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(Created page with "{{Infobox DS Homebrews |title=Bullet Rel DS |image=ndsbulletrel2.png |description=A bullet-hell test with 512 particles and no slowdowns. |author=Relminator |lastupdated=2010/07/10 |type=Demos |version=a.01 |license=Mixed |download=https://dlhb.gamebrew.org/dshomebrew/ndsbulletrel.7z |website=http://rel.phatcode.net/junk.php?id=107 |source=http://rel.phatcode.net/junk.php?id=107 }} A complete rewrite of the author's bullet hell library for PC. Features and all Fixedpoi...") |
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|version=a.01 | |version=a.01 | ||
|license=Mixed | |license=Mixed | ||
|download=https://dlhb.gamebrew.org/ | |download=https://dlhb.gamebrew.org/dshomebrew2/nds_bullet_rel.zip | ||
|website=http://rel.phatcode.net/junk.php?id=107 | |website=http://rel.phatcode.net/junk.php?id=107 | ||
|source=http://rel.phatcode.net/junk.php?id=107 | |source=http://rel.phatcode.net/junk.php?id=107 | ||
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==Screenshots== | ==Screenshots== | ||
ndsbulletrel3.png | https://dlhb.gamebrew.org/dshomebrew/ndsbulletrel3.png | ||
ndsbulletrel4.png | https://dlhb.gamebrew.org/dshomebrew/ndsbulletrel4.png | ||
==Changelog== | ==Changelog== | ||
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* Author's website - http://rel.phatcode.net/junk.php?id=107 | * Author's website - http://rel.phatcode.net/junk.php?id=107 | ||
* gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242 | * gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242 | ||
Latest revision as of 02:01, 21 August 2024
Bullet Rel DS | |
---|---|
General | |
Author | Relminator |
Type | Demos |
Version | a.01 |
License | Mixed |
Last Updated | 2010/07/10 |
Links | |
Download | |
Website | |
Source | |
A complete rewrite of the author's bullet hell library for PC.
Features and all Fixedpoint engine, very fast and data driven interface.
Controls
A/B - Add/Remove Turret
Screenshots
Changelog
2010/06/05
- Enemy handler.
- Explosions.
- Collision detection.
2010/05/26
- Migrated the rendering engine to use the 3d core.
- Optimized the rendering a bit using GFX_VERTEX_XY instead of GFX_VERTEX_16. (depth is managed manually)
- Sprite rotation and clean stretch implemented
- Coded and BASIC(Freebasic) UV coord auto generator for my sprite images for ease of loading.
2010/05/08
- Able to get the 3d core to so some 2d rendering. Which means almost unlimited sprites for me (bye bye 128 sprite limit.)
2010/05/07
- Sprites are in 2d (system can handle Vram and Ram based tiles in realtime).
- 3d Background (the mode7-like floor and ceiling is using the 3d hardware).
- Procedural 3d models (based on the supershape formula by Paul bourke).
- Enemy entities uses fixed-point catmull-rom splines.
External links
- Author's website - http://rel.phatcode.net/junk.php?id=107
- gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242