FalloutDS v0.5

Discussion in 'GBAtemp & Scene News' started by luke_c, Apr 5, 2011.

Apr 5, 2011

FalloutDS v0.5 by luke_c at 8:21 PM (7,202 Views / 0 Likes) 25 replies

  1. luke_c
    OP

    Member luke_c Big Boss

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    [​IMG] FalloutDS v0.5
    Fallout adaptation for the NDS
    [​IMG]

    FalloutDS, the Fallout-themed game for NDS uses resized and optimized graphics from the original Fallout 1 and 2 games. This update fixes the camera and inventory bugs amongst other fixes and additions. See the full changelog below.[/p]

    [​IMG] Source
     


  2. Ikki

    Member Ikki GBATemp's grumpy panda.

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    Might try it when it's further in progress.

    Then I shall beat that midget.
     
  3. Cyan

    Global Moderator Cyan GBATemp's lurking knight

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    I'm curious to see how it's working.
    I checked the author's posts, it seems to be only a TechDemo/Game engine development for the moment.
    He just added a battle test.

    Then it could become a fallout engine with an additional missions and world editor [​IMG] (I'm just throwing an idea).

    I wish good luck to foxi4 (the developer).
     
  4. MarkDarkness

    Member MarkDarkness Deliverator

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    Relevant to my interests, but still too early.
     
  5. Crystal the Glaceon

    Member Crystal the Glaceon GBAtemp Inkling™ Squishies~

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    This is project is relevant to The Catboy's interests
     
  6. Sterling

    Member Sterling GBAtemp's Silver Hero

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    Oh, hey Mark!! I agree. [​IMG]
     
  7. Ron

    Member Ron somehow a weeb now.

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    This looks interesting, but graphics need improvement
    EDIT:
    Off Topic, but, I see Catboy has a new avatar
     
  8. Crystal the Glaceon

    Member Crystal the Glaceon GBAtemp Inkling™ Squishies~

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    Caught again! [​IMG]
     
  9. Another World

    Former Staff Another World Emulate the Planet!

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    anything with the style (feel) of fallout 1 & 2 is worth checking out. i hope he expands this project into something playable but a full rpg coded by 1 person is a tall order.

    -another world
     
  10. Heisenberg

    Newcomer Heisenberg Newbie

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    Graphics need to be a little more tighter i agree, but what an effort! gj
     
  11. moose3

    Member moose3 GBAtemp Regular

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    Umm... those look like straight graphic rips from the game, so if the dev is going for a nostalgia feel, then he's adapting it fairly well. So how would they be made 'tighter' unless a major overhaul is done? Or are you offering your time and services as a graphic artist to assist the Dev with a graphics overhaul ? [​IMG]
     
  12. MarkDarkness

    Member MarkDarkness Deliverator

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    Long time no see, man. My fault, mostly. [​IMG]
     
  13. Dann Woolf

    Member Dann Woolf Deadpan Snarker

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    I gotta ask, is this going to be a DS version of Fallout 1, or 2? Or a whole new story?

    Because a DS version of Fallout 2 would give me the nerdgasm to end all nerdgasms.
     
  14. Foxi4

    Reporter Foxi4 On the hunt...

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    I don't remember ever asking this *closed* Alpha to be posted. I put it on DSGM forums for others to view, but mainly because I was interested how many people will download it in the first place. Hosting it on multiple pages makes counting every download together a chore, and since it's posted here, I bet my shorts it already sprouted a quadrillion of other download links. Grrrrreat. Well, what happened cannot be undone - this is the internet.

    It looks "primitive" because it's not even supposed to be played by anyone yet.

    - The project is obviously a Work In Progress. Much will change before the barebones engine is complete.
    - The graphics are indeed rips straight from the Fallout 2 files. Yes, I'm aiming at a nostalgic feel.
    - I'm planning to add original Fallout 2 SFX, however the music will be a pleasant compilation of old tunes which will be *collectible* as Holodiscs, plus the standard Fallout music when you won't feel like using the PodBoy.
    - This is NOT a port, it will be an entirely new story. No spoilers yet [​IMG]
    - A whole RPG coded by 1 person is not a tall order in the slightest when most of the GFX are readily available. It's the converting process that takes the most time, not the coding itself.

    I'm happy about the attention, but next time just post the project thread instead of an auxilary download link.
     
    1 person likes this.
  15. Kiekoes

    Member Kiekoes Lord of the Seven Kingdoms

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    Stupid tempers... let's head back home Foxi.
     
  16. Foxi4

    Reporter Foxi4 On the hunt...

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    Additional screens from v0.6

    [​IMG] [​IMG]
     
  17. Foxi4

    Reporter Foxi4 On the hunt...

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    Just a promo poster.

    Warning: Spoilers inside!
     
  18. raulpica

    Supervisor raulpica With your drill, thrust to the sky!

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    @Foxi4
    Nice work, man [​IMG]

    If that's your desire, we'll stop hosting it on FileTrip and just link to your project's thread, is that ok?
     
  19. Foxi4

    Reporter Foxi4 On the hunt...

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    That won't be necessary, I already started posting links to all FalloutDS TechDemo's on other sites myself.

    The point that I'm clumsily trying to grasp here is that I wanted to have the project posted when it's at a "meaningful" stage - past the TechDemo and past Alpha.

    I didn't want to rise anyone's hopes up - as stated before, this is a one-man's effort. I wouldn't be able to count all the "disappointing, discontinued projects" even if I wanted to. Most coders post buggy TechDemo's, reach the point where development is getting boring or too difficult and then abandon the project.

    If FalloutDS was to be different, if there was a sufficient ammount of maps, enemies, weapons and effects, all running on a fairly "bug-free" engine, it would have that "Whoa..." factor. Kinda what Santa goes through when he finds milk and cookies after leaving presents under the christmas tree.

    On the other hand, user input is also a valuable motivation, so I'll carry on working regardless, and if I bump into a wall I cannot cross myself, surely I'll post a "Call to Arms" here.

    I think it'd be best if the next TechDemo I post is a big improvement from 0.5rev2 - that'll straighten up the issue at hand AND keep the hype up at the same time. Remember, it's not about me planning this to work differently or not...
    ...
    ...
    ...
    ...it's about fraggin' bloody Ghouls and Mutants, y'know? [​IMG]

    ~Foxi4 out [​IMG]
     
  20. Foxi4

    Reporter Foxi4 On the hunt...

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    NECROOOOO!

    [​IMG]

    Been doodling quite a bit today, managed to create a really efficient tileset for desert cities - only aprox. 45kb for a 1024x1024 map! We'll see if it goes anywhere from here, you know how lazy I am with this project.

    For now, I can tell you this:
    1. Powered by NightFox Lib
    2. Music most likely via MaxMod streaming
    3. Tiles from Fallout 2, sprites from Fallout Tactics + custom sprites, courtesy of No Mutants Allowed members (permission for use granted)
    4. Will be released alongside an SDK for custom maps
    All this in about... a quadrillion years if I don't step up the pace. :lol: Been a year and I literally scrapped everything code-wise and most of the graphics from the Beta version (as you can see from a completely different GUI, work in progress). Let's call this version... Gamma. Like the radiation. It has a nice ring to it.
     

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