Homebrew Space Impakto DS (DS Entry)

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UPDATE:

Download:

http://rel.phatcode.net/junk.php?id=101

Changes:

Code:
v 1.0.1ÂÂ(05/30/11)
ÂÂÂÂFixed the bug in the replay system interface
ÂÂÂÂChanged the Replay System Interface to a more intuitive one.
ÂÂÂÂNormal and Boss Rush has different highscore tables
ÂÂÂÂSecond loop!
ÂÂÂÂLoop 2 is the "HARD MODE"(For HardCore BulletHell players) ala Strikers 1999 and Gunbird 2 
ÂÂÂÂLoop 2 is reminiscent of Psykyo 2nd loops where you kill something, it explodes bullets.
ÂÂÂÂLevel is also spawnign "popcorn" enemies when facing bosses to up the ante of difficulty.
ÂÂÂÂEdited some enemy sequence to make the first loop beatable w/o using a single bomb.

VatoLoco & BigLord: Thanks.
 
It's official: the Homebrew Bounty is the best competition on the planet.

At least IMO. Lots of these games should go mainstream! They're amazing!



PS: you might want to update your in-game screenshots on the first post
tongue.gif
the touchscreen, at the very least, looks a lot different now.
 
Juanmatron said:
Fucking god. If you can do this, you're able to make an Ikaruga DS!

I'll be making something like Ikaruga after this compo and I'll make you one of the beta testers if you want. ;*)

BigLord: Will do. Thanks for the heads-up. ;*)


PS.
I won't be able to code for today(daughter got a hold of Pokemon Black and I would have no access to our DS ) so this build should prolly be the build I submit.

EDIT:

Woohooo. I week more of sleepless nights. LOL
 
Suggestion: Can you make the hit box show up when moving slowly?
Something like this:
Hitbox.JPG

(the dot at the middle of the character at the bottom)

btw, this game is less forgivable than touhou
ohnoes.png
 
naglaro00 said:
Suggestion: Can you make the hit box show up when moving slowly?
Something like this:
Hitbox.JPG

(the dot at the middle of the character at the bottom)

btw, this game is less forgivable than touhou
ohnoes.png



Nah, it's quite easy. I could 1CC the first loop and almost got to the last boss at one time in 1 credit.

UPDATE:

I ain't finished yet. LOL

Check out Gluteus Maximus!


DL:

http://rel.phatcode.net/junk.php?id=101

CODEv 1.0.2ÂÂ(06/01/11)
ÂÂÂÂIncreased the firepower of Blue Bagwis
ÂÂÂÂFixed the bug where you get the ending screen even if you force exited.
ÂÂÂÂHighScore table now saves the highest score achieved on multi-credit game
ÂÂÂÂAdded a new boss (Gluteus Maximus)
ÂÂÂÂAdded A new Stage
ÂÂÂÂOnly the 1st credit score gets to be recorded on the highscore table
ÂÂÂÂReplay now records both game loops
 
^If he did it, it wouldn't be a bullet hell game anymore, hehe.

EVen if I prefer a simple shooter to a bullet hell game, it's obviously not what he has in mind.
 
This is pretty amazing. About average difficulty. However the music on level 1 feels... delayed or something. I'm not exactly sure but there's something off about it.
 
wasim said:
hey why don't you add some power-ups like shield , slow motion invincibility

Serious SHMUP players would hate that ;*( Sorry.

Supreme Dirt: Yeah, I toned down the difficulty quite a bit to cater for the casual players. However, in loop 2.... ;*)

UPDATE:

Download:
http://rel.phatcode.net/junk.php?id=101

CODEChanges:
v 1.1.0ÂÂ(06/04/11)
ÂÂÂÂRecompiled without debugging features
ÂÂÂÂIncluded my 1 cc replay (until 2-3).

Note: I have included my single credit play(until 2-3) so that you'll see that it's not as hard as it seems. Try to beat my score that is about 1,468,256

Enjoy!
 
I could have swore I commented on this game before, but I guess not. Anyways, just updated to the latest version and am enjoying it immensely. With the retail DS market in its death throws, flooded by licensed movie crap and played out franchises, it seems the only place to find a straight up enjoyable no BS game like this is the homebrew scene.
Good luck in the compo!
 
Sir_Voe said:
I could have swore I commented on this game before, but I guess not. Anyways, just updated to the latest version and am enjoying it immensely. With the retail DS market in its death throws, flooded by licensed movie crap and played out franchises, it seems the only place to find a straight up enjoyable no BS game like this is the homebrew scene.
Good luck in the compo!

Thanks!!!

Anyways mjclark from shmups made a hi-score table where you can post your high-scores:

http://shmups.system11.org/viewtopic.php?f=2&t=36957


I would like to thank GBATemp for pushing through with this contest for without this contest, Space Impakto would still be in its alpha stages.

Good Luck to us all!

EDIT: I just found out about this video at Nintendomax. Thanks!

[youtube]http://www.youtube.com/watch?v=mRg3cZpo2d4[/youtube]
 
Update:

Download:
http://rel.phatcode.net/junk.php?id=101

Code:
v 1.2.0ÂÂ(06/17/11)
ÂÂÂÂChanged the order ships' shots vs. enemy bullets get drawn
ÂÂÂÂIncluded another 1 cc replay (until 2-3 Blue Bagwis).
ÂÂÂÂAdded all the assets with the source so anyone can compile the game.

As proposed from Shmups, I reordered the drawing of ship and enemy bullets.

BTW, for those who emailed me for a wifi based online leaderboard, I'm sorry to say that I cannot do that since I have no wifi router here(the closest wifi area is like 100 miles and is not free). Sorry.
 
I finally decided to download this homebrew project, and I'm highly impressed with your work. The gameplay is precise and interesting; I can't say that I've had as much fun playing a bullet-hell shooter on a DS than now.

Gameplay aside, however, I found a couple of issues that make the game feel less polished than it should be. Sure, maybe only the gameplay should count as necessary for a homebrew title, but I feel that presentation is almost as important; it provides the essential element of legitimacy. If it feels legit, it'll lower any entry boundaries that people new to playing/downloading homebrew games may have. Why would someone download a game that has menus that look like they've been made by a ten-year-old, for instance (I'm not alluding to your game, by the way, that's just an example xD)? Such decisions can turn off would-be players of your game, and since I'm presuming that a homebrew developer would like as many people enjoy their game as possible, it's necessary to polish their games to the shine expected in a retail title.

Here are some of my thoughts:

-I'm not sure if you're well-versed in graphic arts, but the very first screen (with the homebrew and GBATemp logos) is rather ugly, design-wise; I might fix that (sorry if that sounded harsh, but I'm just providing criticism!)

-In the title screen, the drum track stutters. I'm not sure if that's something wrong with the playback or with the music track itself, but it sounds buggy nonetheless. If it's a problem with the audio that you can't fix, then there's not much you can do; if you wrote the song, however, and intended for it sound that way, then I would consider making the drums sound less choppy. Also, I don't like how it doesn't loop perfectly.

-The menu options are a little hard to read in front of the cockpit animation thing. Not sure how I would personally fix this, but perhaps a color change would help? Also, I feel that the title of the game should feature prominently on the top screen; maybe put the menu on the touch screen and the title information on the top?

-Speaking of the title "logo" on the title screen, I feel that it should be larger, emphasizing the name of the game. Additionally, I feel that it should match the same design as the bottom screen displays during gameplay; it looks nicer and it's more impressive-looking. A logo should be universal; stick with one design!

-As someone mentioned, the music in the first stage stutters quite frequently. Despite not hearing it stutter in any of the other stages, hearing it do that in the first stage left me with a bad first-impression. I would work to fix that, if anything.

-Speaking of the first stage, I realize that you probably had a lot of fun modeling those 3D polygons that float in like globs in the upper part of the screen, but I would seriously think of removing them. When I first tried the game I thought it was enemy fire; it's a bad thing to mislead your players by tricking them into thinking that background elements are hazards. If anything, I would move them further into the background, maybe floating in the black space in the center.

-I found a glitch where when you beat a boss and press start, you're unable to continue the game since it creates a never-ending loop of pausing and fading away.

-This is a personal gripe, but perhaps you could incorporate another ship type/color into the game? The red and blue ships, to me, play rather similarly as it is, and adding another ship type would add a little more variety to the experience. I realize that doing this would require a ton of work, but hey, it's food for thought.

Sorry for that extremely long post, but I felt that this game had some major presentational issues that should be resolved. However, I feel that you're on the right track for making an awesome homebrew shooter. Keep up the good work!
yaynds.gif
 
bladesman582 said:
I finally decided to download this homebrew project, and I'm highly impressed with your work. The gameplay is precise and interesting; I can't say that I've had as much fun playing a bullet-hell shooter on a DS than now.

Gameplay aside, however, I found a couple of issues that make the game feel less polished than it should be. Sure, maybe only the gameplay should count as necessary for a homebrew title, but I feel that presentation is almost as important; it provides the essential element of legitimacy. If it feels legit, it'll lower any entry boundaries that people new to playing/downloading homebrew games may have. Why would someone download a game that has menus that look like they've been made by a ten-year-old, for instance (I'm not alluding to your game, by the way, that's just an example xD)? Such decisions can turn off would-be players of your game, and since I'm presuming that a homebrew developer would like as many people enjoy their game as possible, it's necessary to polish their games to the shine expected in a retail title.
Thanks. ;*)

Here are some of my thoughts:

bladesman582 said:
-I'm not sure if you're well-versed in graphic arts, but the very first screen (with the homebrew and GBATemp logos) is rather ugly, design-wise; I might fix that (sorry if that sounded harsh, but I'm just providing criticism!)
The Gbatemp logos are the logos I just got from this site actually. The devkipro is the official dkp logo so I can't do anything about those.

bladesman582 said:
-In the title screen, the drum track stutters. I'm not sure if that's something wrong with the playback or with the music track itself, but it sounds buggy nonetheless. If it's a problem with the audio that you can't fix, then there's not much you can do; if you wrote the song, however, and intended for it sound that way, then I would consider making the drums sound less choppy. Also, I don't like how it doesn't loop perfectly.

Yeah, I noticed that too. I just got my tracks from vgmusic and converted them to mod deleting some of the tracks for smaller size. ;*(

bladesman582 said:
-The menu options are a little hard to read in front of the cockpit animation thing. Not sure how I would personally fix this, but perhaps a color change would help? Also, I feel that the title of the game should feature prominently on the top screen; maybe put the menu on the touch screen and the title information on the top?

That could be done. I'll see what I can do.

bladesman582 said:
-Speaking of the title "logo" on the title screen, I feel that it should be larger, emphasizing the name of the game. Additionally, I feel that it should match the same design as the bottom screen displays during gameplay; it looks nicer and it's more impressive-looking. A logo should be universal; stick with one design!

Can't do that on my own since I'm no artist and believe me, if I change that font with my own, it would suck big time. By matching design, you mean that plasma font? If that's what you want, it is easy to do.

bladesman582 said:
-As someone mentioned, the music in the first stage stutters quite frequently. Despite not hearing it stutter in any of the other stages, hearing it do that in the first stage left me with a bad first-impression. I would work to fix that, if anything.

Okay, I'll find myself a better sample on the net. Or you could point me somewhere I could DL one. It would be credited opf course.

bladesman582 said:
-Speaking of the first stage, I realize that you probably had a lot of fun modeling those 3D polygons that float in like globs in the upper part of the screen, but I would seriously think of removing them. When I first tried the game I thought it was enemy fire; it's a bad thing to mislead your players by tricking them into thinking that background elements are hazards. If anything, I would move them further into the background, maybe floating in the black space in the center.

Those 3D models are not actually done by a modeller. It's calculated mathematically at load time using what is called the "SuperShape Equation" I got from Paul Burke's site(lot's of cool equations there). That's why I never needed to use a file system since doing it proceduarally made my memory footprint a lot lower.

I will move them further in the background though.

QUOTE(bladesman582 @ Jun 18 2011, 09:16 PM)
-I found a glitch where when you beat a boss and press start, you're unable to continue the game since it creates a never-ending loop of pausing and fading away.

Fixed.

QUOTE(bladesman582 @ Jun 18 2011, 09:16 PM)
-This is a personal gripe, but perhaps you could incorporate another ship type/color into the game? The red and blue ships, to me, play rather similarly as it is, and adding another ship type would add a little more variety to the experience. I realize that doing this would require a ton of work, but hey, it's food for thought.

Not really that hard to add coding wise. What I actually need is a ship image. The vicvper perhaps?

QUOTE(bladesman582 @ Jun 18 2011, 09:16 PM)
Sorry for that extremely long post, but I felt that this game had some major presentational issues that should be resolved. However, I feel that you're on the right track for making an awesome homebrew shooter. Keep up the good work!
yaynds.gif

Thanks no problem. I actually like this types of response so that I can see what's wrong with my game.

BTW, I've just added "boss revenge" and "auto-bomb"which would make the game a lot easier.
 
Update:

Download:

http://rel.phatcode.net/junk.php?id=101

Code:
Changes:
v 1.3.0ÂÂ(06/21/11)
ÂÂÂÂNew Ship!!!!
ÂÂÂÂAutobombs!(Only for bullet collisions)
ÂÂÂÂAdded boss revenge bullets when timer runs out (both loops)
ÂÂÂÂAdded boss revenge bullets when boss is destroyed in loop 2
ÂÂÂÂNew BombType
ÂÂÂÂChanged drawing order of ship and shots for the new ship
ÂÂÂÂChanged Main Menu font colors
ÂÂÂÂBug Fix

As requested, a New Ship and it plays a lot different than the other 2.
Auto-bombs only work on bullet and not enemy collisions.

BTW, try to load the "Loco Viper" replay to see an efficient use of the way the 3rd ship works.

Enjoy!
 

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