FalloutDS v0.5

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FalloutDS v0.5
Fallout adaptation for the NDS
falloutds1.png

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]

Changelog said:
  • The shooting animation now follows stylus movement
  • Moving diagonally up now works normally
  • Camera no longer goes ape in Running Mode
  • The targeting cross-hair can no longer leave the area currently displayed
  • Some inventory bug-fixes
  • Icon changed

icon11.gif
 Source
 
Might try it when it's further in progress.

Then I shall beat that midget.
 
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
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(I'm just throwing an idea).

I wish good luck to foxi4 (the developer).
 
This looks interesting, but graphics need improvement
EDIT:
Off Topic, but, I see Catboy has a new avatar
 
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
 
Heisenberg said:
Graphics need to be a little more tighter i agree, but what an effort! gj


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 ?
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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.
 
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
wink.gif

- 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.
 
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@Foxi4
Nice work, man
wink.gif


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


~Foxi4 out
wink.gif
 
NECROOOOO!

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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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