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IrDA Games v0.7 (PSP Game)

IrDA Games” is a homebrew for the PSP system which allows to play you games with an interactive and groundbreaking game-controlling with help of the IR-port of the PSP which reminds the Wii-game-controlling. IrDA Games v0.7 includes 8 different games which allow you to feel Wii on the PSP.

IrDA Games v0.7 contains 8 games (5 Singeplayer(Remotefun, Big Bang, Mr. Bucket, iR Bowling, iR Pong)- and 3 Multiplayer games(IrDA Wars, IrDA Soccer, iR Pong))

Changes:

– 3 new games
– Possiblility to create and change themes
– Option file added, now you can change settings as you like
– Possibility to listen to your own music while you’re playing IrDA Games – New Code Structure
– Updated to IrDA Wars v1.1
– New Weapons
– Better IrDA Receiving System
– Ammo System
– New Weapon System
– More Informations are blitted
– Option to disable or enable the play with an IR-Remote
– Updated to IrDA Soccer v0.3
– Better IrDA Receiving System
– Option to disable or enable the play with an IR-Remote
– Updated to Mr. Bucket v0.4
– More backgrounds
– New Point System
– More objects
– Now, you loose no points, when you change levels
– iR Bowling v0.5 added
– 3D
– Level System
– Life/Tries System
– Choose the position of the bowling ball, the power of it, and its fly-angle with your IR-remote
– Highscore System
– iR Pong v0.5 added
– 10 random backgrounds
– Level System
– Balls/Lives System
– Possibility to play with an IR-remote or with the d-pad
– Highscore System
– POSSIBILITY TO PLAY ALONE OR WITH YOUR FRIENDS(2 PSP NEEDED)

http://rabbitcoder.de/bscontent.php?bscid=4

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NES.app v1.1.0 (NES emu for iPhone)

NES.app is a Nintendo emulator for Apple’s iPhone. NES.app uses a modified version of the popular InfoNES emulation core to mimic the 6502 processor in a Nintendo Entertainment System, allowing you to play ROM dumps of games designed for the NES console. ROM dumps are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM dump of any game that you presently own. ROM images for NES are widely available online, or with the appropriate hardware, you can dump them yourself directly from the cartridge.

NES.app started as a fork of iPhoneNES v0.01, but has been completely rewritten to run very fast, and with many additional features including full sound, game genie codes, saved games, battery-saved ram support, and full screen support.

Changes since v1.0.0

Removed unnecessary mutex locking for layer write
Draw black box around emulator screen to prevent see-thru
Improved sound quality slightly by precaching more audio
Added status bar icons (for suspend)
Added more debugging
Removed unnecessary screenUpdateLock
Corrected Bubble Bobble color palette
Demand direct installation
Corrected intermittent crashing issues

http://iphone.natetrue.com/nesapp/

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Starfighter-GP2x (GP2x Game Port)

Starfighter-GP2x is a GP2X port of Project:Starfighter, a SDL game by Stephen Sweeney and Richard Sweeney of Parallel Realities. The game is functional, but it needs to be adjusted from it’s current 800×600 resolution down to 320×240, or even 640×480 for both a speed increase and to eliminate downsampling artifacts.

http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,27,2319

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LuaArcade (PSP Lua Game)

Here comes a new game coded in Lua for PSP…

Author release notes:

I’ve been working on this for a while, but sadly enough I never had much time to finish it. Because its been too long since I worked on it and I don’t have the caurage right now to pick it up again I’m going to post what I have. Its not really a game yet, its playable though… but far from what I was planning to do with it. I’m not sure if I would call it a alpha release or a proof of concept, but leave it what it is and take a look at it yourself.

What I was trying to do is proof to people that Lua can be powerfull enough to make a decent game. The game still has a lot to be coded and recoded, but I guess it could amuse some people for a little while already.

Everything is drawn by myself, although the design of the chicken itself is borowed from New Zealand Story. Why? well… I figured that they drew it exacly like I wanted to draw it, so I started from one of there sprites.

The code is a bit messy… and wasn’t ment to be released like this, but I promise that it’ll be more readable once it’s finished. A lot of stuff could be written better and more effective, but when I started coding this I was using lua for about 2 weeks… so I guess thats a good excuse.

There are some elements that other people could use if they want, like the font writing script, debug script and debug menu script… but if you borrow stuff from my code then please give me credit for it.

Thats about it for now… I’ll drop by again soon to see what you guys think of it.

PS: I didn’t make the music… I’m not good with music… if someone would make me suitable music to use then I would greatly appriciate it. The music I’m using now is something I found on the net and then adapted it a bit.

PPS: the right shoulder button opens up the debug menu… One feature ‘the key’ isn’t accessable in the game yet… so if you wanna see that then you’ll have to obtain it through the debug feature

http://users.pandora.be/webbox/files/LuaArcade.zip

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Powder (Release 88) (NDS Game)

POWDER is a roguelike game. It is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. It uses actual graphic tiles (16×16) rather than the traditional characters. You may wish it didn’t as I drew the tiles and am not an artist.

Changes:

* Accruements is spelled properly (David Damerell)
* Dove into the tile cache code to try and cleanup various tile errors people have been reporting.
o Double lock fixed that would keep inventory tiles allocated
o Minimap releases its tiles after displaying and has had its maximum cache size unbounded.
o Void and Notile tiles have been special cased to never be freed as if we keep them around damage is mitigated.
o When a tile lock failed I still updated the map with the tile, meaning that if a later alloc succeeded, that tile would be double freed.
o The avatar tile was relocked on every new game, resulting in a slow tile leak. This showed up after over 65,000 continuous games so I really hope no one out there encountered it.
* New intrinsic, Amnesia, stolen from the recent Vanilla Angband implementation. You lose access to all your skills and spells while it is in effect.
* New spell: Soul Suck.
* New monster: The soul sucker. No points for guessing what its spell is.
* New mode: Tutorial. Selecting this from the main screen starts a special tutorial level for training people in basic POWDER gameplay.
* No longer use profanity in the death message if you spent more than a year playing the game.
* You can breathe again has the second e in breathe. (Clare Boothby)
* Blizzard was missing its second round of physical damage
* Sleeping while tired will lead to a deeper sleep. It also will have a chance to clear the tired flag.
* Monsters will not walk onto lava or acid if it will damage them. (hotpoo)
* Monsters will not be generated on squares that harm them
* New flag to prevent monster generation on squares. Also stops it being a target of holes, a target of tele, etc.
* Text for dual wield explains that off weapon must be smaller than main weapon (hotpoo)
* Some groups of monsters now have a leader which they are tame followers of. While following their leader, do not expect them to fight amongst themselves.
* Monsters will cast Force Wall if they know it.

Thanks to http://www.dev-fr.org for the screenshot 🙂

http://www.zincland.com/powder/index.php?pagename=release

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Powder (Release 88) (GBA Game)

POWDER is a roguelike game. It is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. It uses actual graphic tiles (16×16) rather than the traditional characters. You may wish it didn’t as I drew the tiles and am not an artist.

Changes:

* Accruements is spelled properly (David Damerell)
* Dove into the tile cache code to try and cleanup various tile errors people have been reporting.
o Double lock fixed that would keep inventory tiles allocated
o Minimap releases its tiles after displaying and has had its maximum cache size unbounded.
o Void and Notile tiles have been special cased to never be freed as if we keep them around damage is mitigated.
o When a tile lock failed I still updated the map with the tile, meaning that if a later alloc succeeded, that tile would be double freed.
o The avatar tile was relocked on every new game, resulting in a slow tile leak. This showed up after over 65,000 continuous games so I really hope no one out there encountered it.
* New intrinsic, Amnesia, stolen from the recent Vanilla Angband implementation. You lose access to all your skills and spells while it is in effect.
* New spell: Soul Suck.
* New monster: The soul sucker. No points for guessing what its spell is.
* New mode: Tutorial. Selecting this from the main screen starts a special tutorial level for training people in basic POWDER gameplay.
* No longer use profanity in the death message if you spent more than a year playing the game.
* You can breathe again has the second e in breathe. (Clare Boothby)
* Blizzard was missing its second round of physical damage
* Sleeping while tired will lead to a deeper sleep. It also will have a chance to clear the tired flag.
* Monsters will not walk onto lava or acid if it will damage them. (hotpoo)
* Monsters will not be generated on squares that harm them
* New flag to prevent monster generation on squares. Also stops it being a target of holes, a target of tele, etc.
* Text for dual wield explains that off weapon must be smaller than main weapon (hotpoo)
* Some groups of monsters now have a leader which they are tame followers of. While following their leader, do not expect them to fight amongst themselves.
* Monsters will cast Force Wall if they know it.

http://www.zincland.com/powder/index.php?pagename=release

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PuzzleManiak v2.0 (NDS Game)

PuzzleManiak is a partial port of the Simon Tatham’s Portable Puzzle Collection on Nintendo DS. 11 games are ported on NDS now: Tents, Dominosa, Mines, Bridges, Light Up aka Akari), Pattern (aka Picross), Net (aka Netwalk), Untangle (aka Planarity), Sudoku (aka Solo), Galaxies and Slitherlink (Loopy).

Changes:

* DLDI patching is now mandatory.
* Some bugs in game saving have been fixed.
* Bridges bug has been fixed.
* Double buffering has been implemented in Untangle, so that gameplay is really better now.
* Dutch language has been integrated
* In Net game, it’s now possible to lock a tile when you think it’s in the right position (this is done in the ‘right click’ mode).
* Pressing “start” button while playing will exit any game in progress (useful in Untangle, as the menus are not available while playing, due to the double buffering implementation).
* Addition of new levels in Net game (with a Wall wrap around mode)
* 2 new games have been integrated: Mastermind and Blackbox
* Graphic themes are now available. Switching from one theme to another is possible from the game, and this choice is saved locally. 4 themes are available in the release. You can easily modify them (especially the background). We’re looking forward to seeing your best creations.

http://www.puzzlemaniak.com/blog/index.php

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