Category: Nintendo DS
Agenda DS is just what it says, an Agenda application for Nintendo DS.
Release notes:
I don’t know if it’s finished, but I can’t imagine anything to add.
It’s like the name says an agenda.
You can browse (correct english?) through ‘your’ agenda in the bottom screen.
To add a new activity press NEW and to delete the first one press DELETE.
in the top screen you see the activities in the right order (that’s harder to program than you might think).
the first date will automatically disappear when it has been happened.
You can see the current time aswell.
And also the time left until the next activity (it always thinks the month has got 31 days).
The dates are automatically saved to your FAT and they will load automatically too.
When the dates are being loaded it might be possible it has some bugs.
It works better in an emulator but then you can’t save.
The dates in the browsing part aren’t correct.
http://dsgamemaker.com/forum/viewtopic.php?f=28&t=3559
HighWay Run is an Arcade game, where you are a red car trying to avoid the oncoming traffic. Use the stylus to turn the car. Collect gas cans if you’re running low on gas. Your final score is determined by your time multiplied by the number of gas cans collected.
http://dsgamemaker.com/forum/viewtopic.php?f=28&t=3539
In Knytt Stories, each level is its own little adventure. Knytt Stories is a 2D platform game.
Quote:
We have been porting a platform game, “Knytt Stories”, for the Nintendo DS for more than a year and a half. A few days ago we released the beta version. A few minutes ago, I opened the source with the New BSD license. I will continue working on the code in the next two months in order to release the final version, so the source code itself will evolve.
Copying the description from the web site:
“Knytt Stories is a freeware platform game made by Nicklas ‘Nifflas’ Nygren ( http://nifflas.ni2.se/ ). The game include several short levels (‘stories’), and there are many new stories created by the community that anyone can play. As a tribute to this great game, we are developing a (free) DS version of it – Knytt Stories DS.”
http://palib-dev.com/forum/index.php/topic,173.0.html
Baro is working on a Legend of Zelda like game.
Quote:
Hello you guys! I don’t know if you remember this from the old board. It’s Tanuki Tail, a Legend of Zelda style game I’m developing. The thing is still in progress and there’s still a lot of things to do in the engine until I start making the actual levels of the game, because engine goes before content.
If you saw it in the old board, maybe you won’t notice too much progress, but that’s because I’ve been busy with college stuff, and also spent some time making the script compiler as a tool I will use for multiple things in the game.
But let’s get into the stuff. As I already said, the game will be on the style of the zelda games (console versions, think of Minish cap and earlier), but instead of items you’ll transformate yourself to gain a set of abilities (for example, transformate into a bird to be able to fly for a while, but also be smaller so you can sneak in small places, and that sort of things). The engine of the game is being designed so each transformation changes almost all your attributes: size, speed, jump, accelleration… Also, in the actual game, you will be able to select your next transformation by drawing in the bottom screen.
Right now I’ve done the basics, the collision system (perfectioned two or three times… I keep finding mistakes that take me days to fix from time to time), map loading (partially. I load maps divided in blocks of tiles, with collisions and block data separately), the basis of the script system and movement of characters, including things like pushing eachother and stuff. They don’t attack yet though.
Although the game is in 2D, I’m making the maps having different heights for each block, having slopes, etc. This and treating the objects as cilinders give the game a slight idea of a rudimentary, theoretical 3D world.
I think the result of the engine can be very interesting. If everything goes well, I’ll probably maybe perhaps likely release it as open source so it can serve as basis to other games.
http://palib-dev.com/forum/index.php/topic,175.0.html
Just see if your EyeQ is as high as Einsteins IQ. Give it a try an improve your score. The more you play, the better you get.
http://palib-dev.com/forum/index.php/topic,179.0.html
aquaz released a demo of his Castlevania-like game for the Nintendo DS.
Quote:
I presented RapidFire and Emoticone nearly one month ago, two Palib minigames I have made to see what can be DS development.
Now I present a gameplay demo of Alibis, a game much more ambitious than the previous ones. This could be call a Castlevania-like because of the original principle but in fact the gameplay is very different.
http://palib-dev.com/forum/index.php/topic,167.0.html
S8DS is more or less a port of SMSAdvance to the NDS. It emulates the Sega Master System and the Sega Game Gear.
Changes:
*Fixed Super Tetris & Frogger proto when machine is set to “Auto”.
*Fixed PGA Tour Golf (low bits of VDP Stat not zero).
*Changed palette buffering to middle of screen.
*Changed default scale mode to “Scale To Fit”.
Thanks to www.nintendomax.com for the news.
http://www.ndsretro.com/
PaDS by xiao32 is a button-tapper. It randomly says a button, and you either get it right or wrong. You have 60 seconds to gain as many points as possible.
http://palib-dev.com/forum/index.php/topic,159.0.html
corenting released “Plus ou moins DS” for the Nintendo DS.
Quote:
Here’s my new homebrew : a classic game adapted on the DS but I don’t know the name in english.
It’s in french.But you will understand with the README.
How to play:
The DS will think to a number between 40 and 70.
You will have to find it.
Choose a number (always between 40 and 70 of course) and press A.
The DS will say to you “Plus†if the number is higher than the one you choose.
The DS will say to you “Moins†if the number is lower than the one you choose.
The game continues like that until you find the good number.
http://palib-dev.com/forum/index.php/topic,152.0.html
Mark-io made a remake of the classical arcade game “Seawolf”.
Quote:
This game recreates the look and feel of the original Sea Wolf coin-op arcade game released in 1976 by Midway It probably was the first video game i ever played. In Sea Wolf you take the controls of a submarine and torpedo enemy ships. There are five different types of ship and each kind has a specific length, speed and score value. Floating mines just below the water’s surface can block a torpedo from hitting a ship. After launching five torpedoes, you must wait a few moments to reload.
http://palib-dev.com/forum/index.php/topic,156.0.html