Nintendo DS News
MLlib is a NDS multi-touch library.
Release notes from hillbilly:
I finally finished my library based on Felix’s code ( http://blog.dev-scene.com/felix/2007/06/10/multitouch-demo/ ) and thought to release it with one demo in it. (I’ll keep the photo demo to myself for now..). The demo is a little drumming application. Pretty simple but it still has some bugs. Please post back about any findings regarding this library. All hail the Nintendo DS and PAlib!
http://forum.palib.info/index.php?topic=6028.0
NightFox released a beta of his puzzle game collection “Mind Maze DS”.
Quote:
I just released out the first beta of my game “Mind Maze” (aka Codename: Puzzlemania on alpha stages). I just let here the link to a youtube video and a download link.
http://forum.palib.info/index.php?topic=6024.0
UAPaint is a drawing application for Nintendo DS.
Changes:
-fixed the character limit on the typewriter menu
-fixed saving bug
-fixed saved picture display glitching in load menu
-redid text scrolling in load menu
-disabled use of forbidden characters for file saving- prevents freezing if character was used
http://forum.palib.info/index.php?topic=4695.0
Here comes a technical demo called Enguarde DS. It probably will turn out into more…
http://spixshadow.dev-fr.org/p4077/2008-10-26-enguarde-ds-demo-1.html
Pac has updated his First Person Shooter AlienDS for Nintendo DS.
Release notes:
Hey, it’s going well, I’ve been getting sidetracked trying different things.
First of all, I’ve uploaded a new version, grab it here:
http://www.mediafire.com/download.php?1zddnlozyvl
This version should be considered a test, it only has one level and it’s not even very good(it’s the one I’ve used to try new things) but should give you an idea of the changes I’ve been introducing. I’ll try to explain a bit what I’ve been doing.
First of all I’ve changed the map size from 32×32 to 64×64 tiles. Because it’s a tilemap, and because of the way it’s rendered, there’s no real limit to map size other than the DS memory, but there’s is a limit on the amount of interactive elements a map could have (doors, aliens…) before it starts to slowdown so I feel that 64×64 is a good size. Also a bigger map, given the game design, would be a drag.
The change in map size forced me to change the way the map screen works, I think the result is better than what I had before though.
I’ve changed the aliens a bit too. Before I placed them by hand, now th DS gives them random starting positions so every time they are in different places. I’ve also implemented triggers, that can create aliens when you activate them. It means that now aliens can appear behind you when you enter a room or grab a key and things like that. All this, together with the map size has increased the number of aliens a lot, I think It should be less boring. It’s also very customizable so in the final game I’ll introduce difficulty levels.
There are also a lot of new scenery elements and I’ve corrected a few bugs. I’ve also learned a few new things about the machine ( remember that I’m really new to the DS) and now the whole thing is more efficient and uses less memory.
Right now I’m working on the level generator, with the level size increase and the lack of an editor (yeah I’m lazy) level creation has become a bit of a chore and if I can get it working like I want to you’ll have infinite levels, so I think it’s worth a try. After that I’ll make the new weapons (shotgun and flame-thrower). Both are halfway implemented but I still want to improve some things, especially the aliens reactions.
So i’ll stop the rant now. Please give it a try and tell me what you think
http://forum.gbadev.org/viewtopic.php?t=16126
RetroRocket is a high paced action game inspired by classic gravity games like Thrust and TurboRaketti. It is a game designed for Nintendo DS and requires a homebrew compatible flash card. RetroRocket is free software (GPL).
Changes:
– The game now supports up to 4 players in ad-hoc DS-2-DS (no accesspoint needed) multiplayer dogfight or real time strategy mode.
– Much improved network support, many bugfixes and other improvements.
Discussion: http://forum.gbadev.org/viewtopic.php?t=16171
http://retrorocketgame.org/
Scott McFly comes up with an updated “Blackjack DS”.
Changes:
– New, clearer card graphics with suits
– Sound effects for card dealing and shuffling
– In-game help pages on how to play blackjack
– New options to tweak:
* Can change number of decks between 4, 6, and 8
* Can alter splitting rules
– More stats including breakdown of initial player/dealer cards
http://forum.palib.info/index.php?topic=6012.0
Trabitboy has updated his RPG game Tommy’s Boarding School.
Features:
– 4 tables with 4 mystify opponents!
– Graphs a little rough but original and fun!
– Short dialogues but to die of laughter!
– And an end to the height!
Thanks to www.nintendomax.com for the news!
http://trabitboy.dev-fr.org/p4073/2008-10-23-tommys-boarding-school-rpg-dx.html
Element DS is inspired by the Flash game called “COLLISO DS” created by kurohako. The DS version has been redesigned and made from scratch and features about 160 levels. The objective in game is to remove all the blocks by dragging them toward the blocks of the equal symbol/color. Two blocks of different color will reverse/swap their colors once they collide. The Blocks won’t stop until they either hit another block or the walls, meaning that they travel either horizontally or vertically unless they meet the obstacle in their path.
Changes:
– Fixed level 79. (thank you The_Pimousse a)
– Case Ghost during playback, press the A button or touching the screen with the stylus. (Idea of The_Pimousse)
– The bug relentlessly when the stylus on a tab after selecting a block. (thank you The_Pimousse a)
http://kukulcan.dev-fr.org/
Kukulcan updated his Sokoban game “New Caisse DS”.
Changes:
– Correction of 2 levels.
– The 500 levels are checked every now and finishing (no doubt about it).
http://kukulcan.dev-fr.org/