Sunshine Live v1.0.2 (Android misc)

Shows on-air with Armin van Buuren, Paul van Dyk, Woody van Eyden, Alex M.O.R.P.H., Tiesto, Felix Kröcher, Tillmann Uhrmacher. Countless Live-Broadcasts from Clubs and big festivals.

More info: http://www.sunshine-live.de

https://slideme.org/application/sunshine-live

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Alarms v1.1 (Android Application)

Alarms is powerful alarm clock program. Flexible adjustments of repeating allows you never miss any important event! Support of MIDI/WAW/MP3/OGG files allows you to use any music you like for alarm sound.

Features:

* Unlimited number of independent alarms
* Quick titles for frequently used alarms
* Flexible hourly, daily, weekly, monthly and yearly repeating adjustments
* Extended sound preferences
* MIDI, ringtones support
* WAW/MP3/OGG support
* Android 1.6 support

https://slideme.org/application/alarms

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BJCPDroid v1.1 (Android misc)

Application for easy viewing of the BJCP beer/mead style guidelines on your Android phone. What’s the difference between an American and an English IPA? Interested in a classic example of a Belgian Pale Ale? Now you can use this handy reference to determine the official answer.

https://slideme.org/application/bjcpdroid

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Super Snake (30-10-2009) (R2) (NES Game)

Super Snake is a NES game by Chinese developer hd380000.

Release notes:

Has increased its boss,the Chinese about_team

http://nesdev.parodius.com/bbs/viewtopic.php?t=5644

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Ghuntlet (Alpha 47) (NDS Lua Game)

Ghuntlet is a Gauntlet clone for Nintendo DS coded with Micro Lua.

Release notes:

The game engine is almost done. Need some maps and lots of optimisation.

http://code.google.com/p/ghuntlet/

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MunchiToy (Demo 1) (NDS misc)

MunchiToy is a work in progress physics application, making use of the internal NDS microphone.

Thanks to http://www.nintendomax.com/index.php?topic_id=10783 for the news.

http://forum.gbadev.org/viewtopic.php?t=16946

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Red Temple (01-11-2009) (NDS Game)

Red Temple, previously known as Krexblibos, has been updated.

Collect cherries to progress on levels, melons give more points. Shown below is a screenshot of the last and hardest level.

Release notes:

Hi, got another update to the game, not sure if ill do another. Ive kinda been on the one thing a while and would like to try sommet different/new. So anyway I decided to upload the source code to.

I renamed the game to Red Temple, mainly because the other name sounded weird.

GAME: http://www.filefront.com/14840263/RedTemple.nds
SOURCE: http://www.filefront.com/14840259/RedTemple.rar

http://img5.imageshack.us/img5/1977/levelt.png
http://img5.imageshack.us/img5/7773/mapos.png

CONTROLS:

D-PAD: movement
START: pause menu | continue
SELECT: suicide, lose a life and restart level
A: action | continue
B: use special | back
X: drop current special
L-Shoulder: prev special
R-Shoulder: next special
touchpen: only on titlescreen, for press start button

Save/Load
The game will now keep a savefile. The savefile is auto updated after completing a level. You can load the savefile
using continue on the start menu. Only 1 savefile is maintained.

Particles
I started writing a simple particle engine for some special effects, not done much yet but you can move
the pen on the lower screen during the titlescreen to move the water drops.

Grabbing
* You can now grab trashcans and pull them. Grab one by facing it and press A. I added this because trashcans would constantly
get stuck against walls. So now you can pull it away!

Bosses
* Boss 1 added to the game. Be careful of his bullets, turrets and suction move.

Screen Scrolling
Levels can now be bigger than the screen. Allowing for more possible designs of levels. Old level size is 16×12 tiles, new design is
50×20. It could be bigger, but i dont want it to be so big it makes levels too hard. This should be enough.

Level Storage
I redesigned how levels were stored to try and reduce the memory needed for them.

Sounds
I added some sound effects, currently using maxmod, all sound effects are me being an idiot in a mic 🙂 No Music tho :/

Demonstrations
Demos are now in the options and are not played during the game. So if you dont know how to play
you can watch the demos to learn some of the game ideas. Demos are currently disabled, if you dont know how to play
you could play version 2 of the game, which has demos in it.

Item mixing
Having collected certain items in your backpack will cause them to mix
* Potion + Map = Spell Powder. Spell Powder is used by clicking on a totem. It will teleport you to the levels starting point.
* stick + rope = Fishing Rod. Fishing rod can be used in ice water to catch a fish.
* Gun powder + Metal = Dynamite. Dynamite Can be used for destroying enemy spawn points.

Turrets
Both the player and enemy can stand on switches allowing you to take over a turret. Turrets fires at intervals bullets
killing the opposite side. By pressing the turret switches multiple times will upgrade the firing speed of the turret.
Turret levels are 0, 1, 2, 3.

Description Box
On the lower screen is a box will descriptive text may be displayed.
Example: “Your invincibility wore off” or “You have been hit. 5 Damage.”

* After taking damage the player will lose its vision, it will be restored over time
* Medals are awarded per level instead of the entire game score, different levels have different requirements
* Keycards and metal Doors.
* Cracking Ice. Stepping on cracking ice will cause it to crack, not allowing movement over it. Basically you get one pass over
* Short invincibility after taking damage
* Spikes on floor will cause damage to you
* If your carrying a totem you can press A in the middle of a blood circle killing all enemies.
* Carrying a poison sample will allow you to pour it on keycard doors, opening them.
* New healing item added, recovers some of your lost health
* New Heart Item, granting a life to the player
* Enemy Spawn Points – Continue to spawn enemies until destroyed with dynamite
* Destroying Enemy Spawn Points will destroy all enemies created by it
* Added a new invisibility item, making you invisible for a short period
* Eye Doors will show up when you get close to them, blocking your path
* When invisible the screen is shown as black and white
* When invisible enemies cannot track your movement and you are able to avoid eye doors closing on you
* Enemies will no longer stand on each other
* You can now push trashcans where doors used to be

GUI
* Inventory is now only 9 slots in size
* lives are shown as hearts and not a numerical value
* health is shown as both a numerical value and health bar
* level is also shown on the lower screen
* Remaining cherries are shown

New Specials
* Fireball – collecting the fireball you allow you to shoot deadly attacks killing the enemy.
* Rubber Gloves – having rubber gloves will allow you to collect poison samples from poison tubs. Poison can burn certain locks.
* Fur Coat – stops you losing health on snow.
* Shield – temporarly make the player invincible.
* Invisibility – temporarly make the player invisible.
* Light – While holding this special your vision wont decrease.

Specials Changes
* Trainers will now in addition to allowing free movement on convayer belts allow passage through enemies (does not avoid damage).

Interacting (Pressing A)
Pressing A on certain items when facing them may cause a description or some text
to show on the lower screen within the text box.

Example:
Clicking on a totem without the required spell powder will cause a description telling you
what you need to collect.

When in doubt of what an item is, try pressing A, it may help you.

Thanks to http://www.nintendomax.com/index.php?topic_id=10784 for the news.

http://forum.gbadev.org/viewtopic.php?t=16870

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Super Smash Bros Rumble v0.6 (NDS Game)

Super Smash Bros Rumble has been updated!

Release notes:

What’s New:
-Collision Detection Added!
-Dynamic Camera Added!
-Character Selection Screen Complete!
-Stage Select Added
-Custom Font Added
-Timer Added
-Basic Character and Stage Attributes System Added (Makes adding them easier and unique)
+See how Luigi moves slower but jumps higher than Mario
-Save System Added (No use for it yet)
-21 Characters Added!
+If you pick a character and it loads Diddy, it means they don’t have a strip yet!
-2 Stages Added!
-Lots of Issues Fixed!
-Basic Control Added!

You can only play as one player, no cpus yet. Don’t fret though, the next demo will definitely have cpus (and hopefully some AI).

CHARACTERS YOU CAN CHOOSE FROM:
Mario, Luigi, Animal Crosser, Deoxys, Diddy Kong, Geno, Ike, Jigglypuff, Knuckles, Link
Marth, Olimar, Pikachu, Shadow, Snake, Sonic, Stafy, Tails, Toon Link, Waluigi, Yoshi

STAGES YOU CAN CHOOSE FROM:
DK Isle
Nintendo DS

Thanks to http://www.nintendomax.com/index.php?topic_id=10797 and http://www.dcemu.co.uk/vbulletin/showthread.php?p=2148281934#post2148281934 for the news.

http://ssbrumbleds.blogspot.com/2009/11/happy-halloween-ssbr-v06-released.html

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SynthGBA (02-11-2009) (GBA Application)

SynthGBA – A Gameboy Advance Synthesizer

Quote from wollw:

I started working on this project to help learn ARM Assembly and I ended up putting more effort into it than I intended. It’s a four octave synth that can play any major or minor scale that starts on the third through sixth octave. It isn’t anything fancy as it just maps the keys to the notes of the scale and lets you play but I’ve found it fun to play around with.

If you’re interested in playing around with it you can download it and its source code here.

The source code is a bit of a mess but I really don’t want to clean it up at the moment. For what it’s worth it does run in No$GBA with no errors.

Thanks to http://www.nintendomax.com/index.php?topic_id=10791 for the news.

http://forum.gbadev.org/viewtopic.php?t=16948

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S8DS v0.4 (SMS and GG emu for NDS)

S8DS is more or less a port of SMSAdvance to the NDS. It emulates the Sega Master System and the Sega Game Gear.

The biggest difference from the SMSAdvance is probably that you don’t have to use a builder to add roms, you can use zipped files directly and the screen doesn’t have to be scaled to fit.

Changes:

*Added R as FastForward.
*Fixed Bios handling on MD (Frogger proto GG2SMS works).
*Fixed “Border Off” for GG.
*Sprite collision is now “On” by default.
*Changed R as GG start to X as GG Start.

Thanks to http://gbatemp.net/index.php?showtopic=188675 and http://www.nintendomax.com/index.php?topic_id=10793 for the news.

http://www.ndsretro.com/

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