[M:FM] GFS Olympus - Mission Control
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Rendezvous Delano (NDS shoot-em-up)
http://metroidr.brpxqzme.net/olympus_missioncontrol/viewtopic.php?f=12&t=1029
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Author:  DeProgrammer [ Tue Jun 30, 2009 8:15 pm ]
Post subject:  Rendezvous Delano (NDS shoot-em-up)

So I've been working on this Nintendo DS game called Rendezvous Delano for 8 days... It's a vertical-scrolling Metroid-ish shoot-em-up, in which you play as Samus's ship. And you know what? Let's let my latest batch of pictures (and one older one, and a video) do the talking.

ImageImage

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(This video is from the 28th.)
http://www.youtube.com/watch?v=63OUeKeFs3M

Some of the currently implemented features:
Four weapons (power beam, missile, wave beam, cluster-seeker-mines)
Morph ball ship
Energy tanks
Charge beam/missiles/mines
Spread shot (slow attack rate)
Exploration through two-way junctions
One boss
Two enemies that shoot
Three types of enemy mines that are vulnerable to only one weapon each
A bunch of custom sound effects
Music-playing (but the included music isn't mine)
Weapon energy system in which each attack drains some energy (depending on the weapon, state of charge, and whether you use the spread-shot), and when the weapon energy is low, it drains your health instead
Automatic regeneration of health (slow) and weapon energy (relatively quick)
HUD with health bar, weapon energy bar, charge bar, energy tank display, and current weapon display
Ability to disable charge beam in favor of holding the attack button for rapid fire
Health and weapon energy refills

Some planned features:
Upgrade containers
More bosses
Actual graphics for several things
More sound effects
Music that isn't stolen
Ha, I bet you thought I was just gonna list obvious/mundane things.
Nebula (does damage like most of Norfair)
Varia shield (to protect from nebula and partially resist energy weapons)
Multiple areas (with ability to revisit)
Map-thing (basically would just show which half of a junction has been visited)
Difficulty settings
Some neat little background effects (ie. bosses subtly flying by in the distance)



Download link:
http://dpmm.110mb.com/temp/RendezvousDelano.zip
You need a flash card or a DS emulator (I use iDeaS) to play it.

Author:  Octohunter [ Tue Jun 30, 2009 9:14 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

Looks nice. If I may ask, what did you use to make this? I'm getting into NDS homebrew, and I don't know what to use.

So, any plans for stylus control? :D

Author:  DeProgrammer [ Tue Jun 30, 2009 9:16 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

I used PAlib. I dropped the stylus control idea because having all those buttons to press is more useful (and easier), but I may end up implementing it anyway.

Author:  RetroX [ Tue Jun 30, 2009 9:19 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

That text is awfully difficult to read. Might I suggest a black outline, since I'm assuming that's a bitmap font?

Also, why do the objects go over the text? Wouldn't it make sense to put them under it?

Author:  DeProgrammer [ Tue Jun 30, 2009 9:21 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

Why do people keep commenting on my text? It's not like it's permanent. :P The font is actually the default that comes with PAlib. (Yeah, pretty sure it's a bitmap. It's 8x8 tiles, at any rate.)

I'm thinking about naming my hardest difficulty level "NES". :)

Author:  AlexR [ Sun Jul 05, 2009 3:12 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

"NES"?

darn right...

what about "impossible"?









(note: that was only 2% sarcasm. my new record!)

Author:  DeProgrammer [ Sun Jul 05, 2009 3:46 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

Several days' worth of updates, including a few more enemies and a complete first area, have been finally uploaded. Pause the game and press X if you want to have all the weapons/abilities. (Some parts of the first area are meant to be played with certain ones.)

http://dpmm.110mb.com/temp/RendezvousDelano.zip

The leftmost path is the easiest, and it takes about five and a half minutes to complete. The game is set to the easiest difficulty level (I'll put in a GUI for players to change that later) and I can beat it without dying, so it's surely not hard, although several parts (especially in the rightmost path) may take two tries because you can't see what's coming until it's too late. :)

Author:  Serde [ Sun Jul 05, 2009 4:18 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

So, putting myself out there and looking like a dumbass.

could you play this on a real ds if ya have an r4?

Author:  DeProgrammer [ Sun Jul 05, 2009 4:23 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

Yeah. I play it on my DS with my CycloDS Evolution.

Author:  Serde [ Sun Jul 05, 2009 4:26 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

Huh, awesome! Now i just have to get a DS!

Author:  Nomad [ Sun Jul 05, 2009 5:58 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

i wish i had a program to run this :(
im too busy swimming in my pool :D

Author:  DeProgrammer [ Sun Jul 05, 2009 8:23 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

Get one!

Search Google for iDeaS!

Author:  Namagem [ Sun Jul 05, 2009 11:09 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

No$GBA is probably the best DS emulator out there.

Author:  DeProgrammer [ Sun Jul 05, 2009 11:23 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

I originally chose an emulator to make Action Replay cheats for Metroid Prime Pinball, and no$gba wouldn't even start to play it, so I decided to stay with iDeaS. I wonder where people get these opinions.

Author:  Flight Suit [ Mon Jul 06, 2009 6:26 pm ]
Post subject:  Re: Rendezvous Delano (NDS shoot-em-up)

I wasn't aware No$GBA worked so well. I have iDeaS myself to run things like this and it works nicely for me.

I'll try this tommorow, as I've had a reaallly busy past few days. Though the video looks damn good.

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