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View Full Version : AiLive Makes Wii Development a Breeze


[VSK]BadCRC
10-12-2006, 08:28 PM
Nintendo and AiLive have developed an intuitive interface to give game developers to the opportunity to easily implement movement and activity sensitivity to the Wii-mote through use of a new application: LiveMove.

LiveMove is a simple program that allows developers to create a series of actions by name, then act them out themselves, it then records this data as a movement function. Those functions can then be loaded into a movement recognition file, tested to verify that they do in fact work, then easily implemented into their games.

In short, developers can now focus on making commands that work easily for the Wii-mote, rather than strain with the difficulties of manipulating the data by hand, so to speak.

In keeping with Nintendo's promise of inexpensive development, Nintendo is offering this program, currently, to developers with a mass-adoption license of $2,500 per unit.

You can read the whole article at Cubedł's (http://www.cubed3.com/) website by clicking on this link (http://www.cubed3.com/news/6127/1/Wii-mote_Learns_to_Move).


My personal concern though is whether or not this interface can lead to motion sensitive controls in real time, or if this is strictly for action=a scripted response only sort of gameplay feature.

DesignerKid
10-12-2006, 09:23 PM
Real-time needs to be done directly by the game teams; this is a "gesture" system that will allow developers to rapidly prototype their ideas.

Go to AiLive's website and you'll see a 'silly' but informative demo video.

It looks like it works, and works quite well.

Xenkylm
10-12-2006, 09:52 PM
Yeah, I think this would basically serve to help out folks who want to have a LOT of gestures in their games, but would be overwhelmed by having to program and tweak each one. I imagine this would be excellent for some genres (rpg?), and useless for others (sword fighting)

Oskin
10-13-2006, 12:12 AM
This is great news for some types of games... Wario Ware for exemple... Of course it could be a problem if some companies rely on this to create a game like Red Steel... By its still great that they offer the option to developers...

RMan
10-13-2006, 12:53 AM
Yeah, I think this would basically serve to help out folks who want to have a LOT of gestures in their games, but would be overwhelmed by having to program and tweak each one.
I wouldn't say that, I'd think it'd be a time saver if you had as few as one gesture to deal with.

dac5
10-13-2006, 01:58 AM
The Wii's fate still stands precariously as the Gamecube's once did. Its all about 3rd party developers--if they embrace the system or drop it within months of release like they did for the Cube. At least, it looks like Nintendo's doing everything they can to keep them appeased.

Time will tell.

if76
10-13-2006, 09:23 AM
Let's be honest compared to past Nintendo systems the 1st party games weren't so hot on the GCube.

You had an underwhelming mario, a really good but not great zelda, a shitty starfox, and a really good but not great metroid (compared to super metroid that is). Pikmin was a lot of fun but not a classic. The only real standout was Super Smash Bros Melee and that wasn't the most original experience. Then you had Luigi's mansion...

Compare this to Ocarina of Time or Mario 64. Compare it to Super Metroid, Link to the Past, or Yoshi's Island.

I'm really hope Wii brings both good 3rd party and 1st party games to the table.

MajSheppard
10-13-2006, 09:28 AM
The Zelda game was great. Wind Waker was amazing, yet I would have to agree that the games were not SNES caliber. Still I wouldn't trade the Cube libary for the PS2 or Xbox libaries. The cube and box took care of me.