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Space Impakto DS is a Bullet-Hell SHMUP (Space Shooter/Shoot'Em Up) with a devilish difficulty as the game progresses and 3D backgrounds. It was presented in the GBAtemp Homebrew Bounty 2011 (DS, 1st place). ==Features== * 2D gameplay. * 3D background. * Optimized texture use via texture packing. * Oldskool 8-bit/4bit sprites. * Newskool bullet hell gameplay. * Source included (use and abuse license but give credit where it is due). * Replay system. * Button config. * Varied and animated Bosses. * Proceduraly generated backgrounds. * Proceduraly generated 3d models. * 3 types of ships. * 2 Game Modes (Normal and Boss Rush). * Auto-bomb (when autobomb is ON, you won't have bomb powerups at the end of the stage so "Pick Your Poison"). ==User guide== Shoot everything that moves. Try to destroy the boss as much as possible. There is a boss timer that will auto destroy the boss but you won't get a score bonus this way. There is always a safe area no matter how crazy the patterns are. '''About Replay:''' * Only available after 1 game( doesn't matter if you loose or not) or... * Also available when there is a saved replay on the flashcart. * Not available when you return to the main menu when the game is paused. Score should be a little higher with autobomb set to off. If all else fails, don't move! ==Controls== D-Pad - Move ship A - Shoot B - Mark/unmark enemies Y - Enable/disable background Start - Pause Select - Start new game Select+Start - Turn off console ==Screenshots== https://dlhb.gamebrew.org/dshomebrew/spaceimpaktods2.png https://dlhb.gamebrew.org/dshomebrew/spaceimpaktods3.png https://dlhb.gamebrew.org/dshomebrew/spaceimpaktods4.png https://dlhb.gamebrew.org/dshomebrew/spaceimpaktods5.png https://dlhb.gamebrew.org/dshomebrew/spaceimpaktods6.png https://dlhb.gamebrew.org/dshomebrew/spaceimpaktods7.png ==Media== '''Space Impakto DS''' ([https://www.youtube.com/watch?v=HYe7R1Ll6hQ Richard Eric Lope]) <br> <youtube width="515">HYe7R1Ll6hQ</youtube> '''Space Impakto DS v0.8.7b''' ([https://www.youtube.com/watch?v=mRg3cZpo2d4 Cid2Mizard]) <br> <youtube width="515">mRg3cZpo2d4</youtube> <!--BEGIN Online Emulator Section--> ==Online emulator== {{EmulatorJS Main |width=515px |height=384px |EJS_backgroundImage=https://www.gamebrew.org/images/a/a5/Spaceimpaktods.png |EJS_core=desmume2015 |EJS_gameName=Space Impakto DS |EJS_gameUrl=https://dlhb.gamebrew.org/onlineemulators/nds/spaceimpaktods.7z }} {{DS Control Settings}} <!--END Online Emulator Section--> ==Compatibility== Tested on: R4i SDHC (firmware 2.7c) <br> EZ-Flash Vi (firmware 1.01) <br> ==Changelog== '''v2.0.0 FINAL 2011/09/21''' * Migrated code to latest DKP toolchain. * CPU controlled demo (wait 20 seconds in the main menu to activate). * AutoBombs "pick your poison" version. ** When you use autobomb, you won't have bomb powerups at the end of the stage. ** AutoBomb State is saved for future gameplay. * Saves are now incompatible with older versions. * Player name is saved for future gameplay as Cyan suggested. * Button Configuration is saved future gameplay. * Loop and Stage is displayed on the lower right corner. * Cheat c0d3z!!! Score is limited to 50k. Ask Wasim how. * Score bonus system changed. * Demo and Replay games skip the intermission as suggested. * Included some bragging rights in the splash screen for kicks. * Bug Fixes. '''v1.3.0 2011/06/21''' *New Ship!!!! *Autobombs!(Only for bullet collisions). *Added boss revenge bullets when timer runs out (both loops). *Added boss revenge bullets when boss is destroyed in loop 2. *New BombType. *Changed drawing order of ship and shots for the new ship. *Changed Main Menu font colors. *Bug Fix. '''v1.2.0 2011/06/17''' *Changed the order ships' shots vs. enemy bullets get drawn. *Included another 1 cc replay (until 2-3 Blue Bagwis). *Added all the assets with the source so anyone can compile the game. '''v1.1.0 2011/06/04''' *Recompiled without debugging features. *Included my 1 cc replay (until 2-3 Red Agila). '''v1.0.2 2011/06/03''' *Increased the firepower of Blue Bagwis. *Fixed the bug where you get the ending screen even if you force exited. *HighScore table now saves the highest score achieved on multi-credit game. *Added a new boss (Gluteus Maximus). *Added A new Stage. *Only the 1st credit score gets to be recorded on the highscore table. *Replay now records both game loops. '''v1.0.1 2011/05/30''' *Fixed the bug in the replay system interface. *Changed the Replay System Interface to a more intuitive one. *Normal and Boss Rush has different highscore tables. *Second loop! *Loop 2 is the "HARD MODE"(For HardCore BulletHell players) ala Strikers 1999 and Gunbird 2 . *Loop 2 is reminiscent of Psykyo 2nd loops where you kill something, it explodes bullets. *Level is also spawnign "popcorn" enemies when facing bosses to up the ante of difficulty. *Edited some enemy sequence to make the first loop beatable w/o using a single bomb. '''v1.0.0 2011/05/27''' *Finally got it non beta!!! *Fixed the replay system for Red Agila (mistyped variable). *Changed how the intermission screen works. *Boss Rush Mode. *BGM is attenuated when pausing . *Added more menu items. *Added a way to save or load Replays(3 slots). *Player is able return to main menu when paused. '''v0.9.1b 2011/05/26''' *Added bomb powerup. *Added 1-Up. *Changed the font on the subscreen BG to make it bigger. *Added Modariffic.com on the splash screen. *Player "aura" when invincible. *Intermission screen. *Can't continue when in replay mode. *Each ship has a different bombtype. *Current Hi-score is loaded from file if present. *Reconfigured sound modules for better channel use. '''v0.9.0b 2011/05/23''' *Finalized level BGs. *Added per level BGMs. *Fixed projection matrix bugs (3d and 2d z-fighting). *Added more SFX. *Sequenced stages 2-4. *HighScore table is externally saved. *Fixed some sound issues. *Reactivated "Replay" system. *Replay now saved even if you don't finish the level. '''v0.8.7b 2011/05/19''' *Sequenced Stage 1. *Changed boss life meter. *Splash screen. *Almost proper level BG's. '''v0.8.6b 2011/05/09''' *Added a new boss (Taknom). *Boss Hp can be seen on-screen. *Moar enemies. '''v0.8.5b 2011/05/04''' *Fixed the plasma color bug (used memcpy() instead of DMA). *Changed the HighScore text entry button interface (now very arcade-ish). *Added a new capability to BulletRel. * after playing Ketsui DS. *Added another boss (Tentakill) that behaves like the 2nd level lifeforce(NES) boss. *Added the 3rd boss (Transporma). *Boss Rush Mode. '''v0.8.4b 2011/04/09''' *Finalized Boss sequence. *Added a lot of enemies. *Enemy sequence test. *boss timer to remove "boss milking". *Bugfixes. '''v0.8.3b 2011/04/04''' *Boss Sequence Test. *Bugfix. '''v0.8.2b 2011/03/30''' *HighScore Table. *Name Entry. '''v0.8.1b 2011/03/29''' *Replay System (Just 32 KB. Yay). *Key Config (Cearn's Idea). *Plasma BGs (I went for the symmetry this time). *Sub BG renderer. '''v0.8.0b 2011/03/23''' *Sexy Menu and GUI. *Plasma Fonts. *Sub BG renderer. *Warp FX. *Fonts. '''v0.7.2b 2011/02/25''' *Updated the source for libnds 1.5.0 (took me hours). *Ditched stencil effects(glAssignTexture() is kinda slow). *Fx3D() singleton. *Added some memory handler/feedback (2mb+ free memory still to use. yay). '''v0.7.1b 2011/01/19''' *Centipede enemy. *Bombs. *"Engine-ized" the game. '''v0.7b 2011/01/16''' *Added a second player (the R9). *Missiles. *More enemies. '''v0.6b 2011/01/11''' *Decided. * that the current engine sucks and needs an overhaul. *Recoded everything using the system I used in Bubble Fight EX. '''v0.5b 2010/07/23''' *glFonts. *oamFonts. *Encapsulated maxmod for a better sound module. *Return to homebrew menu. *Decreased all the enemy's HP. '''v0.4b 2010/07/18''' *Integrated bullet Rel. *Added sound effects and BG music (via MaxMod). *Bucket based memory model. *Data driven engine. *Ditched the options. *More enemies. '''v0.3b 2019/06/05''' *Added an enemy handler. *Added collision detection (AABB). *Added explosion handler. *Encapsulated most sprites. *Developed a tool for texture packing. '''v0.2b''' *Migrated rendering engine from OAM to 3d core. '''v0.1b''' *OAM sprites implemented. '''v0.0b 2010/04/20''' *Started coding. ==Credits== Development: *Programming - Richard Eric M. Lope BSN RN (Relminator). *Design - Anya Therese B. Lope , Relminator, The whole GBAtemp community. Tools: *DevkitPro - Devkipro.org *libnds - Devkipro.org *Easy GL2D - http://rel.phatcode.net (Junk->DS Homebrews->EasyGL2D) *MaxMod - Devkitpro.org *Rel's 8-bit Texture Packer - http://rel.phatcode.net (Junk->FB trash->Texture Packer) ==External links== * Author's website - http://rel.phatcode.net/index.php?action=contents&item=Space-Impakto-DS * GitHub - https://github.com/relminator/SpaceImpakto-DS [[Category:GBAtemp Homebrew Bounty 2011]]
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