Homebrew [WIP] Halo Solitude & Halo Revamped 3DS Port

TCPixel

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I am looking into a cia and 3dsx release. Normally I could put this in as a mod for ctrquake but I am doing some engine specific changes so it will be a standalone app aside from ctrquake
 

xtheman

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I am looking into a cia and 3dsx release. Normally I could put this in as a mod for ctrquake but I am doing some engine specific changes so it will be a standalone app aside from ctrquake
Will you change the color of the touch screen to be more fitting with Halo?
 

TCPixel

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I dont get it, is revamped a updated version of solitude or just a different version?
Revamped uses Solitude as a base and builds on top of it. In the latest Revamped, I added new game modes, Ai, unique sound effects for every weapon and item, added new visual effects, the PSP version had an entire HUD & deep custom menu with custom game mode creation and all. I really added a crap ton of stuff to Revamped, and I'm trying to bring it all over to the 3DS, including the engine side stuff like the HUD and custom gamemodes(Can't guarantee this though)
 

TCPixel

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This is what I have been waiting for ever since the New3DS model came out. Just the right number of controls for something like this. Keep up the good work!
the N3Ds is a great device for something like this for sure, I hope to see it pass the performance of the PSP engine if possible
UPDATE:
I have got the game to a very stable state, have fixed up some of the menu graphics, have started working on custom menu options, and porting over the HUD Engine code. Looking back at how I wrote the code, I am facepalming at how much of a noob I was at the time! I coded a 100 stop health bar 1 if statement at a time! Oh gosh I am regretting having to face this code again. Luckily I later learned how to be more efficient at coding and re-wrote it for another project. I'll just copy that code over lickity split. There are alot of HUD elements I need to port over and the way ctrquake refreshes the status bar is different than on the psp kurok engine, so I have to implement the HUD a bit differently this time around which is cumbersome. After I get that accomplished, I'm going to try and port over my extensive menu system that allows you change game variant options which was never part of quake! I leave you guys with this picture of the start of the HUD.
CtZtc_wVUAAiOVr.jpg:large
 

Arecaidian Fox

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the N3Ds is a great device for something like this for sure, I hope to see it pass the performance of the PSP engine if possible
UPDATE:
I have got the game to a very stable state, have fixed up some of the menu graphics, have started working on custom menu options, and porting over the HUD Engine code. Looking back at how I wrote the code, I am facepalming at how much of a noob I was at the time! I coded a 100 stop health bar 1 if statement at a time! Oh gosh I am regretting having to face this code again. Luckily I later learned how to be more efficient at coding and re-wrote it for another project. I'll just copy that code over lickity split. There are alot of HUD elements I need to port over and the way ctrquake refreshes the status bar is different than on the psp kurok engine, so I have to implement the HUD a bit differently this time around which is cumbersome. After I get that accomplished, I'm going to try and port over my extensive menu system that allows you change game variant options which was never part of quake! I leave you guys with this picture of the start of the HUD.
CtZtc_wVUAAiOVr.jpg:large
My trigger finger is literally twitchy in anticipation X3 . This and Halo SPV3 Part 2 are so far the only Halo things I'm truly looking forward to in the near future. I do have a two-part question, something that's always bugged me about the original PSP Revamped. In Firefight, since you're going through porting this over, would it be possible to look into making it so the Grunts don't float off the ground and aren't OP as hell with their melee attack XD ?
 
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Wolfy

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the N3Ds is a great device for something like this for sure, I hope to see it pass the performance of the PSP engine if possible
UPDATE:
I have got the game to a very stable state, have fixed up some of the menu graphics, have started working on custom menu options, and porting over the HUD Engine code. Looking back at how I wrote the code, I am facepalming at how much of a noob I was at the time! I coded a 100 stop health bar 1 if statement at a time! Oh gosh I am regretting having to face this code again. Luckily I later learned how to be more efficient at coding and re-wrote it for another project. I'll just copy that code over lickity split. There are alot of HUD elements I need to port over and the way ctrquake refreshes the status bar is different than on the psp kurok engine, so I have to implement the HUD a bit differently this time around which is cumbersome. After I get that accomplished, I'm going to try and port over my extensive menu system that allows you change game variant options which was never part of quake! I leave you guys with this picture of the start of the HUD.

I think I might cry x3
 

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