PROGRAMMING > Console homebrew
Space Impakto DS
relsoft:
Space Impakto DS
Download:
http://rel.phatcode.net/junk.php?id=101
GameType:
Bullet-Hell SHMUP (Space shooter/Shoot 'em up) for your DS
Features:
* 2d gameplay
* 3d background
* All fixed-point engine (no real-time single float/double variable is ever used)
* Optimized texture use via texture packing
* Oldskool 8-bit/4bit sprites
* Newskool bullet hell gameplay
* Source included(Will be released on the final release)
* Replay mode
* Button config
Video(courtesy of Jurassicplayer)
http://www.youtube.com/watch?v=FoIRv-FBCaw
Another Video by Modariffic
http://www.youtube.com/watch?v=j4UhvvCxtIY
Screenshots:
Development:
Official Site: http://rel.phatcode.net
This is just a test level and really just uninspired almost random enemy sequence.
I like entering this type contest so I would be forced to finish this game. :*)
I'm welcome to suggestions.
Enjoy.
BTW, is the level too hard or too easy for let's say level 2 in a 5 level game?
Changes:
--- Code: ---v 0.8.4b (04/09/11)
Finalized Boss sequence
Added a lot of enemies
Enemy sequence test
boss timer to remove "boss milking"
Bugfixes
v 0.8.3b (04/04/11)
Boss Sequence Test
Bugfix
v 0.8.2b (03/30/11)
HighScore Table
Name Entry
v 0.8.1b (03/29/11)
Replay System (Just 32 KB. Yay!)
Key Config (Cearn's Idea)
Plasma BGs (I went for the symmetry this time)
Sub BG renderer
v 0.8.0b (03/23/11)
Sexy Menu and GUI
Plasma Fonts
Sub BG rederer
Warp FX
Fonts
v 0.7.2b (02/25/11)
Updated the source for libnds 1.5.0 (took me hours!)
Ditched stencil effects(glAssignTexture() is kinda slow)
Fx3D() singleton
Added some memory handler/feedback (2mb+ free memory still to use. yay!)
v 0.7.1b (01/19/11)
Centipede enemy
Bombs
"Engine-ized" the game
v 0.7b (01/16/11)
Added a second player (the R9)
Missiles
More enemies
v 0.6b (01/11/11)
Decided
that the current engine sucks and needs an overhaul
Recoded everything using the system I used in Bubble Fight EX
--- End code ---
rdc:
I wish I had a DS!
ninogenio:
going to try this out in a little while ill have to dig my ds out the cupboard.
looking throught the source i can see you really know what your doing mate nice fixed point code and every thing looks as it should so big thumbs up for getting ontop of this stuff so quickly i had a bit of trouble figuaring it all out when i first started but well wow lol.
have you tryed the tile modes for big maps and stuff i made a massive scroller that shifts the tiles through 2 screens but i remeber it being a real nightmare to do.
Clyde:
tried the nds out on the no donation / free version of no$gba as I don't have a Nintendo DS or if it needs a special programmable DS like the yab stuff, and dude welldone.
What I can tell is that there's a lib to make DS code in C.
relsoft:
Thanks for trying it out guys.
Rick : You could try no$gba which is a windows emulator for the DS.
Nino: I still have a lot to learn regarding the hardware (it has just been 2 weeks since I started coding for the DS). It also seems that I could combine the 3d rendering system along with the 2d core on the "main engine". I tried putting a quad below those sprites and it worked. So I might be able to use some sort of tunnel for some BGs.
Clyde: Yeah, C/C++. It's called DevkitPro. It's a GCC port on the ARM. You can use it to code for the PPC and the PSP also.
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