@@crieo3608 well... the thing is that I've tried several GBAtemp forums and "tutorials" but still get the same error. I wonder if there is some encoding/decoding/config needed for it to work.
Im tried get the developer acces but im never recive the answer of Nintendo, and dev info of the console Is very Tiny or the info Is no More longer aviable (the last time i tried make a web browser with HTML5)
The Wii U is my all-time favorite game console from Nintendo and I want to be a game developer someday. This video just inspired me to try to pursue that a little more now. I have a lot of ideas for the games that I want to make, but I'm still trying to get drawing down. By the way, those were some nice prototypes and I glad they turned out well for ya.
I've always been wanting to make games, and I used to spend time thinking of ideas. I pursued it, and am trying to learn unity. I know this comment is 10 months old, but go ahead and start learning! The sooner you learn to make games, the more time you have to improve your skills. Good luck!
Really cool idea to make prototypes using the Wii U's features! I feel like most games on the Wii U back then didn't use its unique controls in meaningful ways. Kind of sad as they sure had a lot of potential.
Hey PolyMars, your projects inspired me but unfortunately the Unity for Wii U software is no longer available. Do you have a copy/back up that could share via torrent or something like it?
You should make a WarioWare type game for a system. You're really good at coming up with unique gameplay ideas that lend themselves nicely to mini games. I could see you making the Switch version
i really want beatsaber for switch it seems like it would be pretty perfect for that, though i’ve heard that the joycons aren’t the most precise for high tempo stuff
Have you considered making a assymetrical multiplayer game for the Wii U? The potential for those kinds of games on Wii U are so high and havent really been used aside from Nintendo Land and Mario Party.
Wii U still alive, People make Independently Wii U game development, Platforms first times and new generation over comes, Advanced graphical game engine by big team
It's kind of a good thing the Wii U flopped because it taught Nintendo what they SHOULD do, and they did do, in fact, what they should do: Make the Switch. Honestly, I did find the Wii U pretty fun and not worth how badly it did in the console market.
Hey dude! Finally got things going and have been cobbling together a little game in the style of Point Blank - is there an online community for Wii U development? I know the Nintendo 64 one is strong at least :) I have a video, I don't want to spam your channel however.
I have questions but it would violate both of our NDA's to communicate on such a platform as this. Mostly involving how did you get away with testing this on non-devkit hardware. I used the construct 2 wiiu plugin and got away with a lot more but at less performance as html5 engines have terrible performance. Also so does construct for all that it is, and heavily depends on third party plugins for optimization along with updating the tools under the hood manually and replacing them with other tools aswell that are generally much better. A example of this is they use a heavily outdated png compression tool that takes multiple images and puts them in a single image. This is how construct does all its animations, but if you are to update the tool the compression is much better but if you were to use a additional batch process changing the images with non-transparancies you could limit the images to color pallets with index color mode further compressing the images increasing load time and sometimes performance. A lot of things are handled poorly in construct 2 such as global varriables, someone figured out if you make a blank global object and then attach variables to it than it does the samething and doesn't hog down the cpu or storage with the storage plugin that many people have written improved plugins for it as well.Unforchently everyone stopped all c2 development and moved over to the paid subscription service construct 3, which tried to do this cloud only model and failed hard doing that so switch backed to a client model but still failed due to subscription service fees. I refused to move over but still tested out construct 3 a few times and saw minor improvements in performance, but more focus on DRM than actual improvements to the tools. In making my own plugins for c2 I found scirra staff to be less than helpful and they seemed to hate people modifying or improving the engine in any way or form including updating the tools they use under the hood. The tools they use are fine but for wiiu optimization they need to be modified and even the offical construct 2 wiiu plugin saw several modifications and improvements to support more controller types and methods of detecting seperate inputs as the default always assumed player 1 and player 2 were always player 1, which was broken for any multiplayer game attempts with the default plugin and mods to it fixed that. Sadily most of this was on the long gone forums nintendo had for developers to communicate with each other and assist in any and all game wiiu development. So all the wiiu plugin addons are gone along with documentation on how to use them. For me I struggled most with the digital manual system that was required out of every full release. Nintendo didn't like the forum even though it was just as helpful as basically miiverse for developers, a lot of information leaked out of the forums, and a lot of information then got locked behind multiple layers of security on the newer developer site with a more need to know bases policies and addons to the NDA. They also blocked out most wiiu third party devs from moving over to the nintendo switch despite showing interest in the wiiu and trying to make that crunch prior to the switches release and some failing. I failed.
If you need a top 1000 beat saber player to test your clone, I can do that for you, though that would be a bit awkward. For those whe dont believe that previous statment: scoresaber.com/u/76561198846160425&sort=1
So I've just got to ask: What's the process for getting the builds from Unity deployed onto a homebrew Wii U? I've managed to cobble together the development environment (which was difficult to do, but very simple at the end of the day), and seem to have NUSPacker functioning as intended but cannot get the game to boot in Cemu or my Wii U. I suspect the issue may be the app.xml being incorrectly setup. I'm sure it'll be simple once I've figured it out, but at present the information is too sparsely scattered across the net for me to put all the pieces together so I'd appreciate any nudge in the right direction!
@Walther Penne Thanks for the information there! I might be able to progress to an installed build as I just got a basic scene running about two days ago using Loadiine having cobbled together information that was scattered across assorted forums. While it's nothing but basic it's still fantastic to get the ball rolling on such a discarded console that has so many great features!
@@SuperAwesomeGuy I use to work with Unity as a job, and because internet was so terribly slow for me back in 2017 I kept any installer that I downloaded - which included one with the Wii U toolset by chance. You can still get a Nintendo developer license for the Wii U. Given that this won't be an option for you: you could do a google search for "Unity Wii U 4.0.1" and see if there's a copy online somewhere.
@@SuperAwesomeGuy I've been unable to get that going, but instead use Loadiine (which takes ages to load). Build unpackaged as PCFS and delete UnityEngine.UI.dll, UnityEngine.TimeLine.dll, and UnityEngine.Networking.dll from the code folder. Then to deploy in Loadiine make sure your folder has the necessary title format such as "MyGame[XXXXX]" (or was it 4 "numbers" in the brackets? I forget right now) otherwise Loadiine won't boot it. Good luck, and please do say if you manage to figure out how to make it into a deployable!
@@SuperAwesomeGuy Good luck dude! I gave up trying to get it going any other way - I'm sure it's possible and it'd be awesome were I going to release any of the little games I've made, plus it'd be great to add to community knowledge...of which there really doesn't seem to be a community at all :(
you should try making games for the 3ds! i have one and really wanna play some of thes games i have a wii u but my little sibblings broke it when they wher 2-3 and the wii u itself on the tv they always use it but i doo have my own new nintendo 2ds that they cant use so yeah you dont have to, but its an idea i have for you in the future
I like how yoU used a remixed version of the nintendo land music for the video since this video is about the wii u and nintendo land is one of the main games for the wii u