Homebrew Kid Icarus DS remake

  • Thread starter Thread starter KuRensan
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Remake ??

  • Yes, Sounds fun

    Votes: 12 70.6%
  • Maybe, Depends on it

    Votes: 2 11.8%
  • No, I don't like the idea

    Votes: 3 17.6%

  • Total voters
    17
Actually any tile editor can be used.

I would advise "mappy" though as it can directly output a DS friendly map table.

In fact, you can just draw everything in Photoshop and let Grit(GBA Image Transmogrifier) do the rest.

I'm developing a SHMUP ATM though (give me a month to finish this and I'll join the fun).


I would still advise Mappy though since I am using the 3D engine to render 2D stuff. And as long as the whole tileset is a power of 2, you could make the tiles non-power of two and it would still work.

Here's the demo of the capabilities of the lib I developed.
http://rel.betterwebber.com/junk.php?id=117
 
relminator said:
Actually any tile editor can be used.

I would advise "mappy" though as it can directly output a DS friendly map table.

In fact, you can just draw everything in Photoshop and let Grit(GBA Image Transmogrifier) do the rest.

I'm developing a SHMUP ATM though (give me a month to finish this and I'll join the fun).


I would still advise Mappy though since I am using the 3D engine to render 2D stuff. And as long as the whole tileset is a power of 2, you could make the tiles non-power of two and it would still work.

Here's the demo of the capabilities of the lib I developed.
http://rel.betterwebber.com/junk.php?id=117

So you'll be able to help over a month ?? That's ok that'll give time to make more graphics
The lib looks great!! a lot of things which can be used
-----------------------
I made a overview of the stages and added 3 levels 4-1, 4-2, 4-3
(BOSS) = Boss level
(NEW) = Not in Original game
(FLY) = Levels u need to fly via touch screen

Stages:
1-1 (Normal)
1-2 (Ice)
1-3 (Lava/Fire)
1-4 (Castle)(BOSS)

2-1 (Normal)
2-2 (Ice)
2-3 (Night)
2-4 (Ice/Castle)(BOSS)

3-1 (Sky/Normal)
3-2 (Sky/Fire)
3-3 (Sky/Temple Entrance)
3-4 (Temple)(BOSS)

4-1 (Sky Temple)(NEW)(FLY)
4-2 (Outside Sky temple)(NEW)(FLY)
4-3 (Boss Entrance/Atmosphere Environment)(BOSS)(FLY) (NEW)

Maybe I will make a world map so you'll be able to play previous levels
 
Yeah, if I hadn't recoded this SHMUP from scratch(a week ago), this would have been finished and I would have been free.

Oh yeah, collisions could be done with a collision map instead of the actual tiles. That way we could move Pit diagonally on any angle in any type of terrain.

The only problem I'm seeing now is that we don't have a universal file system that should work on all types of cards.
NitroFS does not work on almost 50% of all cards. Doing it with straight Fopen with no Nitro does not work with No$.

The DS has a limit of 4 MB, which should not be enough for a full pledged game of this magnitude.
 
SOS-Rens said:
relminator said:
Nice art. Do you already have a programmer to code all this?

No, I'm still looking for those
frown.gif
but they're hard to find

QUOTE(Masterpaul @ Jan 23 2011, 09:59 PM)
2w6fa6a.png


Just editing the graphics, making them more rich, some stuff I needed to redo completely. Gonna upload the tileset as soon as I fix and and a few things.

Hmmm I'm very interested in the shadow and flowers on the bottom of the map, are you going to pixelate them ?? and can I ask why the tiles are black in the middel of it ??

2my1dax.png


Yes Im gonna do the the flowers and the shadows at the bottem of the map, for that screen they were only done in paint.
I thought by making them black in the middle, it would allow us to more easy separate the background from the foreground, in essence allowing us to make more complex and interesting map designs.
 
Masterpaul said:
2my1dax.png


Yes Im gonna do the the flowers and the shadows at the bottem of the map, for that screen they were only done in paint.
I thought by making them black in the middle, it would allow us to more easy separate the background from the foreground, in essence allowing us to make more complex and interesting map designs.

wow They look amazing o.O much better than mine
tongue.gif
and you made lava ^^ Me too but your's is much better
schermafbeelding2011012v.png


I was thinking of a background who is always on the same place like a cavern and when you walk up the background will follow

EDIT: I also made a huge pillar for the Temples
templetile.png
the dark one is on the back so you can walk in front of it
 
SOS-Rens said:
I also made a huge pillar for the Temples
templetile.png
the dark one is on the back so you can walk in front of it

Nice stuff guys.

Those dark versions of the tiles are not actually needed as we can "colorize" the tiles to draw to any base color we want. Saves precious memory and VRAM.

Anyone has made a level in mappy I could play with?
wink.gif



I may have some free time till tomorrow so I would try to code the base scroller so some of you could try your tiles on a real DS.
 
I must say sometimes Mappy is harder to work with but it also has more features ^^
Ok I made a small part of LVL 1-1 (download can be found below) I also added a pic with some
semi colored tiles:

Red: Un-walkable
Purple: Special (like doors and Lava)
Yellow: Sprites infront of the tile
Orange: Sprites behind the tile
(Ice tiles look purple but are red)

Demo Level

@Masterpaul: I'd like to see more of those tiles ^^ I really like them
biggrin.gif
maybe some cave tiles(for normal and fire cave)
 
relminator said:
SOS-Rens said:
I also made a huge pillar for the Temples
templetile.png
the dark one is on the back so you can walk in front of it

Nice stuff guys.

Those dark versions of the tiles are not actually needed as we can "colorize" the tiles to draw to any base color we want. Saves precious memory and VRAM.

Anyone has made a level in mappy I could play with?
wink.gif



I may have some free time till tomorrow so I would try to code the base scroller so some of you could try your tiles on a real DS.

Sure Im on to it. Hey and what about bosses? How do we create them? Limitations etc.?
 
kidlogo.png

I made some new stuff ^^ It's not many but it's a important new feature of the remake
overviewi.png

It's not done yet but I need some help!! How do you want the touch screen (where to put the HP bar ect)
Maybe if it's possible you can change your touchscreen with your stylus
tongue.gif
so if you don't like where the HP bar is placed you can change it by dragging it (Only if it's possible)
what must be on the touch screen:

- HP Bar
- Lives (NEW)
- Amount Hearts
- Amount Hammers
- Score:
- Strength
- Treasures

Also:
fontt.png

(At the start of the game you will have 7 of those HP thingies)
 
SOS-Rens: Yes, that can be done (Moving the HP bar, etc using the stylus). We could also switch the play area and the menu from bottom to top anytime we want so we can say control Pit via the stylus in flight mode.


Guys, the GFX so far won't work since I need the atlas to be a power of two size.

IE: 64x64, 128x256, 512x64, etc.

And the pics uploaded are truecolor. We won't have that kind of memory inside the DS's VRAM. So we need to convert those truecolor tiles to 256 colors.

The DS textures need to have a power of 2 size. So in essence, just put all those 16x16 tiles inside a 256x256 8 bit canvas and were ready to go.


I've done some coding on this already.

So far I have:

1. Map Collisions and Jumping part done.
2. Scrolling.

I may have a demo tomorrow(Though its all just colored boxes ATM.)

Can you upload a 32x32 map from mappy (FMP) with a 256x256 tileset?

BTW, on the DS the transparent pixel is 0.

EDIT:
For some visual examples...

tiles.png


The above file is a 256x256 tileset with 16x16 tiles.

enemies.png


This one is a 256x256 spriteset with variable-dimension sprites made with my texturepacker (More on this later as we develop the game) to save memory.

font_bubbla.png


This one is an 8x8 fontset on an 8x512 tileset.
 
KingVamp said:
The touch screen isn't a option to move Pit?
I really hope that Pit will be moved with the D-pad (I hate stylus controls)...

Screens look really nice, good luck with the project.
smile.gif
 
I love the idea of a Kid Icarus remake! The entire game should use both screens except for the dungeons.
The top screen in the dungeons should have a simple map, kinda like zelda where blue []'s were rooms and blue -'s were the connections between rooms. The controls should be A/Y = Jump B/X = Shoot.
 
relminator said:
SOS-Rens: Yes, that can be done (Moving the HP bar, etc using the stylus). We could also switch the play area and the menu from bottom to top anytime we want so we can say control Pit via the stylus in flight mode.


Guys, the GFX so far won't work since I need the atlas to be a power of two size.

IE: 64x64, 128x256, 512x64, etc.

And the pics uploaded are truecolor. We won't have that kind of memory inside the DS's VRAM. So we need to convert those truecolor tiles to 256 colors.

The DS textures need to have a power of 2 size. So in essence, just put all those 16x16 tiles inside a 256x256 8 bit canvas and were ready to go.


I've done some coding on this already.

So far I have:

1. Map Collisions and Jumping part done.
2. Scrolling.

I may have a demo tomorrow(Though its all just colored boxes ATM.)

Can you upload a 32x32 map from mappy (FMP) with a 256x256 tileset?

BTW, on the DS the transparent pixel is 0.

EDIT:
For some visual examples...

tiles.png


The above file is a 256x256 tileset with 16x16 tiles.

enemies.png


This one is a 256x256 spriteset with variable-dimension sprites made with my texturepacker (More on this later as we develop the game) to save memory.

font_bubbla.png


This one is an 8x8 fontset on an 8x512 tileset.

Ok I placed all the tiles in this Tileset it's still Truecolor because I don't know how to change it xD:
tilesetr.png

I will add it the the project post
the size is now 256x256 but can it also be 256x??? or must X=Y
 
DJ91990 said:
The controls should be A/Y = Jump B/X = Shoot.
wut.

most people would want b=jump, y=shoot. So just have an ini file or something you can edit to set the controls how you want them.
 

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