Homebrew [Release/WIP] Build-a-Brew Engine - An unofficial Unity for 3DS Compiler (VERY BASIC AT THE MOMENT)

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Build-a-Brew Engine for Unity - Currently compiles a collage of images ready to be executed and viewed on the 3DS!
Current Version: 0.0.1 Alpha

Hello, and welcome to yet another project by me!!! :D

Features:
- Exporting as .CIA.
- Relief of typing lots and lots of code.
- Time-saving.
- Import as many images in the collage as you want!
- Exports and sets up a generic 3DS homebrew source folder (source/main.c, resources/, data/, build/)


To Do:
- A lot!
- Implement HID states and what to do when triggered.
- Support for building CIA contents straight from the editor (stuff such as banner.bnr and icon.icn).
- Overall Improvements to the code and UI.


Build-a-Brew Engine introduces an easier way to piece together graphics for projects which utilize Libsf2d. (I can't remember who the author of that library was, but credits to him for all the hard work he put into it.) Basically, all you have to do is open the provided Unity Project in Unity 5.2.3, import all your images you want to use into the Assets/Data/Objects folder, drag and drop them as Game Objects into the scene, scale the image sizes to 95, position the images within the frame of the MainCamera, open the BABE Compiler, and finally click Export!!

BUT!!!

There are some strict guidelines for using this Unity add-on. So Noobs, listen carefully! :D

- The list of requirements are as follows:
+ Unity 5.2.3
+ Libsf2d
+ Libsfil
+ Latest version of ctrulib
+ Image Magik (for png conversion)
+ Devkitpro (with 3DS stuff pre-installed)

(said requirements need to install environment variables for the BABE compiler to work. You should have already done that anyway.)

- When using the provided .unity template (works only with 5.2.3, could be wrong)
NEVER move the view because the co-ordinates are all set up to work with the
3DS co-ordinates. (basically, just don't touch it...)

- Make sure you are using .PNG IMAGES ONLY.

- Every time you make a GameObject, make the scale value on all axes to 95. This gives us
accuracy as to what the final compilation/preview will look like.

- Game Objects must not have spaces in their names. That may return compiler errors.
- You can't have Game Objects with the same name, too.

- All of the GameObjects MUST have a SpriteRenderer attatched to them, apart from MainCamera, which should be left as is.

- YOU MUST USE THE MAKEFILE FROM THE "SAMPLE" DIRECTORY IF EXPORTING TO A DIFFERENT DIRECTORY OTHER THAN "SAMPLE". (Or you could simply overwrite the sample folder, I don't mind. :P)

Too much to take in? Here's some screenshots:
Setup.png

setup2.PNG

Shoutout to the following people/entities:
- @smealum , the founder of 3DS Homebrew and Exploits. We all love him! :)
- That guy who founded Libsf2d, which is a really good graphics library, by the way!
- @Voxel Studios (me), the founder of the Build-a-Brew Engine.
- Unity Engine, the thing which keeps BABE alive.
- The Wire3D team, and they actually inspired me to do this project!
- The Devkitpro team, for proper compilers and shit. :P

That's all there is to it, really. :)

Download:
https://mega.nz/#!SRggGQQT!DCYVl92iOyQ3GkxYukHhtJYqL1CipGC1iSUXBm_bVwE

(DISCLAIMER! - This has been written fairly quickly, so if something doesn't make sense to you, then either look again closer, or tag me in a post and explain what doesn't make sense to you. :))
 
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20151213_171507.jpg


--------------------- MERGED ---------------------------

^ This was compiled from the sample.
 
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Soo is it at a current stage I can use this to developer a little game? Any good guide on script and graphic based restriction?
Not really. When I implement movement and collision scripts, then we might be able to make a little game out of it. :D
 
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Great! I cannot wait for it.
I want to make a nifty contribution to the 3ds scene as well but arm is to tedious to learn for me, C#/Java all the way!
That's why I'm making a github fork. I could do with extra pairs of hands! :lol:
 
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