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DS homebrew announcements > Rainbow Sprite Wars

#151091 - theoxylo - Mon Feb 18, 2008 8:48 pm

    Update, June 13, 2008: New version rsw_061308.nds now available! Feedback appreciated.


Hi all,

I'm pleased to announce Rainbow Sprite Wars for the NDS. a 2D sprite-based shooter. The game is still very early, but I think it's to the point where it's at least fun to play for a few minutes (hopefully). Still lots and lots of stuff to do... I'm going for some kind of an AI sandbox with tactical assault overtones! :o) Any feedback is appreciated.

Here is the demo download page (geocities):
http://www.geocities.com/theoxylo/rsw-download.html

Thanks to devkitPro, libnds, no$gba, dev-scene.com, gbadev.org, and everybody who makes NDS homebrew possible!


    New (3/3/08):
    ----------

    * fewer enemies (2 + 2 + 16)
    * larger turning radius for player (can't reverse on a dime anymore, so watch out!)
    * drag-shooting: hold L or R and drag to shoot; release and drag to drive


    Controls:
    ----------

    * Drag to move
    * Tap to shoot
    * Select to reset game after player collision (lose)
    * Start to pause (repeat to step through player collision)
    * Y to show score and debug console
    * X to swap screens



Last edited by theoxylo on Fri Jun 13, 2008 7:43 pm; edited 5 times in total

#151187 - Cid2Mizard - Wed Feb 20, 2008 6:02 pm

nice work :)
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#151192 - theoxylo - Wed Feb 20, 2008 7:45 pm

Cid2Mizard wrote:
nice work :)

Thank you very much for saying so!

#151426 - theoxylo - Tue Feb 26, 2008 2:06 am

New version rsw_02251350.nds available from

http://www.geocities.com/theoxylo/rsw-download.html

#151488 - Sweater Fish Deluxe - Wed Feb 27, 2008 7:52 pm

This is a pretty cool beginning. I defintely like the style. Are you coding it for the pdroms.de 4-color compo?

I find the mechanic of having to tap the touchscreen to shoot a little difficult to use. I understand that you probably designed it this way on purpose to make you game different instead of just copying the Robotron mechanics from games like Geometry Wars, so I don't know if I have any suggestions for improvement, but I just thought I'd mention it. Maybe I just need more practice, though, eh?

Since the default behavior of the enemies is to follow you around, I often wished I had a mine type weapon. It could either be activated when touched by an enemy or maybe be time based and explode a certain time after you drop it off.

I'm looking forward to seeing this game develop.


...word is bondage...

#151729 - theoxylo - Tue Mar 04, 2008 12:09 am

Sweater Fish Deluxe wrote:
This is a pretty cool beginning. I defintely like the style. Are you coding it for the pdroms.de 4-color compo?

I find the mechanic of having to tap the touchscreen to shoot a little difficult to use...


Thanks for the feedback! I wasn't aware of the compo...

I've posted a new version that features "drag shooting" -- just hold down L or R and drag to shoot!

But I've also kept the "tap shooting" system as well, probably to be used for a secondary weapon (grenade?) later on.

#151791 - Kojote - Tue Mar 04, 2008 11:29 pm

keep up the nice work!
_________________
Kojote
PDRoms - Retroguru - Giana's Return - Speckdrumm

#158577 - theoxylo - Fri Jun 13, 2008 7:53 pm

Kojote wrote:
keep up the nice work!


Thanks! I've added walls and some questionable pathfinding for the "big brother" enemies.

More to come, eventually...

#158602 - Kojote - Sat Jun 14, 2008 8:25 am

it's developing! good to see you did not abandon the project.
_________________
Kojote
PDRoms - Retroguru - Giana's Return - Speckdrumm

#175630 - theoxylo - Mon Jan 10, 2011 8:38 pm

Just a quick update:

the project has been renamed to HUD Wars and is being developed for the iPhone.

Web site: http://www.hudwars.com

No release date yet, but coming along nicely.