Jared Weinstock-TL

Chau Nguyen

Todd Carpenter

Kyle McArdle

Nick Deimler

Tom Bergamini *NEW*

Simplistic Headtracking

While the project is pretty much wrapped up I’ve been getting some emails requesting some basic headtracking code and examples for people looking to get started with their projects. This is one of the older and simplistic versions of the headtracking that eventually became fully implemented into the final Fourmation product. This relies heavily on [...]


Shaking Nunchuk Syndrome

Like I previously mentioned in my post [HERE] the control scheme needed a rework, and after talking it over we decided to use the Nunchuk as our character control rather than the D-pad on the WiiMote.


Tutorial: Physically Setting up the Peripherals

Alright, so now your ready to ball? Got your goggles all made up following [THIS] tutorial? WiiMotes connected using [THIS] tutorial? Now you wanna know what the next step is? Good. Here’s what your going to need to do for the best gaming experience Fourmation has to offer. Also, forgive the quality of these pictures…my [...]


New Control Scheme?

Well now that enough of the game is done to the point where I can actually test out certain aspects of game play in real time, I’ve come to the conclusion that our control scheme may need to be slightly reworked. Right now the controls are free roam (as long as the planes have been [...]


Original Cold Cut Code Combo

So this week I merged 2/3 of all our code into what I just called a delicious sounding Subway sandwich. I got all the Wii stuff I’ve been doing into Jared’s new grid system, so now we just need to figure out Chau’s multilayer stuff.

I also did a bunch of custom mouse stuff and fixed [...]


Game Controls: Done

So for the past three weeks I’ve been working on getting the WiiMote to work like a mouse AND control the characters. Finally this week I got everything working! The prototype of Fourmation now has full WiiMote compatibility. You use the D-Pad to control your dude, and A button flips the cube. Keyboard functionality is [...]


Headtracking with Z-depth!

FINALLY!
I finally got this working the way I wanted it tonight. It was such a simple solution I have no idea why it took me so long to get it…
You can now move in and out and the cube will scale appropriately. You can also go out of frame and the cube will no longer [...]


Calibration Nightmares…

So like I mentioned in the weekly update, I’ve been playing around with boundaries in WiiFlash so that you physically can’t look too far up/down/left/right while using headtracking. I managed to get this pretty much down through a bunch of trial and error and just tweaking some numbers. Just when I thought I had everything [...]


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