BitLegit

Just a couple of kids tryin' to make it on their own.

About

Hello. My name is Greg! I am half of BitLegit. The other half is Stew.

Stew and I spent a summer putting together WiiBuddy, after I finished a project involving Wii remotes. We’re both products of George Mason University’s Computer Game Design program. WiiBuddy is our first product but hopefully it won’t be our last.

Give us your money and stay tuned!

-Greg

34 responses to “About

  1. Alexandre April 11, 2013 at 8:28 am

    Hello Guys, please, how can I contact you? I need some info about using these Wii devices with PC, I am willing to pay for the asset store plugin, but I think it is for MAC only right? If you can give me any direction, I really appreciate it. Thanks in advance.

    • gregtamargo April 11, 2013 at 12:28 pm

      We’re actually currently working on the PC version right now. As soon as we make progress, we’ll post about it here on the site (as well as reach out to individuals like yourself who have expressed interest).

  2. Victor May 8, 2013 at 11:20 pm

    Thank you guys for what you are doing for gamers. 🙂 “id rather be gaming”

    • neoxeo June 14, 2013 at 4:12 am

      Hi,

      No news for the PC version ?

      • gregtamargo June 14, 2013 at 12:55 pm

        I may have news worth reporting this coming week. It’s very difficult for me to test my work on the Windows version because I have to do so at the local University (where they have PCs with Unity Pro). Also, Windows’ bluetooth is completely different than Mac bluetooth and I’ve had to work in C++, which has been completely new to me. So it’s been a difficult ordeal. I’ve got a lot of the code in place, but once I try to connect the wiimote, Unity crashes. Once I figure that part out, it should be fairly easy for me to transfer the rest of my work from Mac to Windows.

        Sorry this has taken so long! I’ll make a post about my progress soon.

  3. neoxeo June 15, 2013 at 7:24 am

    Thank you for this answer.

    I think that you can have help with :
    http://wiiyourself.gl.tter.org/ (in C++)
    and
    http://wiimotelib.codeplex.com/releases/view/30401

    If you need beta tester for Windows version, I can do this..

    I hope that we have news quickly 😉

    • gregtamargo June 19, 2013 at 11:35 pm

      Actually, I think I just lost access to bluetooth equipped Windows computers… If you’d still like to help, email me at bitlegit@gmail.com and I can send you executables builds of my work. It’s nowhere near “beta” testing. but if we can get a remote to just connect without crashing, the rest should be fairly easy to get into place.

  4. jcarcamo June 18, 2013 at 4:18 pm

    Is unity pro required to use this asset?

  5. Pier November 19, 2013 at 9:56 pm

    You should really write that you need Unity Pro in the asset store. I was about to buy it and it would have been useless to me…

  6. Steve December 17, 2013 at 1:28 pm

    Hello. I’ve just bought your WiiBuddy Unity asset. Your demo works fine. But I’m afraid I’m finding the API documentation unhelpful. How can I contact you with some queries to get up and running with this?

  7. Ivan February 9, 2014 at 5:58 am

    I tried to connect on my mac (maverick) with the wiimote and I Can’t connect, I tried pressing the red button (connect) and the buttons 1 and 2 but is impossible. Can you help me please?

  8. Ivan February 9, 2014 at 6:43 am

    I resolved the problem, I deleted the profile in the bluetooth section and works fine.

    Kind Regards.

  9. dmsnyder4 November 12, 2014 at 2:44 pm

    Guys – hope you are still working on this project. I teach Game Development at Anne Arundel Community College so I am not that far from GMU.

    • gregtamargo November 15, 2014 at 11:59 am

      We haven’t worked on this project in a while, but that might change when Unity 5 comes out (no promises). It’s great to hear that WiiBuddy may be put to use in a classroom setting. An experimental student project is what inspired it. Good luck with all your work. If any updates are made, we’ll be sure to reach out to you.

  10. scotrobson March 31, 2015 at 2:59 pm

    Hi! sooooo……….I could REALLY use this plugin but my standalone runs on Windows 8.1,,,,,,,,any chance this is getting an update soon? 😀 *looks hopeful*

    • gregtamargo April 3, 2015 at 12:06 pm

      Hey. Sorry I didn’t get back to you sooner. I just finished moving across the country. We haven’t worked towards a Windows version in a while, but there were some rumors that it would be very easy for us to try again as soon as Unity5 came out. I’ll email Stew and see what his status is. Really though, in the short term (at the very least), I think you’re out of luck. Sorry. I really do feel terrible that a Windows version never happened. Hopefully someday though.

      -Greg

  11. bournephysio April 5, 2015 at 10:18 pm

    It appears that WiiBuddy is not working in Unity 5. I get a wrong architecture error. I’m assuming that it needs to be recompiled for 64bit. Is there any chance of getting the source code?
    Thanks

    • gregtamargo April 5, 2015 at 10:22 pm

      Uh oh! I was worried something like this would happen. I’m surprised you’re the first to say something. I’ll look into it right away and see what can be done.

      -Greg

    • gregtamargo April 7, 2015 at 12:51 am

      Hey, thanks. I just recompiled the bundle with 64-bit architecture and at first glance everything seems to work just fine now. It only took a minute, but I need to get to sleep now. I should be able to make some time to update WiiBuddy on the Asset Store in no time.

      Thanks again for the heads up.

    • gregtamargo April 18, 2015 at 12:35 pm

      Alright. The update is on the asset store now. Please check it out and let me know if everything is as copacetic as I think it is.

  12. bournephysio April 19, 2015 at 9:39 pm

    Looks like it is working fine now. Thanks.

  13. simonglans3793 April 11, 2016 at 6:21 am

    Hey guys! I did not see an email but im wondering if its possible to connect up to 4 wii boards and play on one screen. All players moves left, right and jumps using a balance board but wil it be possible for all players to do these things at once?

    • gregtamargo April 12, 2016 at 9:16 pm

      Hey. Sorry for the late response. Yes, you can absolutely connect 4 balance boards at once. There is a slight chance that you may run into an uncommon bug though. This has already been remedied and will not exist in the next update. If you encounter it before the update is ready, simply contact me directly and I’ll get the fix to you.

      • simonglans3793 April 13, 2016 at 5:30 am

        Cool, thanks for the reply! One more thing, I’m currently using wii walker to connect and calculate weight on the board. Will I still have to use that if I buy your asset? Also you could use it without unity pro now, right?

      • gregtamargo April 14, 2016 at 1:58 am

        I’m not sure if you can connect your device to two separate applications at the same time, but WiiBuddy can can connect to balance boards and access their data in balance and weight. and Yes. So long as you are using Unity 5 or later, you will not need any Pro license.

        I hope that answers your question about wii walker. I’m unfamiliar with it.

  14. yann minh May 9, 2017 at 9:56 am

    Hello bitlegit, and thanks very much for you wiibuddy I use it now from many years.
    Right now I have a problem that I can’t solve.
    Wiibuddy works fine in the editor, but when I make a build in “x86_64” the application quit.
    Wiibuddy works fine only in an architecture build “x86”
    and with an architecture build “universal” the “find remote” menu does’nt appear…

    I need to build in x86_64 because I also use a Myo Connect for my work, and Myo Connect only works in x86_64 builds.

    I use Unity Pro 5.6.0f3 on Mac OS 10.12.4

    Maybe you can help me 🙂 thanks very much.

  15. yannminh May 9, 2017 at 9:57 am

    Hello bitlegit, and thanks very much for you wiibuddy I use it now from many years.
    Right now I have a problem that I can’t solve.
    Wiibuddy works fine in the editor, but when I make a build in “x86_64” the application quit.
    Wiibuddy works fine only in an architecture build “x86”
    and with an architecture build “universal” the “find remote” menu does’nt appear…

    I need to build in x86_64 because I also use a Myo Connect for my work, and Myo Connect only works in x86_64 builds.

    I use Unity Pro 5.6.0f3 on Mac OS 10.12.4

    Maybe you can help me 🙂 thanks very much.

    • gtamargo May 9, 2017 at 10:37 pm

      Wow! I don’t think anyone has ever told me they used WiiBuddy for years. That’s really exciting to hear! What you’re describing though sounds like a problem that I am very confident I’ve already solved. Please make sure you’re using the most recent version of WiiBuddy. If not, I believe I can walk you through how to easily modify WiiBuddy to fix this. If that’s the case, email me at bitlegit@gmail.com for these instructions.

      Respectfully,

      Greg

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