I showed the video for the game; he's quite interested in it. Hopefully we'll get ourselves some more Wii points soon and we'll pick it up...I also have long wondered about WiiWare sales. There used to be a weekly update on WiiWare sales, and then it was monthly, and then it stopped. I wasn't sure if it was because Nintendo wouldn't release the numbers (if they ever kept them private I don't even know), or what.
vonboysp said: i said in your forums that i liked popping bubbles by ramming them and the ir controls. also, the wiiware version just seems more fast-paced to me. maybe it because everything is smaller, but it just fells that way.
loving it so far. i'll post the nintendolife review asap (maybe tomarrow)
We did tweak some of the delays - it was important to make the Wii version feel really smooth, and delay-less. The PC has the occasional delay, and the end of level notifications wait for longer.
You can also do the usual 'hold the button' to speed up text in the Wii version (along with setting the text speed - text displaying too slowly is one of my pet hates in a game - and so many do it!).
Gesta Non Verba
Nocturnal is helping companies get cheaper game ratings in Australia:
dampowell said: Why doesn't said starbits explode into mass amounts of blood and gore? On a more serious note... I'll support your flowerworks if you can give us some more insight onto the wiiware game approval process the developer application/licensing process and overall some of your game development processes... All at once is not necessary... It would just be some helpful information... Oh and can we see some vidoes/ screenshots in the original thread.
Thank you.
I'll get around to adding some screens/videos to this thread later (have to run to work in a min).
re: dev process - Nintendo have strict contracts with all devs preventing them from releasing any confidential information (which covers just about everything alas). If you google it, you'll find a bunch of information out in the open. If you have specific questions, I *may* be able to answer them.
In short - step#1 is being approved by Nintendo as a WiiWare developer. Once this happens, you'll need to get your game idea approved with them. The rest is pretty smooth sailing really - the initial approval is the challenge.
Overall, we found the whole process to work really well - and it also gives you an insight into how a larger publisher operates (and the sort of things they have to do).
Gesta Non Verba
Nocturnal is helping companies get cheaper game ratings in Australia:
One of my friends on AIM thinks Nintendo is harsh on indie devs but he didn't have any evidence from the claim (I think he got all of this from the whole cave story being delayed over for the approval process thing) So how was it like making a WiiWare game as an indy dev?
Also, congrats on getting this game on WiiWare. It's really cool seeing a fellow forum member getting their game published on a console.