Flappy Bird for the final release of the Nintendo Revolution
- 4 Devlogs
- 6 Total hours
Flappy Bird for the Wii using sdl
Flappy Bird for the Wii using sdl
Today’s use of free will I added the ability to shake the Wii remote to flap. It was pretty weird to add since the SDL method wasn’t working so I did it the more hardware way. Overall pretty cursed but is a fun Wii way to play the game, and the buttons are still there so don’t worry.
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😁.
Added pipes that can randomly generate and a background image that was pretty annoying to get in (had to convert it to the rawest data ever).
Set up the building for this project and added the SDL boilerplate and some input functionality.