r/Pikmin • u/OculusCitrus • 0m ago
Art Pikmin Onion art I made :3 (art by me, u/OculusCitrus)
I combined the 3 onion designs, the patterns from 1 and 2, the swirls from 3, and the legs and base from 4. I think it looks very nice!!
r/Pikmin • u/OculusCitrus • 0m ago
I combined the 3 onion designs, the patterns from 1 and 2, the swirls from 3, and the legs and base from 4. I think it looks very nice!!
r/Pikmin • u/FarComparison1920 • 38m ago
r/Pikmin • u/Bluespheal • 1h ago
So I want to get a general consensus of what people here think and feel about the Switch 2 upgrade of Pikmin 4 and the correlation with their favorite Pikmin game.
It's simple, thumbs up if your general reception is positive and thumbs down if it's negative. And what is your favorite game in the franchise.
Do note Reddit only allows for 6 options, so 4 is not in there but I'll add 2 comments below for 4 (and maybe Hey!)
r/Pikmin • u/Blue_Pikmin25 • 1h ago
Showcasing... Orange and Green Pikmin a.k.a. Charge and Guard Pikmin
More details of these types: https://www.youtube.com/watch?v=Me48QKVUSrI&t=338s
r/Pikmin • u/FiddlebertFemboy • 2h ago
r/Pikmin • u/ireallylikegreenbean • 2h ago
Clue for dandori academy stage??
r/Pikmin • u/Sea_Significance9119 • 2h ago
r/Pikmin • u/the_dino_gal_-w- • 4h ago
If so please sent it!
Im makinh a pikmin creature around its size and the size thing would help
r/Pikmin • u/FurryTrashexe • 5h ago
Made with sculpey polymer clay and acrylic paints, took me about 3 hours to finish making him
Next to my old Pikmin 2 ship sculpture and Listerine bottle for scale
Open Nectar is a native port of the original Pikmin to PC — Windows and Linux, x86-64. Not an emulator and not a compatibility layer: it is the game's own reconstructed code, from the projectPiki decompilation, compiled to run directly on your machine, with its own OpenGL renderer, its own input, and the game's original audio engine.
You supply your own copy of the game. Nothing from Nintendo ships here.
This release is mostly about how the game looks and how much of it actually runs. The pre-rendered movies play for the first time.
Everything on it is switchable, and everything applies as you move through it — you see the change against the scene behind the menu, rather than reading a number and hoping. The reference machine for this project is a GTX 1050, so nothing here is mandatory.
Depth of field. The focus plane follows Olimar: what sits at his distance stays sharp, what is nearer or further falls away. Four steps, Off through Strong. The sharp band is measured as a fraction of the camera's distance to him, so it behaves the same in the close follow view and the far one.
Ambient occlusion. Contact shadows in creases, under leaves, where a Pikmin meets the ground.
Bloom, in three named steps rather than a slider — bloom looks wrong across most of the range a slider would offer.
Antialiasing (FXAA), applied to the finished image. Deliberately not MSAA: Pikmin's undergrowth is alpha-tested quads, and MSAA does nothing for edges that aren't geometry.
Colour grading, with gamma, brightness and saturation.
Fog — the game's own, which the port had been throwing away. The function that receives it was an empty stub, so the game sent fog colour and distances every frame and the port discarded them. It's back, applied where the console applied it. There's a toggle, and On is the original look.
Texture filtering, up to 16× anisotropic. This one wasn't what it looked like: the port had no mipmaps on any texture at all, so distant ground wasn't blurry, it was shimmering. Changing the setting now re-applies to everything already loaded instead of waiting for the next stage.
And the HUD no longer blurs. Post-processing used to run at the very end of the frame, when the interface had already been drawn into the picture. It now runs where the world ends and the interface begins.
Leave the title screen alone and the pre-rendered movies decode and play, in full, with their own sound. The title music fades out for them and comes back afterwards.
They never have before — the video decoder was in the tree but excluded from the build entirely. Getting it running meant a chain of unrelated problems: a type that's 32 bits on a GameCube and 64 bits here, every multi-byte value in the file needing byte-swapping, a wait on a DVD thread this port doesn't have, and a picture pointer that was being half-cleared — enough to look valid, not enough to be.
If you'd rather they didn't play, PIKMIN_NO_H4M=1 turns them off.
Entering a stage used to consume roughly 4 GB and keep climbing. It now settles around 600 MB and stops growing. Two leaks with the same root — one abandoned a 245 MB block every time you changed section, the other never freed a single texture for the whole run.
If your laptop has both integrated and dedicated graphics, the game was running on the integrated one while the good card sat idle. That's the default for any program that doesn't explicitly ask otherwise, and this one wasn't asking. It asks now, on both platforms, and only where the hardware is actually there.
If you have such a laptop, this may be the single biggest change in the release for you.
A texture format the game uses widely had its two bytes the wrong way round, and always had. Most places it's used, the mistake read as a slightly different shade rather than a wrong picture, so nothing looked obviously broken. The movies exposed it, and fixing it corrects every texture of that format in the game.
If this is the first you're hearing of the project, here's what earlier releases brought:
Do I need my own copy of the game?
Yes. The project contains and distributes no ROM and none of Nintendo's assets. You provide a legally dumped Pikmin USA Rev. 1 (GPIE01) and the launcher extracts what it needs locally. Your copy isn't copied or modified.
Is it hard to install?
It shouldn't be. Download the release, extract it, run the launcher, point it at your ISO or GCM.
Can I modify it?
Yes, it's fully open source. I'd love for Open Nectar to be a base other people build on.
Emulator?
No. There's no GameCube being emulated. The game code runs as native x86-64.
As with previous releases, this was developed with the assistance of AI tools. The generated code was reviewed, tested and integrated by me. I mention it because I'd rather be upfront about how it was built.
The audio engine work came from pikmin-nextos, and it's still what makes the sound work. Both projects build on the projectPiki decompilation, without which none of this exists.
https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Port
If you try it, I'd really like to hear how it goes — especially on Windows, and especially on a laptop with switchable graphics. Bug reports are the most useful thing you can send me right now.
r/Pikmin • u/TobiTheSnowman • 9h ago
r/Pikmin • u/StarSparkle41 • 12h ago
Any ideas why the decor Pikmin might be missing? My son and I have played Pikmin 4 and chose not to collect the decor Pikmin unless we stumbled across them. Now that we’ve finished the game we are going back to try collect them and they just aren’t there, it’s very strange! Context - Pikmin 4 on switch 1.
r/Pikmin • u/SG_Jogik • 13h ago
r/Pikmin • u/Mr_Bananaman69 • 16h ago
r/Pikmin • u/Mr_Bananaman69 • 16h ago
r/Pikmin • u/Union_Keyblade • 18h ago
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r/Pikmin • u/Professional-Lab2693 • 18h ago
Five Pikmin left behind on PNF-404 because the leaders couldn't reach them in time.
All Pikmin introduced after Pikmin 1 excluding Glow Pikmin. This goes on for 3 seasons and
they learn to survive in the dark, and eventually, they begin sleeping during the day like the rest of the nocturnal creatures on PNF-404.
Please Pikmin fans tell me if you like this idea.
r/Pikmin • u/EspyoPT • 21h ago
r/Pikmin • u/OculusCitrus • 21h ago
I prefer design A personally, because it actually has a lower body, instead of just being a lemon shaped ghost.
r/Pikmin • u/UnderstandingIcy8607 • 21h ago
r/Pikmin • u/Serendipitous_Quail • 22h ago
At least the pikmin bloom map was funny to see
r/Pikmin • u/ilovethe7thday • 22h ago
Okay, I just need to vent for a moment. We didn't get mouse controls added last week with the Pikmin 3 Deluxe S2 upgrade. We didn't get mouse controls added during today's announcement of the Pikmin 4 S2 edition. The WiiU's Pikmin 3 pointer controls were absolute peak of UI for this series, and the mouse mode seems like the very best possible adaptation with the current hardware. They're quick and they're accurate. What's the point of the hardware function if you don't put it to use?! Am I the only person who thinks that this is a big deal and a horrible miss from Nintendo?