Welcome to the newly-designed blog for Internet Channel homebrew. I figured that with the rebirth of many projects at both WiiOperaSDK.com and HullBreachOnline.com, it seemed only fitting that this blog be reborn as well. Enjoy!
Columbus, OH
The release of the 3rd teaser for The Mystical Journey is here!
The Mystical Journey is an upcoming RPG for the Nintendo DSi Browser. The game’s engine pays homage to the classic Final Fantasy games of the 16-bit era – most notably Final Fantasy VI. Development comes from a team of talented artists, script-writers, and more, who donate their time to create a product that fills a void with the websites tailer-made for the Nintendo DSi Browser
This teaser shows off a little of the game engine, introduces the character Jasper, and reveals early storyline details. The full teaser can be seen in real-time at http://dsipaint.com. The viewer can play around with controlling Jasper in the demo village after the cinema sequence concludes.
YouTube version of Teaser 3 is embedded above.
The 4th teaser has a tentative release date of Thanksgiving Day (November 26th for those outside the USA) . This teaser will allow players to test drive the battle engine.
-end-
With the release of the Nintendo DSi and its Opera Web browser, I felt it best to take one of my first projects for the Wii’s Internet Channel, HullBreach Online, and scale it to the dual screens to let gamers play on-the-go. This project would become HullBreach Online Lite.
While running tests on the Nintendo DSi Browser, I found that although there is support for the canvas object, it seems to be fairly crippled when concerning image data. Apparently this was meant to save RAM on the handheld by not caching off-screen data. Thus, I began working with ways to re-create HullBreach Online’s mobile cousin by using nothing but image placement, background scrolling, and other standard DHTML features. From that comes a game that should for all intents and purposes be compatible with the older Nintendo DS Browsers as well.
To save on memory, images have been scaled and colors reduced. Players cannot see one another’s ships, yet they can still chat with each other – even between both versions of HullBreach Online. Due to the lack of useful button input, the entire game is touchscreen-controlled. Moving between locations and travelling through hyperspace are both achieved by on-screen button clicks, which are accompanied by appropriate animations of the ship and motion of the map cursor.
I’ve begun work on the RPG infrastrcture, which is a library of JavaScript classes (later to be ported to PHP) for use in creating objects necessary in an RPG. These classes will control all interaction between characters, items, magics/techs, weapons, armors, shops, locations. Once finished, this library will be available alongside the existing Wii Opera SDK / HullBreach SDK files as a ZIP archive. Proposed classes so far are as follows:
More classes may come later as needed.
We’ve recently begun a new year, and with new years come New Year’s resolutions. I thought I’d jump on the bandwagon and place some goals for the Wii Opera SDK / HullBreach SDK. If these resolutions can be kept, expect to see many more features arise in the SDK this year. Some of these depend on Opera releasing the much rumored Wii Opera 2.0 / Internet Channel 2.0 that so many believe will see the light of day after a Photoshopped image several months ago. Inevitably, a new release will come on day. It will probably not have a spinning tab-cube and big, unproportioned buttons like the Wii Opera 2.0 / Internet Channel 2.0, but there will obviously be a newer Opera built.
These resolutions will be listed in priorities and based on dependencies of a new Internet Channel build. I would also like to optimize some of the existing classes for Nintendo DSi usage.