PSPikmin is a PSP port (all firmware, even OFFICIAL FIRMWARE) of the game Pikmin made in Gamecube and Wii. In the game you play as two austrounauts that land on the planet in search for treasure. They gain help in finding treasure from the native creatures of the planet called Pikmin. The austronauts (named Olimar and Louie, and sometimes Mr. President) go and find the treasure in 6 different areas and dozens of holes that contain many levels. At the same time, they must fight enemies of the Pikmin using the Pikmin as "plant weapons". PSPikmin will feature the five Pikmin in the game, Purple, White, Red, Blue, and Yellow. And maybe the game might feature some new pikmin and enemies (still need to come up with ideas for those new Pikmin and enemies). This game will also feature some multiplayer action (ad-hoc mostly cause i cant garauntee online mode). And probably feature some new areas never seen in the original Pikmin games.

Progress so far:
Codes: [/-------------]1%
Eboot files and sound: [////-----------]20%
OFW capabilities: [-----------------]0%
Characters and Enemies [/----------] 1%

Wanted at the moment:
Texture Artist

Current Team:
Trollmar: Modeler, Mapper
endercraft4: Coder

Senior meatbox: modeler, animator

PSPikmin Windows, PSP game

Visit the new Facebook page for updates and talk about Pspikmin:

Added Note: Don't expect much updates from me. I'm barely finishing up the school year and I need to get ready for my senior year. -Trollmar

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6 comments by Trollmar on Jul 10th, 2014

Before I continue onward with this news update, I still need people to help me out. 
Coders (has to be able to code 2d game)
Mapper? (this one not so sure about)
I will explain this

I am completely aware that the PSP modding scene will die soon. I am also aware that I have entered the modding scene completely unprepared, expecting for help to just pop out when I needed it. That was a huge mistake in my part. I have now realized that now there is no going back on what I started unless I want this project to die out (Which is something I don't want to happen). As of today I will try my best not to make any mistakes until this project is finished. After that I can be the huge f*ck up that I am.

So without further ado (English for without anymore bullsh*t), I will announce the new changes.

A while back me and senior were talking about the structure of PSPikmin. He mentioned changing PSPikmin into 2d. But being the stubborn d*ckstain that I am, I ignored the idea until today. After some consideration, PSPikmin will make the transition from 3d to 2d. As of the time writing this, I still haven't decided what type of 2d PSPikmin will be, but I am hoping that I will go along the lines of something like: (Note: this is concept made by someone else. I didnt make this art. Give credit to them not me)

Also, as of this writing, I have been working on some sprites. Some of you may have seen them in the image feed but just in case:

I started these sprites yesterday at the time of this writing. These are not permanent, as I feel they could use more work. If you like to help out in making better sprites, feel free to do so. 

I will end it here for now since thats about all there is to the update besides a few other non important points.

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Post comment Comments  (130 - 140 of 197)
juicytoot Jul 15 2012, 11:53am says:

with the amount of entities you need for this game, psp will lag soooooo much.

-1 votes     reply to comment
endercraft4 Jul 18 2012, 11:48am replied:

Shut up! Have you ever made a game? That's right. You haven't!
You were working on legend of remake but we haven't heard any updates on that in 7 months.
So stop saying how and why this game won't work.

+2 votes     reply to comment
juicytoot Jul 23 2012, 12:41pm replied:

I wrote a 3d raycasting engine in GML...

0 votes     reply to comment
DukeInstinct Jul 30 2012, 9:12pm replied:

Lets see it then, ZPF, because I highly doubt it.

Not only do I doubt your ability to make a Raycasting engine in the first place but I doubt GameMaker's ability to support such a thing, let alone do so efficiently. On top of that, a raycasting engine would kill your garbage MacBook anyway making it impossible for you to test.

You're either too incompetent to know what you really "made" or are completely full of ****.

+4 votes     reply to comment
juicytoot Aug 4 2012, 12:21am replied:

3d raycasting engine was the doom style engine i made for double universe. its not real 3d, just faking it with sprite size.

+2 votes     reply to comment
DukeInstinct Aug 6 2012, 4:16pm replied:

I've think you've confused raycasting for simple things (i.e. seeing what a bullet hit) to mean that it's a raycasting engine which uses raycasting for graphical features like shadows and reflections.

+2 votes     reply to comment
juicytoot Aug 6 2012, 6:47pm replied:

yeah, when i see it its more like that.

+2 votes     reply to comment
endercraft4 Jul 24 2012, 5:25pm replied:

Well... I do regret saying most/all of my earlyer comment.
But also, if I am remember right, then GML is game maker language. And though game maker is a good program, witch I use every now and then for fun. I don't think GML is really anything like a real programming language.
Though a 3d raycasting engine does sound impressive.

+3 votes     reply to comment
DukeInstinct Jul 30 2012, 9:15pm replied:

endercraft, ZPF is most likely lying. He can't even make a 2d clone of Zelda.

+4 votes     reply to comment
TheBiolizard Jul 14 2012, 4:56pm says:

I sure am excited!

+4 votes     reply to comment
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Windows, PSP
Developer & Publisher
Crystal Eagle Studios
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