sonny_jim just finished porting SAMBA to DSLinux and it should be showing up on the official builds on Kineox shortly. This will allow you to connect to your DS using standard Windows Networking.
Release notes:
WireWorld DS is a DS port of a cellular automation under the same name.
So far it has:
– basic WireWorld implemented
– editor builtinWell, it’s my first DS homebrew.
WireWorld has 4 states:
space – represented by black
wire – represented by gold
spark – represented by red
tail – represented by blueSpark changes to tail.
Tail changes to wire.
Wire changes to spark if it’s surrounded by 1 or 2 sparks.Even with so simple rules, it’s able to implement many stuff in it.
Thanks to whole #dsdev for helping me fix all the bugs.
Source code will be offered if anybody will want.
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.
After 5 years the coder Jeff Laid pulls out the 100th release of Powder. The game is available for Gameboy Advance, Nintendo DS, Linux, Windows and MacOS X.
Changes:
Remove flash when clicking on inventory items. (Richard Quirk)
Properly remove base item from inventory during drag. (Richard Quirk)
Creatures have only 30% chance of doing a last-ditch self-poly rather than always doing so. A bit less optimal from their point of view, but more playable from our point.
Dequipping items using drag-and-drop leaves the cursor at the source position, not the end position, as the end position isn’t where the item ends up anyways.
Verb List in the Command Menu now named Command Menu to be more clear. (Grothias)
Keybinding for the Command Menu, ‘V’, added, so you can restore your Command Menu if you drag it off without doing a full reset. (Grothias)
ActionBar settings should now be properly reset on every version upgrade, avoiding the embarassing bad settings seen in the 098->099 upgrade. (Richard Quirk)
FullScreen option changes to Windowed when you are already in Full Screen. (Kantaphon Tongmee)
Identify spell allows you to use the stylus to select an item.
Top row of ActionBar is mapped to F1-F15 on SDL platforms. (I don’t have a machine with F13-F15, so can’t confirm if they work) (David Damerell)
Top action bar shows up when in cast or command menu mode even if action bar is disabled. This is because it allows you to assign your F1-F15 keys.
Pressing F1-F15 during Command Menu or Zap screens will bind your current command/spell to the relevant slot, so there is no need to invoke your mouse.
Soul Suckers will properly target you when you are more than one square away.
When you look around with the stylus you will no longer replicate your original overlay icon. (Richard Quirk)
[DS] When I made [X] and [Y] remappable, I also accidentally swapped their meaning. Since the swap was done in the last month while the original meaning was around for 10 months, I’ve decided to swap them back. This means [X] is now Verb List, or [Start] equivalent, and [Y] is Inventory or [Select] alias. The rational is that the relative location of [X] and [Y] line up with [Start] and [Select] If you grew used to the swapped version, remember that you can remap them back by hitting [Select] in the Command Menu. (Matthew Rollins)
The Dip and Identify menus require you to chose a Checkbox or X button rather than just picking what you click on first. This allows you to explore your items with the stylus to figure out what you want to act on.
Moved the help icon to the top left which, thanks to the keyboard shortcuts, means hitting F1 gives you help.
Having a custom tileset will no longer cause you to revert to the classic tileset after ever load. (Matthew Rollins)
One new room.
Linux .tar.gz extracts into a powderXYZ directory rather than to the current directory, better matching the expectations of people on that platform.
Windows, DS, and GBA users now have a .zip format since .tar.gz can be hard to figure out on Windows platforms.
NightFox comes up with a release client version of his puzzle game colors.
Release notes:
Well, game is almost complete!
Just rest to do some test to find bugs and add some screens for endgame and credits.
Add-ons for this version
– Fast keys for drop, left and right
– Options menu to enable/disable combo/score display
– Save records to disk
– Save options to disk
– Minor changes on code
– Increase dificulty
– EnjoyPlease, send your comments and bugs to nightfoxweb(a)terra.es. to fix them before launch the final version
Regards
Fox
Download link: http://www.mediafire.com/?6y2lzj5imn0
http://palib.info/forum/modules/newbb/viewtopic.php?post_id=23947#forumpost23947
Wardive is an adaptive game with locative levels. It converts WLAN waves into game objects.
Changes:
– new shield management
– musixs by trackermaster
– 3d-enemy-models partially generated from hotspot names
– more eyecandy
– save hotspotlist
– some bug fixes (cristal model)
http://palib.info/forum/modules/newbb/viewtopic.php?forum=9&post_id=23943#forumpost23943
Sephiroth_FF7 updated his Tetris game Stairis.
It comes with changes in the gravity behaviour along with changes in the 3D mode.
myke38 coder of the Starcraft fangame “StarLite” had to stop the development, due to copyright infrigment.
It’s amazing how a little homebrew game can gain that much attention that even Blizzard Entertainment go after someone.
A tip for all homebrew coders, try to avoid the use of ripped graphics and music, avoid the use of copyrighted names and characteres and you’ll be on the save side.
Update 15:35:
There is a DIGG article about this here: http://www.dsfanboy.com/2008/01/22/starlite-blinks-out/
The judges of the Drunken Coders Coding Competition are done, the results are out!
#1 Snowflakes
#2 Santa’s Challenge
#3 Evil Santa Attacks
Full results on the Drunken Coders homepage!
Clonemines is a mix of Tetris and Lumines for the Nintendo DS coded by myersn024.
Release notes:
This version has a lot of changes. The first thing that you’ll notice is the reduction of the playable area. It was reduced from the full top screen down to 16 X 10. This is the same size as the playable area of Lumines for the PSP. The second major change is that block deletion takes place every 10 seconds instead of 15. Furthermore, block deletion also happens independent of a block being dropped. There’s still no sweeper line or destroyer block. The sweeper line should be in the next release, but I’m still not sure about the destroyer block.
Anyway, there’s still some bugs that will need to be worked out, and chances are better that you’ll run into them in this particular version (bear in mind that they’re still very very few and far between). That being said, all the bugs should be worked out with the next version, which will probably be the final release.
As always, comments, questions, and bug reports are welcome.
Thanks to http://www.dev-fr.org for the illustration picture.
http://forums.qj.net/f-nds-homebrew-software-and-releases-65/t-clonemines-v02-release-133188.html
HentaiSucker DS is a hentai game for Nintendo DS. It might not be suiteable for our younger visitors.
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=4121&forum=9