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
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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.
February 25, 2008
PSP Homebrew
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Resonate is a new PSP Homebrew game where the objective is to evolve. You start as a Sea Urchin, and can move up to Tuna, then Stingray then Thresher Shark by collecting evolution tokens. But get damaged, and de-evolve into a lowly Plankton, or lose the level. As a rail shooter it is all about timing and aiming. This game is inspired by the PS2/DreamCast game Rez.
http://www.youtube.com/watch?v=AKmvRmS4cAU
The levels are made in a level editor which will be released when the game is. The levels are composed of fractal landscape and other decorations. The enemies are textured MD2s. Static objects are in Wavefront OBJ format.
February 13, 2008
PSP Homebrew
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Well, to help with level construction, I’ve been making a level editor for Resonate. The level file is actually just a text file, with the level divided into slices that I call segments. There is one setting for the overall speed of the level, and each segment can be a different length physically, so when playing in-game, your avatar will speed up or slow down.
Based on feed back from Meyitzo, PSPdemon and Dutt, I’ve got it to the point now where it shows a 3D preview of the parameters that the autogenerated level will contain. It allows for a custom palette, and a variety of setting:
- four visualizations currently supported: plazma, walpaper for the mind, wall paper squared, and Julia Set. These can be tuned to have more or less scale either length of level, or height of the features
- tunnel and horizion views with custom coloured fog/sky
- camera angle for the segment of left, right or front.
- Custom height based palette, or a rainbow of colours for the default palette
Here are some screen shots of the latest version in action.
