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DS homebrew announcements > [NDS/Game] StillAliveDS

#158669 - t4ils - Mon Jun 16, 2008 12:20 pm

Hi there :)

I'm here to introduce you to my latest homebrew, StillAlive DS, now in version 1.1 !
(edit : now in version 1.15s :p )
(edit? : now in version 1.2)

About :
StillAliveDS is a puzzle game inspired by Portal: The Flash Version which is a 2D renewal of Portal, developed by Valve Corporation.
Portal consists primarily of a series of puzzles that must be solved by teleporting the character and other simple objects by using a Portal Gun. The unusual physics allowed by the portal gun are the emphasis of Portal.

You can download the game here : http://stillaliveds.free.fr/index.php?page=download

More information about this new version :
http://stillaliveds.free.fr/index.php

Hope you'll enjoy this one :)


Last edited by t4ils on Wed Aug 20, 2008 4:14 pm; edited 3 times in total

#158672 - silent_code - Mon Jun 16, 2008 12:47 pm

Great game!
I have played it for a while and I like it a lot! :^)
There were some problems in the first version, and I'll make sure I'll check the new version out asap, hoping that you have fixed them. ;^)

Anyways: Thank you for this game! :^)

PS: Please, rework the controlls. I have posted suggestions in the old Portal DS thread. Thanks! :^)
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July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
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#158675 - KillerMapper - Mon Jun 16, 2008 1:49 pm

Yeah good game, I also gave a link to this in the topic "Portal DS" ;)

Great the level editor is in the DS now!

Just the wifi is a problem for me, because I have only the Nintendo connector. But I'm trying to modify that so I can use the wifi for homebrews.

Something would be good is the possibility to evaluate the maps ( 0 - 10/10 for ex) so we can see which map is the best :)

#158676 - t4ils - Mon Jun 16, 2008 2:00 pm

silent_code, I'll try to put two modes of control then
the actual one (L or Down) and yours (L to shoot a portal, Down to switch between colors)

#158709 - Sir_Voe - Mon Jun 16, 2008 7:03 pm

Great update. Just one bug I've noticed, after playing a few maps from wifi, the background of one of them became the title screen graphic.

#158719 - Alphanoob - Mon Jun 16, 2008 8:41 pm

I won't lie, this game is awesome. My favorite part was the music at the end =). I have not yet tried the level editor though, and my internet connection is hidden, so wifi is a little tricky. I have to unplug my router for 10 seconds and then plug it back in and sync my DS to it at the same time, because that makes it display for a couple seconds (don't ask, I accidently found it when my xbox live went down and I was coincidentally searching for a way to make my wifi work, and have no idea why this works, lol). Awesome game though, with a rather frusterating last level =).
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#158730 - KillerMapper - Mon Jun 16, 2008 9:57 pm

The level editor is good for me, especially the build feature so we don't have to make the borders.

#158752 - pas - Tue Jun 17, 2008 2:09 pm

this game almost has a commercial status feel to it ! Great work !
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#158759 - JLsoft - Tue Jun 17, 2008 6:26 pm

Except a commercial game probably wouldn't have such a complete level editor...they'd screw it up somehow :D

#158762 - tepples - Tue Jun 17, 2008 7:30 pm

JLsoft wrote:
Except a commercial game probably wouldn't have such a complete level editor...they'd screw it up somehow :D

How did Nintendo screw up Excitebike or Brawl?
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#158764 - silent_code - Tue Jun 17, 2008 7:36 pm

@ t4ils:

Hey, what filesystem do you use?
I am trying to find out, why some HB is hanging on M3s and some is not.
I've opened a thread about this in the DS Dev. forum, so feel free to participate! :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158823 - Devil_Spawn - Wed Jun 18, 2008 7:56 pm

hey... im having a problem running this on an SCSD.

V1.0 worked.

V1.1, at the main menu, the character is stuck in an infinite falling loop, and there is no box either

#158854 - KillerMapper - Thu Jun 19, 2008 1:46 pm

Can you add in the level editor the possibility to create a custom text so we see it instead to see playing xxx.sad?

#158935 - woodbin - Sun Jun 22, 2008 12:37 pm

Absolutely great game, I was waiting a long time for game like this :) 3 Days ago i finished classic levels , now i am trying advanced levels (so difficult ^^)
. The editor is also nice thing, i uploaded my first map today (ApertureChamber1 :))
aaah this is so great game, i hope you will make another great things :)
And one request...can you add an Acid element? For making traps and that sort of thing :)
However, great game, keep going! :)
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#158937 - t4ils - Sun Jun 22, 2008 1:34 pm

I was already thinking about adding some things like spikes and other traps ;)

#158944 - KillerMapper - Sun Jun 22, 2008 6:19 pm

Also, about add new features, I would like to see a second plasma ball system: you have one green thing which creates the balls (like now) but you can have more than one red thing, so to open the magnetic wall, you have to unlock all red things.
The green thing stops creating plasma balls when all red things are unlocked.
How do you think?

Also I finished all advanced level without downloading the last upgrade... (you mean in your last news twe can now finish the level 11 in advanced mode)

#158946 - t4ils - Sun Jun 22, 2008 6:46 pm

Did you finish advanced level with the first 1.1 release ? very good then ^^

As someone told me it was very hard, I decided to play it again
I realized that the turret which is located in the end of the level (just before the finish line) was almost impossible to kill (didn't find a way to, you don't have time to reach it and it kills you).
1.0 version was possible because the character was more slippery on the floor. In 1.1, you don't have enough speed to reach the turret and grab it.

So I decided to move the turret a little so that you can grab it without being killed :)

edit : KillerMapper, your idea has been placed into the game :)
Now you have to activate all red switches to deactivate the green energy wall (switch already pushed disappear)

Also two new blocks in the level editor :
- Acid element, which place some acid on the map (don't touch it or you're dead). It's animated so that you can make something like pool :)
- Rotating razor wheel, which kills you if you touch it (can be placed everywhere)

All these features will be present in a future version :)

You can suggest me ideas if you want, I'll see if they are good and I'll probably put them in the game :)

#158952 - JLsoft - Mon Jun 23, 2008 3:56 am

Having 45 degree-angled blocks (normal and un-portal-able) would add a lot more possibilities to level-building, and then making it so that the player slowly slides down when standing on an incline could lead to some nice time-critical portal-throwing/jumping being required.

...but being able to place portals on these angled surfaces & handling the physics correctly might take more work than it's worth in the end. :)

#158962 - KillerMapper - Mon Jun 23, 2008 11:20 am

45? angled could be good yes :)
Great for the new plasma system!

And for the lvl 11, I just run and take up the turret to kill it on the ceiling. But it was hard to make it, my life was very low after ^^

Ha yes I have another suggestion: a fence wall, player can create portal shooting trough it (no portals on the fence) but the player himself can't pass trough the fence. So we can have separated places in a level.

Edit: ha yes, in the map editor, can you add the possibility to save a map without finishing it? Because if I start a difficult map and have to stop playing DS, I have to restart it after. So my idea is the possibility to save a map, but this can't be sent on the wifi or played until I continue and finish it.

PS: you really need to find another webhosting, free.fr is too slow...
If you have a free account, I suppose your are French. Try to get an account here: http://forum.servhome.org/index.php, they give webspace for free, and the speed is good ;)

Edit2: I tried to play it on a M3 real, when I launch the game, it displays "dldi compatible" but after I have a black screen...
I didn't patched it, maybe I have to patch?

#158965 - moket - Mon Jun 23, 2008 1:56 pm

Quote:
Edit2: I tried to play it on a M3 real, when I launch the game, it displays "dldi compatible" but after I have a black screen...
I didn't patched it, maybe I have to patch?


same here, you can get around by launching it from DSOrganize3.2
Seems to work with other homebrews aswell (UApaint for example)

#158967 - KillerMapper - Mon Jun 23, 2008 2:45 pm

Ok I will try.

About that:
Quote:
(switch already pushed disappear)


You mean that instead of sawing the switch we will see a hole? or a wall?
Maybe create another texture with a black/grey switch!

#158970 - woodbin - Mon Jun 23, 2008 3:58 pm

Wow, that new elements will be great :) The fence idea is good and the 45degree walls are good idea too, it wil be great if there will be stripped-45degree walls :) And the save thing is important for me....everytime when i am making a level i don't finish it because i have to do housework x)
Great game i can't wait for new version :)
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#158971 - silent_code - Mon Jun 23, 2008 4:04 pm

Yeah, just don't make the fence a literal fence, but rather a force field like in the original (and flash) game... simply color the field differently. :^)
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July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158972 - t4ils - Mon Jun 23, 2008 4:04 pm

the rotating razor wheel is making the job you ask (or almost :p )
You can shoot portals through it but you can't pass (it kills you)

Maybe you want something that doesn't kill you

concerning 45? angled blocks, this is something very hard to include in the game, because I have to find how to place a portal on it (and change the game so that you can pass through it), and I also have to redefine how the character moves on these special blocks

who nows, maybe one day ^^

Otherwise, I just succeeded in mapping custom controls :)
A nintendo DS icon takes place on the menu, you touch it and you can change controls
When you leave, they are saved on the flashcart

I'll try to make something for the saving feature, maybe upload only from the editor, so you can save whenever you want, you have to finish the map to have the "upload" option enabled

Concerning the switch disappearing, it's replaced by a full wall (the blue one) with the corresponding collision

#158975 - KillerMapper - Mon Jun 23, 2008 4:56 pm

t4ils wrote:

Maybe you want something that doesn't kill you



Yes, for the floor for ex. But if you think it's too much work, don't make it.

So for the switch, we can create portals on the place where they were after?

Good point the custom controls :D

#158981 - Sir_Voe - Mon Jun 23, 2008 6:18 pm

Here's a few ideas I think could be cool:

-Pads similar to the pressure switches, but when you're standing on them your beam gains the ability to destroy turrets and crates.
-Metal crates that cannot be picked up, but can be shot from the previosly mentioned beam pad and destroyed causing an explosion that also explodes nearby metal crates (causing chain reactions).
-A pad that causes brief (5 sec) invisibility from the turrets.

#158983 - t4ils - Mon Jun 23, 2008 6:23 pm

KillerMapper wrote:

So for the switch, we can create portals on the place where they were after?

yep

#158990 - KillerMapper - Mon Jun 23, 2008 8:11 pm

Sir_Voe wrote:
Here's a few ideas I think could be cool:

-Pads similar to the pressure switches, but when you're standing on them your beam gains the ability to destroy turrets and crates.
-Metal crates that cannot be picked up, but can be shot from the previosly mentioned beam pad and destroyed causing an explosion that also explodes nearby metal crates (causing chain reactions).
-A pad that causes brief (5 sec) invisibility from the turrets.


Don't like this, the game will be too easy after... (and too different from the real Portal too)

#158992 - Sir_Voe - Mon Jun 23, 2008 9:25 pm

KillerMapper wrote:
Sir_Voe wrote:
Here's a few ideas I think could be cool:

-Pads similar to the pressure switches, but when you're standing on them your beam gains the ability to destroy turrets and crates.
-Metal crates that cannot be picked up, but can be shot from the previosly mentioned beam pad and destroyed causing an explosion that also explodes nearby metal crates (causing chain reactions).
-A pad that causes brief (5 sec) invisibility from the turrets.


Don't like this, the game will be too easy after... (and too different from the real Portal too)


Yeah, I see your point. Just some crazy ideas I thought I'd throw out there.
The fence idea sounds like a nice addition though.

#159002 - t4ils - Tue Jun 24, 2008 1:13 am

KillerMapper wrote:

Yes, for the floor for ex. But if you think it's too much work, don't make it.


I thought about it a little while taking shower ( :P ) and it will be in place tomorrow :)
This will be a Red energy wall

It doesn't require a lot of work at all, I just have to add the new tile in the level editor and a new type of collision.
Then I have to tell the game to ignore this collision when I shoot a portal, and to take it in count when I move around the map :) (will be the same behavior for other objects (crate, turrets, plasma ...) since they all use the same checking collision system)

Another idea I had, which i'll probably make tomorrow also : a platform that moves around the level !
You select it in the editor, you place it where you want, and when you play, the platform moves left/right at a constant speed.
You (and objects) can step on it :)

should be a great feature I think ;)

#159009 - KillerMapper - Tue Jun 24, 2008 9:33 am

It moves and stops when there is a wall only?
Can be good yes ^^

#159016 - silent_code - Tue Jun 24, 2008 10:46 am

You could also add some "stopper" tiles for the platform. :^)
This is getting very interesting! :^D
PS: I'm still stuck in the level with lot's of small steps and gaps! :^D But that's mostly due to the little time I have to spend gaming. (I will make it!) ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#159019 - KillerMapper - Tue Jun 24, 2008 11:25 am

Ha yes it's the last level, it's the most difficult too :p
In advanced mode it's even more xD

Also I see there are stats for each level (steps, portals, time). Will you create a chart on your site, and add a feature which allows to send our stats?
Something like this in the wifi mode, the player select send stats (for ex), and write his nickname, and the DS send the infos on your site!

I tried to make the best time in some levels (not advanced) ^^
In level 4 I take 2"683 seconds to finish the level, and the lvl5 I take 4"500 :)
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#159021 - t4ils - Tue Jun 24, 2008 11:45 am

Yep, highscores were intended to be uploaded on the website, but i've been lazy doing it, because I first wanted to take the name and the mac adress in the console so that i have a unique identifier, but I noticed that some people have weird nicknames, like "=('~r0x0r~')=", so I can't upload a name like this on the website :p

I'll have to bring my custom keyboard then ;)

my total scores (normal mode) :
steps : 999
portals : 191
time : 09:37.167

level4: 00:02.450
level5 : 00:06.400

#159023 - woodbin - Tue Jun 24, 2008 12:43 pm

Wow, moving platforms.....nice idea...and some switch which enables them (if the switch is on the map, the platform move only if the switch was swithced/is switched (like in flashportal, 2 types of switch :))...if the switch isn't on the map, the platform move from start of the level :) )

And i have one more idea...larger maps :) On the topscreen, there would be little map instead of that wires :) The map size would be adjustable, maximaly 128x96 or some multiple of the current map size :)
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#159026 - t4ils - Tue Jun 24, 2008 1:21 pm

For larger maps, i should have make it from the beginning
Now it's almost impossible to do it, I would have to recode almost everything :p

Red energy walls are set, and working good :)

#159027 - KillerMapper - Tue Jun 24, 2008 1:44 pm

Great! Can't wait the next version!

Also can you add the sound like in Portal when a plasma ball bounce on a wall? Just a little detail, not very important :)

Ha and good job for your time on the lvl4, I can't make better me (I always fail my portal on the floor, I put it on the border to get the cake at the same time)
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#159028 - t4ils - Tue Jun 24, 2008 2:09 pm

KillerMapper wrote:
Also can you add the sound like in Portal when a plasma ball bounce on a wall? Just a little detail, not very important :)

no problem, easy one

Quote:
Ha and good job for your time on the lvl4

I'm playing this game for almost 4 month now, I know it :p

#159132 - El_Posible - Wed Jun 25, 2008 10:37 pm

This game is just amazing. Very polished :)

#159294 - Darkflame - Sat Jun 28, 2008 9:14 pm

Utterly fantasic thing.
Took me awhile to get the hang of the controlls, but still a fantastic game.
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#159373 - KillerMapper - Sun Jun 29, 2008 9:28 pm

Don't worry, controls will be customizable in the next version.
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#159622 - t4ils - Thu Jul 03, 2008 2:18 am

1.15 is out :)
from my website :

Quote:

Hello everybody :)

The wait is over once again, as the 1.15 version is now available in the download section ;)

Here is what's new :

[Level Editor]
+ 5 new elements (see below).
+ Grid (press select to hide/show).
+ You can save your map when you want
+ You now have to upload your maps through the level editor. Only possible if the map was finished.
+ New clear button which deletes everything on screen.
+ The "Build" feature is automatically called when you save/upload a map.

[Game]
+ red energy wall : you can shoot portals through them but can't pass.
+ razor wheels : These will kill you if you touch them.
+ moving platforms : Jump on them to move in the map. They kill you if you're stuck. You can put portals on them.
+ acid pool : Don't try to swim in it.
+ reflecting wall (which is also a slippery floor) : Shoot a portal on it and it will be reflected. Up to 5 bounces are possible.
+ If multiple red plasma switches are set, you have to deactivate all of them to clear the green energy field.

[Menu]
+ language selection
+ customizable controls : just click on a control to change the associated action.

[Other]
- Backgrounds are now loaded from the flashcart
- Updated EFS lib to V2.0 finale, maybe G6 and M3 will load the game now ...

Please report me any bug since this version was hard as hell to finish, I had some weird punctual glitches like the upload system that just stopped working one time ...

Enjoy :)

#159651 - KillerMapper - Thu Jul 03, 2008 4:36 pm

Very good!
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#159652 - silent_code - Thu Jul 03, 2008 5:15 pm

Awesome! I will test it asap! :^D
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July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#159661 - Markzilla - Thu Jul 03, 2008 8:10 pm

Excellent work. Loving the new tiles.

#160093 - bmanley87 - Thu Jul 10, 2008 2:44 pm

I just tried to load this game on my G6 Lite. I tried a ton of different options when loading this on the cart. I just get the white screen. Any suggestions?

EDIT: Nevermind, I figured it out. Needed to be patched and use 'Add Header'

#160301 - Markzilla - Sun Jul 13, 2008 8:51 pm

I have a contribution to the project, a 10 level map pack I constructed.
http://www.megaupload.com/?d=D20DDW17

I also have a request. Would it be possible to disable the auto building when the map is saved? I would prefer to have customized outlines in certain maps, and with the current setup, the Build button is basically worthless.

#160803 - Dudu.exe - Tue Jul 22, 2008 6:43 pm

Great game Tails.. kudos for you!!!



Btw.. focus on emulate Portal Experience.. not to creat new ones.. if you keep this path your game will be the true Portal 2D!!!!
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#160890 - Darkflame - Thu Jul 24, 2008 1:19 am

but some of us like new expirences. :)

Still, purhapes a little more plot could work.
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#160960 - Dudu.exe - Fri Jul 25, 2008 12:20 am

I love ( and i belive everyone too ) portal becouse the simplicity and the creativity of the puzzles!!!

there are some elemensts of the games that could be used in this version.. like moving plataforms, companion cube, 45? wall ( as discussed before ), triggers events ( like butons that make the wall change position for a short time ) and the list goes, all portal experiences that can be made in Still Alive DS!!!

i?m sure do not want a 'portal' game with guns or itens,
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#160967 - KillerMapper - Fri Jul 25, 2008 10:28 am

Ho no not thak companion cube, I hate it I always see it everywhere...
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#161013 - woodbin - Sat Jul 26, 2008 8:43 am

If you want Companion Cube, try mine level CompanionCubeLike, it's a sort of Companion Cube :)
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#161030 - Rocky5 - Sat Jul 26, 2008 1:07 pm

Great game amazing only one thing can you make the background customizable as its hard to see stuff when making a level as the colours are nearly the same on some parts.
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#161958 - t4ils - Wed Aug 20, 2008 4:18 pm

Version 1.2 is out !
It features various new things like skin system, custom campaign, upload/download highscores from the nds and other things :)

complete change log below
enjoy ;)

Game version 1.2 EFS
Game version 1.2 DLDI (G6/M3/Other users)

Quote:
StillAliveDS V1.2||
===================
+ : addition
- : correction/remove

[Game]
- Small objects (crate or plasma ball) are stuck when two portals are one on the other with one bloc between them.
- Shoot a portal on a platform, then trying to put the other one on the same place made this other one flying around the level.
- Platforms and portals are in front of the pause menu.
+ Custom story mode (see forum section on website to see how it works).
+ DSMotion, if inserted, enables you to move platforms you're on.
+ You can upload/view highscores from the NDS.
+ Skinning system : customizable tileset, and most of the sprites

[Menu]
- If a map with platforms is played and the level is exited, platforms are in the menu.
+ You can choose what to do with the styls instead of doing it with the crate.

[Custom]
+ Before deleting a map, you have to confirm.
+ Finished level are colored in green.

[Editor]
- Auto build when the level is saved.
- Starting point can disappear after testing a map.
- You can put platforms one on the other on the first line of the map.
+ Text that explains what selected block does.
+ Undo/Redo for left handed (forgot it since 1.0).

[Wifi]
+ Check latest version
+ You can send your highscores online

[Miscellaneous]
- EFS version : On some linkers, the game can be launched only once.
+ DLDI version of the game for linkers having problems with EFS
+ Chosen language is saved.
+ You can set a nickname which will be used for maps and highscores upload.

#162058 - Darkflame - Sun Aug 24, 2008 3:03 pm

Wow fantastic.
This is my fav homebrew game :)
Just completed it fully (the last version) some insanely hard levels there O_o

All good stuff though.
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#162085 - takieda - Mon Aug 25, 2008 5:55 am

is there any way to download levels faster than one at a time? (aside from downloading the custom campaigns - which are nice). I've been trying to amass a large collection of levels just to mess around with at 5 minutes at a time (which seems to be all the time I have some days), and one at a time is a bit... tedious. It would be nice if they could be on an FTP site which would allow mass downloading, or... something. Perhaps direct download links rather than the .php scripting that's currently in use (programs like DownThemAll, and other download managers can't get through that).
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