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DS homebrew announcements > AlienDS (Updated 26-10-08)

#163805 - Pac - Sun Oct 12, 2008 6:55 pm

Hi everyone!

I'm new here (and to ds development) and I wanted to get some feedback on this game I've been developing this past week. It's a little FPS, with aliens!
At this point it's still a work in progress, but I think there is already enough to show and get some suggestions.

The controls are:

with the buttons:

pad - move around
l/r - strafe
a - shoot
y - reload ( you have unlimited ammo, but have to reload manually)
start - pause
select - return to title screen

with the stylus:

pad/buttons - move/strafe
L/R - shoot
tap ammo icon - reload (in this scheme it reloads automatically when it reaches 0)
start - pause
select - return to title screen



In each level there is a blue key hidden that is needed to open the exit door.

Also, some credits, I used the NitroEngine to help me code this, very nice!

mediafire link -> [url] http://www.mediafire.com/download.php?1zddnlozyvl [/url]


Last edited by Pac on Sun Oct 26, 2008 12:22 am; edited 2 times in total

#163809 - Cid2Mizard - Sun Oct 12, 2008 8:35 pm

Wow great works :)
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#163811 - Jayenkai - Sun Oct 12, 2008 9:47 pm

wow#2
Congrats!

Keep it up!
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#163818 - silent_code - Sun Oct 12, 2008 11:23 pm

Hey, you sure got the mood right. :^)
It was awesome to play the demo! Keep on the good work. :^D

Well, at least until you get "foxed" and have to change the setting and remove all references to the fox franchise - at which point you'll probably have made yourself a nice and solid game. ;^D

Best regards.
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#163823 - tepples - Sun Oct 12, 2008 11:47 pm

Make the aliens into foxes or possibly anthropomorphic foxes, as the case may be. Make the models now so that they'll be ready to go on the day you get the cease and desist.
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#163825 - Pac - Mon Oct 13, 2008 12:39 am

Lol yeah!

If fox sends me a cease and desist for my tacky 250 poly models I'll feel kind of honoured.

That and change them into Predators.

#163827 - Markzilla - Mon Oct 13, 2008 2:19 am

It's like I'm playing Doom in 3D!

Great stuff. :D

#163830 - nanou - Mon Oct 13, 2008 2:57 am

One suggestion I'll make to anyone making an FPS is to support stylus mouselook behaviour. Even if it's not the main mode and even if it requires making other frequent actions more difficult to access (eg. reloading.)
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#163833 - DiscoStew - Mon Oct 13, 2008 5:47 am

That is some awesome work.

With the heartbeat and flashing of the level layout, what if as you got lower on health, that heartbeat and flashing would go faster? I remember back in the days of the SNES and Populous, my sister would be on the verge of a panic attack (or faint) when she began losing. Was so funny to watch her during that. :P
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#163834 - kusma - Mon Oct 13, 2008 8:25 am

Really cool stuff! :)

#163836 - Tassu - Mon Oct 13, 2008 9:29 am

Awesome! This even made me jump when I first saw an alien :D

#163839 - elwing - Mon Oct 13, 2008 1:02 pm

simply great, that said, is it planned to show alien moving near on the map? because it's quite harder to play without sounds...

#163840 - AntonioND - Mon Oct 13, 2008 3:14 pm

This is great! ^^

As nanou said, it would be great if you let the user choose whether to use the keypad or the stylus to aim.

#163847 - another world - Mon Oct 13, 2008 6:57 pm

hi pac,
great work so far, you asked for suggestions so here goes...

this game plays like a great doom engine style clone, strafe on the shoulder buttons, shooting, reload, it is only missing a run button. i do not see a need for any stylus controls. personally i found it very difficult to play quake 1 & 2 on the ds with stylus controls. you find that you have to drag across the screen, pick up and drag again to turn around. meanwhile you are getting killed. a simple back up, strafe, turn around with dpad + shoulder buttons is much more enjoyable.

i can't wait to see where this goes, it already shows great potential.

i realize this is a demo so i say --> probably already planned:
larger/longer levels with hidden rooms (some out door levels would be a welcome addition)
more keys (resulting in planned level advancement)
objects to interact with and blow up
more enemies
more weapons
armor and health packs
a solid intro and outro with credits
some great background tunes
polished interior sprites. (doom editing has tought me that a few well placed jpgs can make a right angle hallway look scary)
faster movement and/or a run button

the wish list:
a level editor
wifi play
some type of doom style exeternal sprite wad file so we can make addons for your engine! hmm care to code us a set of tools =P

cheers,
-another world

#163848 - gauauu - Mon Oct 13, 2008 7:20 pm

DiscoStew wrote:

With the heartbeat and flashing of the level layout, what if as you got lower on health, that heartbeat and flashing would go faster? I remember back in the days of the SNES and Populous, my sister would be on the verge of a panic attack (or faint) when she began losing. Was so funny to watch her during that. :P


Along these lines...the strength of your game is the mood and suspense. Do everything you can to keep that up. I was creeped out and scared playing your game, until after I killed the first couple aliens. At that point, I knew (or I thought I did) how it worked, and it suddenly became less scary (and thus less interesting). The more you can do to keep the suspense up, the better. (although I don't have specific suggestions for how to do that)

#163849 - Pac - Mon Oct 13, 2008 7:25 pm

Well, thanks everyone for the encouragement and sugestions. First I've uploaded a new version, that includes some of the improvements some of you have mentioned.

First is the new control style with the stylus, complete with mirroring for left handed people(thank my brother for that). Of course it's optional, there's a menu at the beginning. Though you can use the stylus to look around, you can't look up and down, not because it's difficult to implement but because you can't do it in the original control scheme. Also everything in this game it's at the same height, no need to look up and down.

I also have updated the radar/map thing, now displays the enemies too, the catch is that it only shows them when they move, it's a motion sensor!, so it's still tense. There is too a new decorative element, a light column thing, I think it looks good.

About other things, I don't think I'll code a tool set for this. The game it's almost at the point I wanted it to be so I'll probably start something else. When that happens I'll release the source code, though I don't think it'll be that useful, it's ugly and full of hacks. Anyway there are still things I want to do with this! Right now I'm trying to implement a random level generator, so the game can keep fresh, will see how that works. Also more decorative elements and interactive things like barrels or something, that's easy to do.

So that's it, please try the new version, it's still a bit buggy but plays fine I think:

[url] http://www.mediafire.com/download.php?44rttge5z5y [/url]

#163854 - Spike - Mon Oct 13, 2008 8:40 pm

Great game, the stylus mode works well. Here's some suggestions.

    Let the map be drawn as you explore the level. This means that you can put aliens in dead ends.

    Add some kind a sound when you get the blue key.

    A torch+gun combo would only heighten immersive feel and add to the scare factor.

    Light switches or power generator switches, to go with the light+scary things in the dark theme.

    Collectible goggles: night vision, x-ray vision that uses batteries[2 min timer] etc.

    Time pressure modes: Poison alien gas or failing air locks - get to the exit in 5 mins or less. this could be a find the switch mode to flush out the gas or seal the airlock. To add to the panic you could have red flashing ceiling lights and some computerized voice countdown. "warning airlock failing. carbon based lifeforms death in 5,4,3,2,1 minutes"etc..

#163856 - Pac - Mon Oct 13, 2008 9:13 pm

^ hey very nice ideas, I like the light switches one, I can see the player entering a room and the lights going suddenly off and then frantically looking for a switch, I think is doable, I don't know if I can create a torch convincing enough tough, the engine has it's limitations.

The map being drawn as you discover it it's already implemented, just deactivated, I'll switch it on again and you tell em which one you prefer.

#163863 - 3dfx - Mon Oct 13, 2008 11:35 pm

Nice! I was gonna (or am gonna) make an fps too.
Hope mines comes anywhere near yours in quality. :)

#163866 - Wraggster - Tue Oct 14, 2008 12:15 am

awesome release for the DS Scene , thanks for the hard work.
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#163872 - ekolimits2 - Tue Oct 14, 2008 3:48 am

really love the game! i would love to see this become a great wifi online homebrew shoot em up!!! i think the homebrew scene really needs a kick ass online shooter! Im sure lots of people would play online! I know i would!

EDIT - i just played the newer version of the game and i like the added stuff!!! controls are great and the game does scare me at points lol! especially when i have low health! maybe you may want to give the creatures some special ability to make them smarter then just comming right at you. Maybe something that makes them appear and disapear durring a fight! There is nothing more terrifying then loosing to a creature you cant even keep track of!!!! I know, its a bit tooo evil! LOL

#163877 - elwing - Tue Oct 14, 2008 7:48 am

ekolimits2 wrote:
EDIT - i just played the newer version of the game and i like the added stuff!!! controls are great and the game does scare me at points lol! especially when i have low health! maybe you may want to give the creatures some special ability to make them smarter then just comming right at you. Maybe something that makes them appear and disapear durring a fight! There is nothing more terrifying then loosing to a creature you cant even keep track of!!!! I know, its a bit tooo evil! LOL

NO please stop, it is already too scary... :) can't wait to try the new version...

#163879 - MrSkiz - Tue Oct 14, 2008 9:38 am

Great job ! Congratulation and keep up the good work !

About map generation, the overall square grid-based map feeling reminded me of an old Atari ST game named Captive, a Dungeon Master-like which had a very powerful map generation system. Here's a link where the system is deeply analysed : http://captive.atari.org/MapGen/Introduction.php . Maybe it could be helpful, (or, let's dream, inspiring for a DS port of Captive :) )

About the level construction, is it limited to a plan or is it possible to make superposable stages ?

#163880 - Pac - Tue Oct 14, 2008 11:40 am

Hey thanks for the link MrSkiz,I ended up reading the whole thing, it's actually pretty close to what I'm trying to do, though mine needs more clearly defined difference between corridors and rooms. Pretty cool game too, I didn't know it. If you want a remake my code would be indeed a good start, if you want to do it yourself I can explain whatever you need.
About handling superposed levels, if you mean like in Captive then yes it can handle it, it's just jumping form one tilemap to another, if you mean like having bridges where you can see bellow then no. My tilemap doesn't even store height information so all tiles have the same floor and ceiling level. So it's more like Wolfenstein3d than Doom, let alone Quake. My intentions with this aren't to create a fully featured FPS, just one that is simple and fun. Anyway I still have tons of ideas to improve it and I just started it this past Tuesday (my first DS game too) so who knows what this will become, the more people make suggestions the more I want try new things, and I don't start my new job until November so I have time to spare right now.
Keep tuned for the next update(probably tomorrow), featuring colored lights and scarier aliens!


Last edited by Pac on Tue Oct 14, 2008 2:28 pm; edited 1 time in total

#163882 - elwing - Tue Oct 14, 2008 1:09 pm

that is plain great, I tried the new version and the movement scanner is plainly great. that said any plan to add a shotgun?

#163892 - MrSkiz - Tue Oct 14, 2008 4:27 pm

Pac wrote:
If you want a remake my code would be indeed a good start, if you want to do it yourself I can explain whatever you need.

If only... But I'm near absolute zero in coding...

Quote:
My intentions with this aren't to create a fully featured FPS, just one that is simple and fun.

And it is already ! \o/

I just find the alien animations a little choppy. Maybe they're also simply too fast, but it's like they missing a more animation frames because there's too much contrast with the solid framerate your engine delivers.

To sum it up, I would prefer more aliens moving slower and smoother...

I'm very impatient to see what you are preparing for us... :)

#163893 - 3dfx - Tue Oct 14, 2008 4:36 pm

Hey Pac, how do you implement your world gen?
Right now I have a really horrible, hardcoded method.
Basically I have a 2d array of x and z 'blocks'. Y values are fixed.
Anywhere you have a block, the appropriate wall is drawn.
Planes that aren't flat as opposed to the ground ceiling and walls have to be hardcoded in. Ugh, it's a pain for me to create levels.

#163899 - Pac - Tue Oct 14, 2008 6:32 pm

Elwing, a shotgun would be nice wouldn't it, if I add an additional weapon it would be a shotgun. Closer range and slower firing rate but super powerful, it would make a nice change of pace. I still don't want to include ammo or health packs (designer decision lol) so you would have to get rid of it once you run out of shells, that would be cool I think. I was planing on adding some corpses as decoration anyway, maybe I should put a shotgun next to some of them lol.

MrSkiz, the animation is really choppy, it has like twelve frames for the three things the aliens do (attack, run, die). I should have made more but I was in a rush to test things. Furthermore, the Nitro Engine that I use to load and display the models doesn't support blending between keyframes so it's even worse, it's a really nice engine though. Maybe I'll add the blending myself, I did an md2 loader many years ago, it should be similar.
Oh and it's never late to learn! Really!

3dfx, I think I'm doing the same thing as you, I have a 32x32 array where each position represents a tile with a byte. It looks like this:

u8 minimap[8*8] = { 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0,
0,100,100,100,100,218,100, 0,
100, 50, 50, 50,100, 50,100, 0,
100, 50, 1, 52,201, 52,100, 0,
100, 50, 50, 50,100,100, 0, 0,
0,100,100,100, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0
}

where 100 is one of the types of wall 50 is a normal floor/ceiling, 52 is a flickering light floor/ceiling, 201 is an horizontal door et?

for aliens positions and other special elements I use an aditional 32x32 map

I'm sure this hasn't been of any help, but the only way to improve level creation would be to make a tool for it, or an automatic level generator. If you where asking how I made my level generator, it doesn't really work yet, my levels are hardcoded typing numbers like yours.

#163901 - elwing - Tue Oct 14, 2008 7:54 pm

that captive map genration description is pretty great, I'll try to code one for my little demo... it looks like it would be great for that game too...

#163904 - BastarB - Tue Oct 14, 2008 8:24 pm

Pac, this game is totally awesome =D=D=D Keep up the excellent work =)
It would be very cool if it get a co-op mode over wifi^^

#163914 - another world - Wed Oct 15, 2008 12:50 am

without health packs, additional weapons, and ammo the whole game becomes spot the alien, walk backwards and shoot. that gets old very quickly. once you have the key with no other items to find or collect its a b-line straight to the exit. i'm not saying your choice is bad, but it makes game play very simple and in turn won't keep people coming back for more.

-another world

#163915 - 3dfx - Wed Oct 15, 2008 1:29 am

Lol yeah Pac that's how I do it more or less.
Good to see that u were able to make killer levels with yours.
Guess I just need some imagination.

#163924 - Quirky - Wed Oct 15, 2008 7:33 am

I think a great addition would be aliens that appear behind you. As already mentioned, it is a bit "spot alien, walk backwards shooting". Having aliens pop up behind you would increase the tension. Or the frustration :-)

BTW, what tools did you use to create the in game models and artwork? Is all the artwork home grown? It looks pretty good and I was wondering how you wnet about it.

#163927 - Pac - Wed Oct 15, 2008 2:06 pm

Well yeah, about the aliens being predictable, you're totally right, I'm trying to solve it now, prepare to be scared, lol.

The tools I used are milkshape3D for the models, which is nice for low poly things, and for the textures paint.net, which is free and has a great community dedicated to create plugins for it. Mostly everything I did myself but some wall textures come from a game, someone knows which one?

#163931 - lolmasta - Wed Oct 15, 2008 8:24 pm

if you're looking for a guy to do models, tell me (give me a polycount too). I can use textures to make s%!t look rad.

#163950 - BastarB - Thu Oct 16, 2008 2:30 pm

Hey Pac, are you going to update the Nitroengine your game is using to v0.4.0??

#163985 - Pac - Fri Oct 17, 2008 8:07 pm

Thanks for the offer lolmasta but for the moment I think I can manage myself, I haven't planned anything that requires a complex model, maybe in the future!

I've been trying and adding a lot of things, and also improving the code a bit. I think I'll do bigger updates instead of incremental ones so you don't get tired of the game before it's completed. I also made a little conversor that allows me to literally draw the levels in a painting program and it outputs the correct code ready to use. Making levels it's now easier and more fun, so I'll make a lot more. I'll update sometime soon.

#163986 - BastarB - Fri Oct 17, 2008 8:25 pm

Thanks for the update information Pac, that's a clever solution about the mapcreation process you have made =) Can't wait for the next release^^ But I have to =P Take your time Pac!^^ Will it feature a random map generator too?

Have an nice day^^

#163987 - Pac - Fri Oct 17, 2008 8:51 pm

Ops sorry BastarB, I didn't reply to you in the last post. I'm not going to make public any changes I make to the Nitro Engine, if I end up making any, we have to respect the authors work! I may contact him if it's something good. Also next update is not going to include a random generator . Right now what I have coded is capable of generating the rooms and corridors but I still have problems making it place doors, different types of walls and lights in places that make sense. it's interesting to program though.

#163990 - BastarB - Fri Oct 17, 2008 9:58 pm

It's Okey Pac, It's easy to miss a post =) Thanks for the fast answer anyway^^

You wrote:
"I'm not going to make public any changes I make to the Nitro Engine, if I end up making any, we have to respect the authors work! I may contact him if it's something good."

I think you missunderstood my question Pac, and I understand why you did since my question was a result of a tired "Made in Sweden" English.
Bad in other words.
Okey I explain it in this way instead:
AntonioND has released a new fresh version of the Nitro Engine, the new version is called v0.4.0 http://forum.palib.info/index.php?topic=5838.0 And I wonder if you are going to update your code so it supports the new version of the Nitro Engine? =)

Hope you understand now^^ Sorry for my bad english.

Some more ideas:

1. A friend of mine got a crazy idea, that you can make an option where you take damage from the alien corpses since they contain very dangerous acid blood? But maybe they don't in your game, but that would be cool to have as an weird option, haha^^

2. A flamethrower would be nice to have since it's a common weapon in the alien movies and in the "Alien vs Predator" games, but you are not planning to adding more weapons right? I read that you may add a shotgun. Is the engine powerful enough to simulate a flamethrower?
Sounds tricky to code, but I don't know! =P

3. Is there any way to code the motion radar(map) so it only detects what's in front of you and not what is behind you? in a span of 160 degrees or something like that? Both Visual detection and those "beeps" detections.

4. Will the map be invisible in the next version?

5. Do you have any plans to make a Co-op mode for this project?
That would be so cool, but would that involve much coding?


Sorry for making this post so long, I'm asking you of curiosity and interest.
Good luck with the development, hope you get rid of those random map problems that has occured.
You have managed to do an impressive job so far!


Once again have a nice day Pac^^

#163994 - Tockit - Fri Oct 17, 2008 10:54 pm

any word on multi-player implementation?
it'd be nice to be able to play some deathmatch with wifi, especially over the internet, although just local wifi would be nice too.

co-op would be cool, say, if there were two keys, but you could only hold one at a time. or perhaps you have to use both keys at once, like launching missiles from a submarine.

anyhow, great work. FPS's have always been, and likely will always be my favorite type of gaming experience.
cheers!
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#163998 - Pac - Fri Oct 17, 2008 11:56 pm

Lol BastarB long post! don't worry I use "Made in Spain" English myself. Thanks for the tip though, I wasn't aware of a new version of the engine, I'll look into it straight away.

Damage from alien corpses and when you attack them up close was something I considered, it's very easy to implement but problematic because most of the time corpses would block the corridors and the player is not even able to jump.

You mean making the motion sensor more like the movies? also easy but I though that as the levels grow more labyrinthine the players would feel frustrated without a map, so I made this hybrid. Maybe I'll make the map separate from the motion sensor and force the player switch between the two, not a bad idea.

Also I would love a flame-thrower but yeah, I think is difficult(or not possible) to use additive blending on the DS, I haven't looked much into it. Without it it would look kind of bad, but I'll experiment for sure.

And sorry no multiplayer, it's a lot of work and I don't even have a second ds to test, but as I've already said I'll release source code once I'm satisfied with it, so if someone is interested maybe they can do it.

#164003 - BastarB - Sat Oct 18, 2008 2:06 am

Hi again Pac.

You wrote:
"You mean making the motion sensor more like the movies? also easy but I though that as the levels grow more labyrinthine the players would feel frustrated without a map, so I made this hybrid. Maybe I'll make the map separate from the motion sensor and force the player switch between the two, not a bad idea."

Yes something similiar to the movies =)
And I agree, switching beetween the map and the radar is a really neat idea. Both solutions work fine, but your idea with the switching is much cooler ;)

But the most important thing however is that the radar shouldn't detect any motions "behind" your back as it do now in the current version of the game.
Now in the current version of Alien DS, it's to easy to see where the aliens is coming from thanks to the current radar that covers a 360 degree circle area around the player, it detects motions from any direction, that includes some meters in front of the player, some meters behind the player, some meters left and right of the player etc.

Instead of the current "super-radar" system, it would be better if the radar where limited to only detect motions that occurs from the left to the right, in the front of the player. Then it will become more like an "eye" that only detects motions within the field of vision it has.. Like a helping "eye" for the player that can detect motions in the darkness and in walls etc, a motion sensoring eye that can catch motions as far as maybe 20 meters from the players face or something like that!!? I don't really know how big the field of vision of the motion sensor should be, maybe between 160 - 180 degrees or something like that!!?

EDIT: More simple explained, the motion sensor will look more like a half circle than a whole circle that surrounds you =) Have a look at this link, and click at the first picture for an example^^ :
http://www.gamespot.com/pc/action/aliensversuspredator2/images.html?om_act=convert&om_clk=gsimage&tag=images;img;1#

You wrote:
"Damage from alien corpses and when you attack them up close was something I considered, it's very easy to implement but problematic because most of the time corpses would block the corridors and the player is not even able to jump."

Haha, then you have to be chased by the alien to a open room and then kill it, and that would add some more strategy to the game...maybe fun!!? =P.
However, I think it's more realistic that you take much more damage when you attack an alien close up then just climbing over it's corpse, since you get all acid in your face when you attack it close up.
Correct me if I'm wrong!
Maybe you should just add a very little healthloss when the player climbes over an alien corpse, more like a "teaser" that doesn't affect the conditions of surviving too dramatically =)


I really really hope you find a way to add a flamethrower, hope it's possible to use additive blending on the DS. It would be soo cool, but if you don't find any solution, it's okey. It will not harm the game, but a flamethrower would definitely increase the "Alien-feeling" in the game, and of course "THE ACTION"^^


Well, It accually sounds really hard to make multiplayer with just one DS =P, I now understand the difficulties related to this whole multiplayer idea, maybe someone will pickup the source when it's ready^^
It's still a nice game with or without multiplayer =)


Good Night^^

EDIT: Found a pdf-document about Nintendo DS Development where they mention "additive blending" several times http://www.btinternet.com/~ahcox/DS/nds.pdf


Last edited by BastarB on Sat Oct 18, 2008 2:23 pm; edited 1 time in total

#164009 - eldhand - Sat Oct 18, 2008 12:51 pm

Pac, if you want help you should go to http://gbatemp.net/index.php?showforum=177

I really like this project, but the environment is not the best . But i must say that this game is really scary, at least the first time you play :)

I hope everything goes good!

#164011 - BastarB - Sat Oct 18, 2008 2:28 pm

Eldhand, if you think the environment is not the best, you should also give some suggestions about how to make it better =)

#164012 - eldhand - Sat Oct 18, 2008 2:54 pm

Maybe in a forest , or in a weird planet with tunnels. Or maybe in the alien house........ or something I'm not so creative

#164024 - Tockit - Sat Oct 18, 2008 11:01 pm

hey, so after playing a bit more, I came up with a few ideas:

a more diverse selection of enemies (I'm sure this is already in the works) -
perhaps for the hallways, you could have smaller 'crawley' sort of aliens. I imagine holes in the walls, or vents if you please, where they would crawl out of. the vents would be everywhere, so you'd never know when to expect an alien (or 5) to pop out of them and come at you.
plus larger aliens, that shoot something. acid spit maybe to keep up with the theme. or maybe they drop more of the smaller aliens. and if you have the aliens try and avoid your fire, or retreat when they're almost dead it would get rid of the whole "run backwards while shooting" thing mentioned in previous posts. alien egg nests? they'd hatch as soon as you get too close, and spawn little ankle bitters.

given these things, it'd be nice to be able to look up and down. that way you could shoot down at the little aliens and up at the aliens on the ceilings.

misc. things I'd like to see are touchscreen sensitivity, a crosshair, and perhaps a double-tap jump is in order to go with some environmental obstacles? . :)

I really like your project thus far - I'm hoping to see even more amazing developments! I've been waiting for someone to make a homebrew FPS from scratch. I'm thuroughly impressed!
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#164054 - lolmasta - Sun Oct 19, 2008 7:44 pm

Pac wrote:
Thanks for the offer lolmasta but for the moment I think I can manage myself, I haven't planned anything that requires a complex model, maybe in the future!

Okay, if you want to contact with me just click the email button ;)

#164281 - BastarB - Sat Oct 25, 2008 11:10 pm

Hey Pac, does the development go well?^^ I'm asking just of curiosity.

Have a nice day!^^

#164282 - Pac - Sun Oct 26, 2008 12:21 am

Hey, it's going well, I've been getting sidetracked trying different things.

First of all, I've uploaded a new version, grab it here:
http://www.mediafire.com/download.php?1zddnlozyvl

This version should be considered a test, it only has one level and it's not even very good(it's the one I've used to try new things) but should give you an idea of the changes I've been introducing. I'll try to explain a bit what I've been doing.

First of all I've changed the map size from 32x32 to 64x64 tiles. Because it's a tilemap, and because of the way it's rendered, there's no real limit to map size other than the DS memory, but there's is a limit on the amount of interactive elements a map could have (doors, aliens...) before it starts to slowdown so I feel that 64x64 is a good size. Also a bigger map, given the game design, would be a drag.
The change in map size forced me to change the way the map screen works, I think the result is better than what I had before though.
I've changed the aliens a bit too. Before I placed them by hand, now th DS gives them random starting positions so every time they are in different places. I've also implemented triggers, that can create aliens when you activate them. It means that now aliens can appear behind you when you enter a room or grab a key and things like that. All this, together with the map size has increased the number of aliens a lot, I think It should be less boring. It's also very customizable so in the final game I'll introduce difficulty levels.
There are also a lot of new scenery elements and I've corrected a few bugs. I've also learned a few new things about the machine ( remember that I'm really new to the DS) and now the whole thing is more efficient and uses less memory.
Right now I'm working on the level generator, with the level size increase and the lack of an editor (yeah I'm lazy) level creation has become a bit of a chore and if I can get it working like I want to you'll have infinite levels, so I think it's worth a try. After that I'll make the new weapons (shotgun and flame-thrower). Both are halfway implemented but I still want to improve some things, especially the aliens reactions.
So i'll stop the rant now. Please give it a try and tell me what you think.

#164284 - Synthetic - Sun Oct 26, 2008 2:52 am

Any chance on getting the source anytime soon? If you open source I bet quite a few would contribute. I would.

Also, the particles that come off the walls when you shoot should be front-facing, but they appear to be normal to the wall. Is there a reason for so?

#164286 - Pac - Sun Oct 26, 2008 8:15 am

Well, simply because I thought they looked better that way. Also with particles of any kind I only make the orientation calculations once at creation, if you turn around them during their life you'll notice. You have to make compromises with the DS! I said that but I haven't done proper stress tests, maybe it can handle it.

About releasing the source code, as I've already said, only when I consider the project finished, I want it to be my project. It hasn't been even three weeks since I started it so it'll be a while. Also it's a bit of a mess, as it started as just a test and grew from that, no planning at all. It's also in pure C, the first non object oriented code I do in ten years at least. So I don't know who would benefit from it, it's not something newbies would understand and experts already know everything I used. And if you just want to make some modifications, like textures or enemies I would recommend doing a Doom wad. It has a perfectly functional ds port, it's way more flexible and has a well known set of editing tools.

#164289 - BastarB - Sun Oct 26, 2008 2:13 pm

Nice work Pac =D
Bigger maps, with more aliens and scenery, thats all excellent^^

you wrote:
"I've also implemented triggers, that can create aliens when you activate them. It means that now aliens can appear behind you when you enter a room or grab a key and things like that"

Thats really nice to have creepy aliens appearing behind your back.
Do you have any plans to change the motion sensor so it wont detect those aliens behind your back as I suggested in page 3 in my last long post??? like in AVP??
http://www.gamespot.com/pc/action/aliensversuspredator2/images.html?om_act=convert&om_clk=gsimage&tag=images;img;1#
Or have you tried that without success? =/
Also, are you going to implement your own idea when you have to switch between the map and the motion sensor??

You wrote:
"After that I'll make the new weapons (shotgun and flame-thrower). Both are halfway implemented but I still want to improve some things, especially the aliens reactions."

Yeah, so you have found a way do make that lovely flamethrower thing??? =D Yeah, that's too good to be true! Hope it will look nice^^

What do you exactly mean with the alien reactions? Do you mean you want to improve their A.I?

A thing I have think about is to make the aliens move faster and have less healthpower, that would be nice.
And the player should take more damage from the alien attacks.
This can be solved with a decrease of healthpower or with a increase of the damage from weapons and the alien claws.

Maybe you can make this customizable, so people can adjust the speed of the aliens, the hitpoints, the weapon strength by themselfs in a option menu or something???? =D
Maybe you have already been thinking about this since you have mention the words "difficulty levels" in your post^^

After I played a while on this version, I noticed that the alien corpses dissapear, unlike the previous versions of the game. So I guess you wont implement a feature that you will get a little amount of damage when you walk over the alien corpses?? I guess the corpses dissapear due to memory limitations, right?!?
The way the corpses dissapear looks really nice in my opinion^^

Now I'm going to play a little more with this game and then post my reactions!

Have an nice day, and again thanks for your hard work =D

EDIT: I forgot to mention that I read earlier that you planned to implement red lights in the levels. I just really hope that you has not abandon that idea!!

#164290 - Pac - Sun Oct 26, 2008 2:39 pm

Well my idea for this is to make it a survival game. You choose a difficulty setting and start in a random level, you can not regain health in any way(maybe a little at the end of each level), and the objective is to survive for as many levels as possible while the difficulty rises gradually. Difficulty will control the number, speed, resistance and strength of the aliens as well as the size and complexity of the levels. Weapons will be kind of temporal power ups there is no ammo for them, you loose them when you run out of bullets. That's the idea, with the level generator I think it should be fun.
About the flame-thrower, don't expect it to look spectacular, it looks like the fire effects from the 16bit era, but hey a flame-thrower is a flame-thrower.
Also the corpses disappear because now that the aliens are more random and there is more of them it's possible that a lot of them are simultaneously on-screen. It's not a memory problem, there is only one copy of the alien model on memory, the ds has a set limit of triangles that it can draw in the same frame, if you try to draw more than that it wouldn't go slower like in pc, they just wouldn't be drawed. I can't really control the number of aliens that end up together but I can alleviate the problem by eliminating the corpses.

#164292 - Markzilla - Sun Oct 26, 2008 6:49 pm

For a flamethrower effect, you could just project a 3D cone from the tip of the thrower, and paint it pulsating oranges and reds.

#164303 - BastarB - Mon Oct 27, 2008 1:12 pm

Hi Pac!

I was wondering if you are planning to make the alien animations better in your game, you know with more animation frames ect, especially the animation when the alien dies?

I also wonder if you are planning to add some sort of music or a sound atmosphere of some sort to have in the background while you playing?
Or is it even possible to make the game DLDI compatible so there can be a feature where you can load your own music from the SD card to play in the game? However, it sounds like it would require quite much of the DS resources to implement such feature, correct me if I'm wrong!
But I do know that the homebrew DS port of Puzzlemaniak uses this feature to play mp3 files in game from a folder on the SD card that the user has choosen:
http://www.puzzlemaniak.com/blog/

Have a nice day, and good luck with further development!^^

Edit: I forgot to metion that i would be nice if you add some walking sound to the player movements =)
And you are totally right, a flamethrower is always a flamethrower ;)
Thanks for the detailed description of the increasing difficulty during gameplay. I really like the idea!
Looking forward to the next release^^

#164313 - another world - Tue Oct 28, 2008 4:18 am

BastarB wrote:
Hi Pac!
a feature where you can load your own music from the SD card to play in the game?


interesting idea, i've love to blast some opeth while running around going buck wild on some aliens.

Quote:

Edit: I forgot to metion that i would be nice if you add some walking sound to the player movements =)


if there is a way to turn it off! thats all we need is a constant walking foot step sound that never changes and is always there. haha.

-another world

#164318 - BastarB - Tue Oct 28, 2008 11:04 am

another world wrote:
BastarB wrote:
Hi Pac!
a feature where you can load your own music from the SD card to play in the game?


interesting idea, i've love to blast some opeth while running around going buck wild on some aliens.




Yes that feature would rock^^


And yes, I agree it would be good if you can turn the walking sound on and off as you wish =)
A highly customizable game is always the best, since I think it will attract more players to play it =)
Dammit, then why can't I use the top screen when I'm playing Tetris DS? =P


Last edited by BastarB on Tue Oct 28, 2008 11:13 am; edited 2 times in total

#164500 - KillerMapper - Tue Nov 04, 2008 4:13 pm

This new version is really good, I like the fact aliens can be behind the player!

Why not add some ducts in the ceiling, and when player is near it, an alien break the fence and attack the player?
For more suspense, put lot of ducts, but some ducts are empty, other no, so player never know if an alien is here :)

Now I hope you will make a better interaction with the level like an use button to activate switches (for lights or doors for ex).
Maybe add medpacks and ammo packs (if you make the weapon not infinite)?
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#164521 - another world - Wed Nov 05, 2008 2:21 am

the more i play the demo and the more i think about what pac wrote the more i see this working. once he gets random level generation into the mix the game will become so much fun. i don't think med packs and ammo are needed. my first response said they were but honestly they aren't. i like the idea how when you run out of ammo you throw the gun away. i would like to see more than just 2 more weapons added. hand guns, a knife, gernades, bombs with trip wires, all these things have potential.

i also would still love to see custom level tools or some way of skinning the level to personalize randomly generated levels.

cheers,
-another world

#164535 - KillerMapper - Wed Nov 05, 2008 9:57 pm

I suppose the level is made by "blocks" no? if yes, shouldn't be to hard to create a level editor no?
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#164546 - BastarB - Thu Nov 06, 2008 10:23 pm

Hey Pac!

How are you? And how is your development going?^^
This is a quite useless post i know, but i'm asking of curiosity =)

Have a nice day^^

#164556 - (sniper) 109 - Fri Nov 07, 2008 3:18 am

I noticed some doom3 texture rips :/ and I'm not sure if I saw that assault rifle in an other game aside from that the engine is superb!If you want I can pm you some of my own art work and I can help you out with this game.
_________________
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#164700 - lolmasta - Fri Nov 14, 2008 5:03 pm

(sniper) 109 wrote:
I noticed some doom3 texture rips :/ and I'm not sure if I saw that assault rifle in an other game aside from that the engine is superb!If you want I can pm you some of my own art work and I can help you out with this game.

The model is his, afaik. Yeah, of course you've seen an M4 in other games.
Counter-Strike, Call of Duty 4, etc.

#164764 - KillerMapper - Tue Nov 18, 2008 10:31 pm

lol, the M4 is one of the most popular weapons in video games...
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#164775 - Alphanoob - Thu Nov 20, 2008 12:47 am

Holy crap this game is awesome... i dont really know another way to describe it.I could think of but one possible addition while I was playing.

While being charged at by those aliens, I couldnt help but think how cool it would be if you had a sort of panic room style wave mode, where the aliens get harder to kill/more numerous as you progress through the waves. maybe as you get to farther waves you run into different color aliens to represent their lvl of strength. It would be made even cooler if there was a high score board on wifi... everything is cooler with wifi.

Even without that, this game is still freaken amazing, nice work =)
*goes back to shooting aliens with a maniacal grin*
_________________
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#164869 - BastarB - Thu Nov 27, 2008 10:30 pm

Ohh, it's been a whole month since your last post Pac!!? Are you still alive??

#165560 - BastarB - Sat Dec 27, 2008 6:33 pm

Well, and there goes another month... =(=(=(=(=(

#166115 - BastarB - Thu Jan 29, 2009 2:49 pm

...and another one, Hey, i'm getting bored here!

#166120 - silent_code - Thu Jan 29, 2009 8:32 pm

BastarB wrote:
...and another one, Hey, i'm getting bored here!

From my experience, I can tell you, this is counter productive. Just come by every now and then and check if there's any news, but don't press the author with all your enthusiasm. ;^)
_________________
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.

#166199 - BastarB - Sun Feb 01, 2009 8:29 pm

Well, Silent_code, you have a good point in what you said, but have Pac even been visiting this site the last months? =P

#166204 - silent_code - Sun Feb 01, 2009 10:33 pm

OFFTOPIC: Well, that's up to him. I don't know and I don't think it's something for me to know. There's a change he's got a lot more going on than "just" developing this game. Try to be patient.
_________________
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.

#176186 - Blackdark - Thu May 05, 2011 8:24 am

Ce jeu fonctionne sur un linker 3DS ? ( I'm Belg and i speek no english)

Thanks .

This game fonctionne on Linker 3DS ?

#176193 - Blackdark - Thu May 05, 2011 11:29 am

This game is compatible with Linker 3DS ?

Thanks .