This doesn't add anything new to the game; that's finished. I'm working on the level editor now. Changes this time around:
- L and R buttons change the current block instead of the "Block" stylus menu;
- Block palette displayed on the top screen;
- Removed the "Block" menu;
- "Palette" menu allows for the selection of all wall, soil, boulder and door types;
- Added a beta testing credit to another world in the title screen scroller.
You can now play levels you create in the level editor. You can't save them yet, though.
Full changelog:
- Resolution of larger audio files reduced to allow the game to run on the M3i Zero (standard firmware seems to have problems with homebrew ROMs larger than 3MB);
- Added test mode to the level editor;
- Added Polomint to the credit scroller;
- Level editor buttons give audio feedback when clicked.
- Load/save buttons work (but they will only load/save one map at the moment);
- Different ROM icon (but the background is transparent on my flash cart - grrrr...);
- Added cursor to map in level editor.
- Minor bugfixes.
However, here's a bonus if you're using a Mac with Snow Leopard:
Yep, there's an OSX version available now. I've added a load of compiler-time conditionals to enable the game to be built with SDL. Getting it working on Linux should just require a minor change to one file (I used an OSX API call to get the path to the executable) and recompiling it.
hey ant,
i just wanted to thank you for making earthshakerds. it is forever on my flash kits. i love playing it, i love the editor, i love all the effort you put into it. i hope you continue to release updates.
I just find that... I became really bad at oldschool games
I loved boulderdash when I was young, now I find it hard.
I'm playing it on 3DS so it's maybe why I find the control a little hard too (analog is not great, and D-pad is badly placed).
I don't have anything bad to say on your homebrew, all is greatly working and well finished (and you did it in such a short time).
Thanks for the support guys! I'm actually quite pleased with the outcome of the DS category. All 3 games demonstrate what can be achieved by homebrewers on the DS, and really show off the talents of the coders involved.
EarthShakerDS had a number of goals. I initially just wanted to test my UI library in the context of a game. It wasn't supposed to be a port of Earth Shaker or even a finished project. It turned into a test of my 2D graphics library and of how quickly I could put a game together in C++ (about a week for the game, a week of testing/tweaking and a week for the level editor, which still needs finishing off). Being able to submit it to a homebrew competition was just a bonus.
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