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Bullet Rel DS: Difference between revisions

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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/dshomebrew/ndsbulletrel.7z
|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
[[Category:DS homebrew applications]]
[[Category:DS homebrew demos]]

Latest revision as of 02:01, 21 August 2024

Bullet Rel DS
Ndsbulletrel2.png
General
AuthorRelminator
TypeDemos
Versiona.01
LicenseMixed
Last Updated2010/07/10
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

ndsbulletrel3.png ndsbulletrel4.png

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

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