Author Topic: Space Impakto DS  (Read 8257 times)

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Offline relsoft

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Re: Space Impakto DS
« Reply #20 on: July 10, 2010 »
Thanks guys. I was a little busy with life for the past month since my dad "went under the knife".

But I coded like crazy for the past 3 days (ave. of 4 hours a day) and I recoded my bullet hell engine from scratch.

Bullet Rel Download (with source)...

http://rel.betterwebber.com/junk.php?id=107

Screen:




features:

1. All Fixed-point engine
2. Data driven interface
3. Less memory usage
4. Easier to use than the PC version
« Last Edit: July 10, 2010 by relsoft »
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Offline relsoft

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Re: Space Impakto DS
« Reply #21 on: July 19, 2010 »
Ver 0.04beta up...

What's new?

       
Code: [Select]
v 0.4b  (07/18/10)
Integrated bullet Rel
Added sound effects and BG music (via MaxMod)
Bucket based memory model
Data driven engine
Ditched the options
More enemies

Download:
http://rel.betterwebber.com/junk.php?id=101


screens:




Bugs:
1. I needed to lower the BGM volume in order to hear SFX's. Anyone knows why?


I need help finding bugs.  Thanks!!!


Todo:
1. Ship to enemy collision via SAT.
Linky: http://rel.betterwebber.com/junk.php?id=109

2. Tool to make patterns easier.
« Last Edit: July 19, 2010 by relsoft »
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Offline relsoft

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Re: Space Impakto DS
« Reply #22 on: July 23, 2010 »
Update Ver 0.05b:

What's new?

Code: [Select]
glFonts
oamFonts
Encapsulated maxmod for a better sound module
Return to homebrew menu
Decreased all the enemy's HP
Better BGM and SFX
Pause and return to menu

Download:
http://rel.betterwebber.com/junk.php?id=101


screens:

« Last Edit: July 24, 2010 by relsoft »
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Offline relsoft

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Re: Space Impakto DS
« Reply #23 on: August 02, 2010 »
Yay!!! Bullet Pattern making is easy and fun now!


If anyone's interested in making bullet patterns...

Tool update:

Bullet Rel Designer

Download:

http://rel.betterwebber.com/junk.php?id=113

App type: A visual bullet pattern designer I made for my DS game Space Impakto DS


Features:

   * Very Fun since you could design patterns even while drinking coffee.
   * Saves patterns in C/c++ code directly useable by my SHMUP engine.
   Saves are *.cpp files where the nds file resides
   * Can do almost any pattern I have seen (except for tohou "square"
   patterns)
   * Can listen to different moozic while making a pattern.
   * Source included

Limitations:
   * Cannot load patterns (yet)
   * cumbersome controls (Limited DS buttons)






Enjoy!


PS. I hope someone submits patterns to me. ;*)

Try thse patterns"

Code: [Select]
void barrage_SMART_ROBOT_ARMS_5X(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

Tturret_params tp; 

tp.active_time         = 10600;
tp.active              = 1;
tp.smart               = 1;
tp.x_radius            = 0;
tp.y_radius            = 0;
tp.angle               = 16384;
tp.min_angle           = 0;
tp.max_angle           = 32767;
tp.angle_speed         = 0;
tp.angle_dir           = 1;
tp.spread_angle        = 3584;
tp.bullets_per_shot    = 5;
tp.rotation_type       = 2;
tp.spawn_delay         = 0;
tp.max_spawn_delay     = 49;
tp.wavemode            = (E_WAVE_MODE) 2;
tp.wave_counter        = 0;
tp.max_wave            = 4;
tp.max_wave_delay      = 4;
tp.bp.speed            = 1784;
tp.bp.speed_delta      = 5600;
tp.bp.offset           = 4096;
tp.bp.gx               = 0;
tp.bp.gy               = 0;
tp.bp.delay            = 9;
tp.bp.energy           = 1;
tp.bp.state            = (E_BULLET_TYPE) 2;
tp.bp.smart            = 1;
tp.bp.start_frame      = 73;
tp.bp.num_frames       = 3;
tp.bp.anim_delay       = 3;
tp.bp.death_ID         = 0;

tp.bp.width           = sprites[tp.bp.start_frame].width;
tp.bp.height          = sprites[tp.bp.start_frame].height;

turret.parameters.push_back(tp);

}


Code: [Select]
void barrage_5WAY_23WAVE_DIRECT(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

Tturret_params tp; 

tp.active_time         = 10600;
tp.active              = 1;
tp.smart               = 0;
tp.x_radius            = 10;
tp.y_radius            = 9;
tp.angle               = 16384;
tp.min_angle           = 0;
tp.max_angle           = 32767;
tp.angle_speed         = 0;
tp.angle_dir           = 1;
tp.spread_angle        = 2304;
tp.bullets_per_shot    = 5;
tp.rotation_type       = 2;
tp.spawn_delay         = 0;
tp.max_spawn_delay     = 24;
tp.wavemode            = (E_WAVE_MODE) 3;
tp.wave_counter        = 0;
tp.max_wave            = 23;
tp.max_wave_delay      = 4;
tp.bp.speed            = 184;
tp.bp.speed_delta      = 120;
tp.bp.offset           = 4096;
tp.bp.gx               = 0;
tp.bp.gy               = 0;
tp.bp.delay            = -1;
tp.bp.energy           = 1;
tp.bp.state            = (E_BULLET_TYPE) 2;
tp.bp.smart            = 0;
tp.bp.start_frame      = 99;
tp.bp.num_frames       = 3;
tp.bp.anim_delay       = 3;
tp.bp.death_ID         = 0;

tp.bp.width           = sprites[tp.bp.start_frame].width;
tp.bp.height          = sprites[tp.bp.start_frame].height;

turret.parameters.push_back(tp);

}


Code: [Select]
void barrage_WAS0AG_6WAY_3SHOT(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

Tturret_params tp; 

tp.active_time         = 10000;
tp.active              = 1;
tp.smart               = 0;
tp.x_radius            = -14;
tp.y_radius            = -13;
tp.angle               = 0;
tp.min_angle           = 0;
tp.max_angle           = 32768;
tp.angle_speed         = 2048;
tp.angle_dir           = 1;
tp.spread_angle        = 5632;
tp.bullets_per_shot    = 18;
tp.rotation_type       = 2;
tp.spawn_delay         = 0;
tp.max_spawn_delay     = 30;
tp.wavemode            = (E_WAVE_MODE) 3;
tp.wave_counter        = 0;
tp.max_wave            = 0;
tp.max_wave_delay      = 3;
tp.bp.speed            = 384;
tp.bp.speed_delta      = 0;
tp.bp.offset           = 4096;
tp.bp.gx               = 0;
tp.bp.gy               = 0;
tp.bp.delay            = -1;
tp.bp.energy           = 1;
tp.bp.state            = (E_BULLET_TYPE) 2;
tp.bp.smart            = 0;
tp.bp.start_frame      = 96;
tp.bp.num_frames       = 3;
tp.bp.anim_delay       = 3;
tp.bp.death_ID         = 0;

tp.bp.width           = sprites[tp.bp.start_frame].width;
tp.bp.height          = sprites[tp.bp.start_frame].height;

turret.parameters.push_back(tp);

}


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Offline relsoft

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Re: Space Impakto DS
« Reply #24 on: April 20, 2011 »
Updated to a really playable game.

BTW, to make "replay" work, finish the level without a continue.

Enjoy!
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