Homebrew [GAME] Diablo 2 sorceress project - come back

LeRodeur

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Diablo 2 sorceress : Zombie edition





This is tribute, i dont want to harm blizzard/blizzard north!!!

Repository is available at http://code.google.c...ceress-project/
26421-splashes2.jpg
screenshot4wa.jpg
26421-screenshot8.jpg
26421-screenshot6.jpg
screenshot5ry.jpg
26421-screenshot7.jpg



How to play?

Pad : move
Stylus : Launch skill
Stylus + L-button : launch secondary skill
Select : skill menu : touch the wanted skill with stylus, set secondary skill by pressing L+stylus at the same time (like launching it)
START : Pause
X button : savemenu
Y button : load menu

Download : here

Wanna join this project? just pm me, no particular skill is required! ;)

Change log (v1.1.2):

For the players:
-Added a menu after splash screens, save/load/controls.
-Npc dialogue (with sound streaming) On
-Questline: small and simple quests. Complete the questline for a special reward ;)
-Finished waypoint menu
-Fixed some display glitches
-Adjusted some skills, firewall/blaze were too powerful

Code improvements:
-Map are now loaded via nitrofs, with text files for config
-Quests can be made easily via a text file
-Sprites/images are now loaded dynamiccaly, it's a bit more clean
-Cleaned some ugly parts of the source code (though theres a lot to do left...)
-Fixed various bugs
Older patch notes
Version Alpha 1.1.1

-Deleted all palib related content, keeps only some misc functions
-Using maxmod instead of aslib, with default arm7 core
-Top screen is handled with only vram banks H and I so that i doubled the space of textures
*Orbs of life and mana or now a lot smoother!
*Enabled some backgrounds for the dialogues (will mainly come in later versions with new NPC)
*Everything is loaded by nitrofs
-Maps are now loaded dynamically with nitrofs
-Some litlle fixes

Version Alpha 1.1.0

-Beginning of the story
-2Maps (second available at level5)
-Save (file named d2save.sav, at the root of the card)
-Level management
-many fixes
-few dialogues
-added more sounds (still need to add more but haven't got the time right now)
-2 new mobs
-Most of the formulas are the same as in diablo2
Much more..?

Version Alpha 1.0.5

-Real map,can't (who said teleport power? :ninja: ) escape your tragic destiny against zombies...
->Added fences, trees...
->Objects of background fading when your behind it to see what's happening
-Ice skills freezing(not really but at least slowing by half ;) would have been to much power) your enemies!
-Major fix when having more than 150objects and deleting some objects, it was deleting the wrong sprites.
-Changed filesystem from efs to devkitarm filesystem (nitrofs)
-Now two versions of the game, one with sound and another without, should fix loading issues
-Added teleport and charged bolt skills
More things but it's secret, still testing, will come soon, or not!

Version Alpha 1.0.4

-changed death screen and death system code
-added new skills : blaze, firewall and hydra
-changed skill menu background to tiled version, takes less space in rom
-Now need to click on a skill or exit button instead of anywhere on the screen to quit skill menu
-reduced size of many images due to memory lack as using palib+ulib
-fixed a litle error in the hitbox collision code
-Implemented auras code

Version Alpha 1.0.3 :
-quick update
-added zombie autospawn feature, must enhance it so that its more and more difficult
-choose skill at start, recommanding the orb for moment
-change skill menu by pressing select
-moved file hosting to filetrip
-added death system

Version Alpha 1.0.2 :
-Come back with zombie version, the spawning function will be added soon
-First real release
-Game engine nearly full coded, only need to add monsters maps, story
-Still need to get back some old things from previous version (3y ago) but havnt got time now
-Orb skill added
-Enabled alpha blending feature
-lot of other things, maybe not viewable by this rom - coming later

Version Alpha 1.0.1

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

old French logs

Ver 00.1 :
-Ajout de monstres, ia réduite cependant(n'attaquent pas encore)+animation de mort
-Firebolt disponible (mana illimité et vous êtes intouchables, profitez en )
-Fix de bugs (peu visibles mais présents)
-Vu l'importance de ces ajouts, je me suis permis de déplacer la virgule
A venir :
-une map avec des arbres
-afficher les stats des mobs(vie etc) sur la partie droite l'écran supérieur (ou la map je vais réfléchir)
-toute bonne idée citée ici


BOOOOOMMMMM Formatage de disque, perte du projet, reprise quasi à zero avec PALib + Ulib

ver 000.4 :
Premier sort disponible, tout simple, j'ai nommé : le télport!
bah oui c'est un des plus simple a coder et puis des sorts d'attques alors qu'y a pas de mobs, quelle utilité?
Donc pour le fun j'ai mis une map plus grande, avec un ou deux obstacles pour pouvoir faire mumuse avec ce sort.
Sinon rien de nouveau... à part la musique!
Je suis passé a la derniere realese de PALib avec As_lib donc j'ai mis un joli mp3

ver 000.3:
-Ajout de collisions et d'une charrettes sur la map

ver 000.2 :
-affichage de diverses infos sur le personnage sur l'écran supérieur
-mod (start pour jouer/stopper)
-bruit de fireball lorsque l'on touche l'ecran(desactivez le mod ça s'entends mieux)

ver 000.1 :
Bah c'est encore en version alpha donc vous pouvez juste faire se déplacer la sorcière sur une map infinie




Thanks to :
-mollusk for his PAlib (though i'm not using it anymore)
-brunni for his ulibrary
-PlayerAdvance community for the help
-Smealum for anwering my questions :P
 
Last edited by LeRodeur,

LeRodeur

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Yes that was a while ago... Much people must have thought i would never finish it x)
by the way i got hard work at school so it's sometime kinda hard to work on this project.
Thats why i'm looking for someone to help me adding data and story to the game, even a non-programmer can do it
 

LeRodeur

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New update v1.0.4, some changes :
-changed death screen and death system code
-added new skills : blaze, firewall and hydra
-changed skill menu background to tiled version, takes less space in rom
-Now need to click on a skill or exit button instead of anywhere on the screen to quit skill menu
-reduced size of many images due to memory lack as using palib+ulib
-fixed a litle error in the hitbox collision code
-Implemented auras code

Please tell me what you would like to see in the next version, i am still looking for people to help me finish some things like adding monsters maps storyline, level gestion ideas?
It would be nice if most readers could tell me what they think of the project, seems like i'm doing this for only 2 people there :s
 

Neodemon

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This looks incredibly promising.. However, it fails to leave the loading screen after the intro, Just hanging there with the doors of Hell wide open.

I'm using a Supercard DStwo+DSi. Loading it through the DStwo launcher. I'm kinda at a loss as to why it isn't working, any help would be appreciated.
Hell, I might even be up to helping you add Story Elements/Structure etc.
 

Neodemon

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Hmm :/ (feeling left out)

how long is the loading time?




*I just re downloaded and tried it again, with no luck.
 

VatoLoco

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Hmm, micro sd problem, maybe?
Maybe try formatting it, see if that works.

@LeRodeur, this is pretty fun to play, nuthin' like killing the undead =)
As for suggestions, I know its a Diablo tribute, but it'd be great to have some SmashTV/TotalCarnage/GeometryWars type gameplay. Maybe some unconventional weapons, some rapid fire machine-gun action to spray up teh zombies =)
Just a suggestion, no prob if it doesnt fit with your vision of how you want the game =P
 

LeRodeur

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@neodemon
I never had any problems like this one before except when my code is messy
or when i load some graphics wrong are linking pointers to bad functions but here i havnt got any warning by the compiler..
Maybe the mix palib and ulib isnt well accepted, is the first splash working fine?
I may try to deactivate palib for you to test if it works but could you try to launch it with no gba and tell of if you see differences with it running on your dsi before it crashes?


@vatoloco well it could be an idea and i could make two versions but i would have to look for the sprites and i have not got much time but if you want to help me doing it it would be ok, all you would have to fine is the
images
@all if you want to help me then confirm it and i will make a little tutorial in the evening because at the moment i am on my mobile phone just waking up^^
 

VatoLoco

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Hi LeRodeur, those were just thoughts off the top of me head, so dont do anything drastic, like make a whole separate version=P
I really would like to see the game further developed though (monsters, backgounds, etc)
Also, im pretty certain that Neodemons issues arent from palib, but more likely msd corruption- he should troubleshoot at his end, before you go messing with yer program (it goes fine for me with DStwo on DSiXL).
 

LeRodeur

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Oh i thought you were using only dstwo with nds not dsi, then there shouldnt be any problem as the dsixl should have the same architecture as DSi
For the monsters background etc... well i can do this but i'm actually studying and it needs a lot of time so i can't really spend more than 30min a day on the project, when i can spend time on it...
By the way as i told in the presentation of the game, i can release sources with full engine so if someone wanna make another game as you said it's possible!
I was also thinking to add super skills but i must invent it so if you have ideas of skills that i could implement just tell me!
I think i will add back the "fallens" ones and the ravens i used in the first version of the game (a while ago)
All i need would be to add the AI and split the images to free some vram.
I just need to get a story and some help for the structures =)
 

Neodemon

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Alright, I'm reformatting my Micro SD right now. I'll post back in a few when I'm done formatting, and copying everything back over.


*Okay, It took awhile because I was tweaking with the cluster size, I actually tried it on a few different clusters sizes as well, but with absolutely no luck.
I even re-installed the EOS for the Supercard with clean files, still nothing. Though The game does work fine with No$gba as expected.
I don't think you should try to strip the game of Palib, or Ulib, as that might not even fix the problem. And it will just use more of your time.

On a side note, I hate FAT32, and it's limiting cluster size. Turning my 15MB, Atari, and ColecoVision collection, into 76.6MB. Every MB is precious.. -_-
 

LeRodeur

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Kînda weird, first time i hear that specific homebrews can't start because of cluster sizes. Maybe an issue with efslib, i should upgrade my code to use the last file system from devkitprm but when will have time.
By the way still want to help me?
 

Mefisteso

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Geez, I'm so excited!!! Do you plan to copy story from D2 or do something new? Playing Diablo2-even-clone on handheld is my dream ; ))))

Good luck and keep working!
smile.gif
 

LeRodeur

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Mefisteso said:
Geez, I'm so excited!!! Do you plan to copy story from D2 or do something new? Playing Diablo2-even-clone on handheld is my dream ; ))))

Good luck and keep working!
smile.gif

Well as is said, i have no idea what story will be in the game, i need some help to find ideas!
wink.gif
 

Mefisteso

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In my opinion, the best way is not copying story one-by-one, but the general story should be similar(I mean, killing diablo, eventually baal)I'm gonna find it nice, if it will show some new objectives.

Well, how about items, eq etc. Do you know already how to copy equipment in?
 

LeRodeur

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Well actually i can extract everything from the real game, but need to implement the feature in the homebrew, items are not my priority because it needs much coding compared to the other things i could do (leveling system etc)
I havnt got time this week end, i guess new version wont be up until next week
 

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