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Wiimote implementation idea

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Admin
KiteMikami
MovieGuy13
7 posters

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1Wiimote implementation idea Empty Wiimote implementation idea Sun Aug 23, 2009 12:18 pm

MovieGuy13

MovieGuy13
Cii Experienced Gamer
Cii Experienced Gamer

We have discussed this before, but I have recently thought of a good way to implement it.

You have some games that use the wiimote. Those have a wiimote icon in their shop channel pics and their menu icons. So people who can use a wiimote, buy these games, while others who dont just leave them be.

Do you think this could work? I do.

2Wiimote implementation idea Empty Re: Wiimote implementation idea Sun Aug 23, 2009 4:44 pm

KiteMikami

KiteMikami
Cii Trainer
Cii Trainer

Well, instead of limiting access to games, couldn't we just autodetect Wiimote on startup, and also whenever they plug it in? You'd set up a way so that whatever game is playing isn't concerned with how the controls are done, and the API automatically handles all that stuff?

Just my 2 cents.

I like your idea though Very Happy

http://It's down...

3Wiimote implementation idea Empty Re: Wiimote implementation idea Sun Aug 23, 2009 4:50 pm

Admin

Admin
Cii Adept Gamer
Cii Adept Gamer

Haha! Your just like link3000... always talking about API...

https://ciiforum.forumotion.net

4Wiimote implementation idea Empty Re: Wiimote implementation idea Sun Aug 23, 2009 5:00 pm

KiteMikami

KiteMikami
Cii Trainer
Cii Trainer

We're both programmers at heart Very Happy

http://It's down...

5Wiimote implementation idea Empty Re: Wiimote implementation idea Sun Aug 23, 2009 5:23 pm

Nick Kaedalus

Nick Kaedalus
Cii Adept Gamer
Cii Adept Gamer

You mean, something so people see that wii remote is available?

Like Wii shop channel, that it says with what controllers you can use something?

6Wiimote implementation idea Empty Re: Wiimote implementation idea Sun Aug 23, 2009 6:58 pm

link3000

link3000
Cii Adept Gamer
Cii Adept Gamer

We could show a wiimote symbol at the game's title screen, but it should have automatic detection at load. Also Kite, the Cii isn't an API, I believe you meant UI.

7Wiimote implementation idea Empty Re: Wiimote implementation idea Sun Aug 23, 2009 8:31 pm

KiteMikami

KiteMikami
Cii Trainer
Cii Trainer

No, I meant, in the individual game.

Say one game made it so that when you move your mouse around, if you touch a balloon, you pop it. Simple enough.

What if you wanted to use your Wiimote? The API would automatically use the location of the Wiimote instead of the location of the mouse (generic input function), and you'd pop balloons using that.

http://It's down...

8Wiimote implementation idea Empty Re: Wiimote implementation idea Sun Aug 23, 2009 9:24 pm

link3000

link3000
Cii Adept Gamer
Cii Adept Gamer

I could just reroute all the GM handled variable embedded in the Cii++ file to global ones handled by Cii...

And, yes, I realize you meant the individual games. I meant on the individual games startup screen it would tell you if the game used the WiiMote.

9Wiimote implementation idea Empty Re: Wiimote implementation idea Mon Aug 24, 2009 7:34 am

MovieGuy13

MovieGuy13
Cii Experienced Gamer
Cii Experienced Gamer

Yip. That and like on the real wii, when you buy VC games, it tells you what extension controller is used. So here you would only buy the games that dont use wiimote if you have a mouse etc.

10Wiimote implementation idea Empty Re: Wiimote implementation idea Mon Aug 24, 2009 7:54 am

link3000

link3000
Cii Adept Gamer
Cii Adept Gamer

No, I mean, the games that can use Wiimote tell you you can, but if you don't have a Wii, you can still play with the mouse and keyboard.

11Wiimote implementation idea Empty Re: Wiimote implementation idea Mon Aug 24, 2009 12:08 pm

KiteMikami

KiteMikami
Cii Trainer
Cii Trainer

Exactly.

http://It's down...

12Wiimote implementation idea Empty Re: Wiimote implementation idea Tue Aug 25, 2009 2:55 am

cruzer323


Cii Trainer
Cii Trainer

I don't want to buy a Wiimote and adapter just to use Cii to its full potential...

http://www.cruzersdarknet.co.cc

13Wiimote implementation idea Empty Re: Wiimote implementation idea Tue Aug 25, 2009 7:09 am

link3000

link3000
Cii Adept Gamer
Cii Adept Gamer

YOU WON'T NEED TO. All games available to the Wiimote are available to mouse and keyboard, but not the other way around.

14Wiimote implementation idea Empty Re: Wiimote implementation idea Tue Aug 25, 2009 9:07 am

KiteMikami

KiteMikami
Cii Trainer
Cii Trainer

Ok, this is basically what we've been talking about.

So you see a game in the store you want. You download it, and run it. IF, and I mean IF, you have a Wiimote connected, AND the game supports Wiimotes, it will use that. If you DON'T have a Wiimote, it will use the mouse and keyboard. It does this on it's own. It doesn't ask you questions about anything, it just does this automatically when you start the game.

Get it?

http://It's down...

15Wiimote implementation idea Empty Re: Wiimote implementation idea Tue Aug 25, 2009 11:21 am

link3000

link3000
Cii Adept Gamer
Cii Adept Gamer

And there will be an option if you DO have a Wiimote to use the keyboard.

16Wiimote implementation idea Empty Re: Wiimote implementation idea Tue Aug 25, 2009 12:54 pm

littledanno

littledanno
Cii Experienced Gamer
Cii Experienced Gamer

sheesh...this is easy to understand...why are people getting confuzzled?

http://www.zombified-tds.webs.com

17Wiimote implementation idea Empty Re: Wiimote implementation idea Tue Aug 25, 2009 12:56 pm

link3000

link3000
Cii Adept Gamer
Cii Adept Gamer

dunno :\

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