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PhantomPorter

@PhantomPorter

Joined June 1st, 2026

  • 10Devlogs
  • 3Projects
  • 1Ships
  • 9Votes
Guy who likes to
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3h 44m 56s logged

I was pushing on the Wii U implementation but getting anything other than a background color was not working. I decided for now to work on getting a ball, which meant I had to add more physics functionality to the game. Overall pretty good, maybe next I can try the other consoles to get to this state.

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2h 7m 50s logged

This use of free will was to optimize the model for the pc, and get the model working in the wii. Used meshlab to simplfy and had to work with the parser and wii’s 3d graphics to get this all working together. It was very hard to get the wii to load all of this while making it run good or at all. Overall very painful, im suprised its running this well.

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4h 43m 57s logged

My PC was in maintenance for a bit so:

I added a real robot obj to the game, and it was so taxing to everything. The parser had to be reiterated multiple times, and I was able to finally load the robot obj to the screen. The obj is way to large to add to the other platforms so going to have to reduce the complexity.

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1h 34m 30s logged

I got all the environments and compilers to build perfectly, which was very hard to get everything to work flawlessly. Started to work on basic robot movement for the PC and Wii and its pretty cursed to work with. It is really eye opening to learn these low level ways to do graphics.

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Ship 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
Try project → See source code →
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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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