was giving out errors, working but it didn’t restart in game over, or loud static. In the end I switched to C++ to compile this audio madness correctly. Then it was just wrapping the game logic to a variable (is_playing) that when changed switches the game state to death and despair.Audio was so painful to get working I don’t know if it was worth it, but ill say it is!Overall it was time consuming but the game is getting finished and ready😁.

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