Homebrew Any good guides for Citro2d?

PseudoDistant

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I am trying to learn how to use Citro2D to create a game for the Nintendo 3DS. However, I cannot find any good guides on how to use it.
Even the original documentation (On the DevKitPro website) is proving to be unhelpful...
The examples (On their GitHub) don't help with much of anything (such as how to animate sprites or draw in a scrolling background), and I can't find any YouTube guide series that go beyond `Hello World`.
Does anyone know of any good examples of Citro2D in use (i.e. an open-source game), or a good guide on how to use it?
 
Last edited by PseudoDistant,
All Citro2D lets you do is draw text, images, and shapes. Animation and mostly everything is done by you, the programmer. The basics can be taken from the gpusprites example
  1. Init gfx, citro3d, and citro2d
  2. load your spritesheet, prepare text things, load game data, etc
  3. run the thing
  4. clean up everything
  5. exit from main
the spritesheet is managed by .t3s files, and you tell the makefile where to find them.
if you have any specific question I recommend asking on the devkitpro website forum where the creators are, they are helpful,you just have to ask nicely and try things yourself first. gbatemp's 3ds forums are pretty dead regarding help.
 
I might do a tutorial for this soon tbh, my first time looking for info on this was horrible too.
Please do. 3DS homebrew development is severely underdocumented from all that I can find, so it's certainly very difficult to get into at first.
 

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