Skip to content

relminator/SpaceImpakto-DS

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

7 Commits
 
 
 
 
 
 
 
 

Repository files navigation

SpaceImpakto-DS

A Bullet-Hell SHMUP(Space Shooter) Nintendo DS Homebrew

1st Place winner in the GBAtemp Homebrew Bounty 2011 DS Category.

Alt text

Alt text

Instructions:

Copy "SpaceImpaktoDS.nds" to your flashcart and enjoy!!!

*Also try to wait for a few seconds(approximately 20 seconds) while in the main menu
to see a 1cc - 2 loop - demo.

*If you don't have a DS and a flashcart, you need an emulator to play this
on the PC.  Try No$GBA or DesMuMe(both are free).

Tips: Shoot everything that moves. There is always a safe area no matter how crazy the patterns are. Try to destroy the boss as much as possible. There is a boss timer that will auto destroy the boss but you won't get a score bonus this way. Replay is only available after 1 game( doesn't matter if you loose or not) or... Replay is also available when there is a saved replay on the flashcart. Replay is not available when you return to the main menu when the game is paused. Score should be a little higher with autobomb set to OFF. Ask around at the GBAtemp forums for the cheatz. If all else fails, don't move!

GameType: Bullet-hell SHMUP (Space Shooter/Shoot 'Em Up) for your DS

Controls: (Change within the Options menu) B = Shoot A = Bomb R = Slowdown

Features:

* 2d gameplay
* 3d background
* Optimized texture use via texture packing
* Oldskool 8-bit/4bit sprites
* Newskool bullet hell gameplay
* Source included( use and abuse license but give credit where it is due ;*) )
* Replay system
* Button config
* Varied and animated Bosses
* Proceduraly generated backgrounds
* Proceduraly generated 3d models 
* 3 types of ships
* 2 Game Modes (Normal and Boss Rush)
* Auto-bomb (see Options menu)
	(When autobomb is ON, you won't have bomb powerups at the end of the stage
	 so "Pick Your Poison".)

Development: (See in-game Credits for complete list)

Official Site: Http://Rel.Phatcode.Net

Programming: Richard Eric M. Lope BSN RN (Relminator)

Design: Anya Therese B. Lope
	Relminator
	The whole GBAtemp community

Tools: DevkitPro - Devkipro.org libnds - Devkipro.org Easy GL2D - http://rel.phatcode.net (Junk->DS Homebrews->EasyGL2D) MaxMod - Devkitpro.org Rel's 8-bit Texture Packer - http://rel.phatcode.net (Junk->FB trash->Texture Packer)

Updates/Changes:

v 2.0.0 FINAL (09/21/11) Migrated code to latest DKP toolchain CPU controlled demo(wait 20 seconds in the main menu to activate) AutoBombs "pick your poison" version. * When you use autobomb, you won't have bomb powerups at the end of the stage. * AutoBomb State is saved for future gameplay. Saves are now incompatible with older versions. Player name is saved for future gameplay as Cyan suggested. Button Configuration is saved future gameplay. Loop and Stage is displayed on the lower right corner. Cheat c0d3z!!! Score is limited to 50k. Ask Wasim how. Score bonus system changed Demo and Replay games skip the intermission as suggested. Included some bragging rights in the splash screen for kicks. Bug Fixes

v 1.3.0 (06/21/11) New Ship!!!! Autobombs!(Only for bullet collisions) Added boss revenge bullets when timer runs out (both loops) Added boss revenge bullets when boss is destroyed in loop 2 New BombType Changed drawing order of ship and shots for the new ship Changed Main Menu font colors Bug Fix

v 1.2.0 (06/17/11) Changed the order ships' shots vs. enemy bullets get drawn Included another 1 cc replay (until 2-3 Blue Bagwis). Added all the assets with the source so anyone can compile the game.

v 1.1.0 (06/04/11) Recompiled without debugging features Included my 1 cc replay (until 2-3 Red Agila).

v 1.0.2 (06/03/11) Increased the firepower of Blue Bagwis Fixed the bug where you get the ending screen even if you force exited. HighScore table now saves the highest score achieved on multi-credit game Added a new boss (Gluteus Maximus) Added A new Stage Only the 1st credit score gets to be recorded on the highscore table Replay now records both game loops

v 1.0.1 (05/30/11) Fixed the bug in the replay system interface Changed the Replay System Interface to a more intuitive one. Normal and Boss Rush has different highscore tables Second loop! Loop 2 is the "HARD MODE"(For HardCore BulletHell players) ala Strikers 1999 and Gunbird 2 Loop 2 is reminiscent of Psykyo 2nd loops where you kill something, it explodes bullets. Level is also spawnign "popcorn" enemies when facing bosses to up the ante of difficulty. Edited some enemy sequence to make the first loop beatable w/o using a single bomb.

v 1.0.0 (05/27/11) Finally got it non beta!!! Fixed the replay system for Red Agila (mistyped variable) Changed how the intermission screen works Boss Rush Mode BGM is attenuated when pausing Added more menu items Added a way to save or load Replays(3 slots) Player is able return to main menu when paused.

v 0.9.1b (05/26/11) Added bomb powerup Added 1-Up Changed the font on the subscreen BG to make it bigger Added Modariffic.com on the splash screen Player "aura" when invincible Intermission screen Can't continue when in replay mode Each ship has a different bombtype Current Hi-score is loaded from file if present Reconfigured sound modules for better channel use.

v 0.9.0b (05/23/11) Finalized level BGs Added per level BGMs Fixed projection matrix bugs (3d and 2d z-fighting) Added more SFX Sequenced stages 2-4 HighScore table is externally saved Fixed some sound issues Reactivated "Replay" system Replay now saved even if you don't finish the level.

v 0.8.7b (05/19/11) Sequenced Stage 1 Changed boss life meter Splash screen Almost proper level BG's

v 0.8.6b (05/09/11) Added a new boss (Taknom) Boss Hp can be seen on-screen Moar enemies

v 0.8.5b (05/04/11) Fixed the plasma color bug (used memcpy() instead of DMA) Changed the HighScore text entry button interface (now very arcade-ish). Added a new capability to BulletRel after playing Ketsui DS Added another boss (Tentakill) that behaves like the 2nd level lifeforce(NES) boss Added the 3rd boss (Transporma) Boss Rush Mode

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 renderer 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

v 0.5b (07/23/10) glFonts oamFonts Encapsulated maxmod for a better sound module Return to homebrew menu Decreased all the enemy's HP

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

v 0.3b (06/05/10) Added an enemy handler Added collision detection (AABB) Added explosion handler Encapsulated most sprites Developed a tool for texture packing

v 0.2b = Migrated rendering engine from OAM to 3d core

v 0.1b = OAM sprites implemented

v 0.0b = (04/20/10) started coding.

About

A Bullet-Hell SHMUP(Space Shooter) Nintendo DS Homebrew

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages