Smealum, do you want to keep the same colors for the main menu? I mean, you can't use the same icons, the same textures, the same text, etc....but i think that using a brown base color won't be a problem, right?
Yeah, doing something in the same style shouldn't be a problem. I actually think texture packs include a texture for the menu's background. If they indeed do, then I'll just use the one included in eldpack.
The buttons will be generated by my menu code, so all that'll be left is getting a nice logo.
BreafingBread said:
Is this your site smealum:http://smealum.net/? I'm a little at doubt since it is in french or something like that.
Also, do you have any site to reccomend me to start homebrews? I'm a total beginner, but i'm thinking in entering the programing world by the nintendo DS.
Yeah, that's my website.
Sorry that it's in French, I'll probably make a website written in English for DScraft when I have the time.
As for starting homebrew programming, I don't really know... You'd probably have to find a website that teaches the C language, and then start learning libnds. The thing is, there aren't that many libnds guides out there and afaik most of the ones that do exist are outdated. :/
I think there's one made by Patater that shouldn't be too old, you could look for it on google.
Prof. 9 said:
QUOTE(Wizerzak @ Jul 27 2011, 11:26 PM) Problem with yours though is holding down A or B while touching is really not convenient and quite tricky, especially on a DS Lite (probably most difficult due to smallest space between buttons and screen and the buttons are rather 'springy'.) Definitely not the way to go.
Hmm, on a DS Lite it DOES seems a bit harder (on a 3DS you can play DS games in their original resolution, which increases the space between the screen and buttons). It kinda works if I use my little finger for A/B, but then sneaking would be pretty hard. I guess it all comes down to preference in the end. Maybe a better idea would be to let the players assign actions to the buttons from the ingame menu themselves, like with PC Minecraft, apart from the option to switch screens. It's surprising how tricky it is to make a control scheme that "fits" when you take away mouse control.
Don't worry, I'll work on making nice control schemes.
I have to admit that right now it's not really my priority, but when the time comes, I'll make as many and as comfortable control schemes as I can.
Anyway, I've worked on a few things today. Mainly I just corrected/cleaned up a bit of the code. I'm not done with that yet, but most of it should be done. I made the streaming code compatible with all FAT formattings (previously it was only compatible with 2KiB or bigger clusters, now all cluster sizes should be supported, although formatting with clusters of only 1KiB or 512bytes means only smaller maps will be supported). I also made the game compatible with no$gba again (the streaming code made it incompatible before).
I also added glass to the list of blocks, and I made it possible to swim (water used to be a solid block... heh). So all in all I didn't do much, but that's stuff's necessary, right ?
Last thing I did was start working on a sunrise/sunset system to complete the day/night cycle, and here's what it looks like so far :