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|version=R1
|version=R1
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/dshomebrew/aperturescience.7z
|download=https://dlhb.gamebrew.org/dshomebrew2/aperturescience.7z
|website=http://smealum.net/ASDS
|website=http://smealum.net/ASDS
|source=https://github.com/smealum/portalDS
|source=https://github.com/smealum/portalDS
|discussion={{Tick}}
}}
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Aperture Science DS​, previously known as Portal DS, is an adaptation of the Valve's puzzle platform game Portal for the Nintendo DS.  
Aperture Science DS​, previously known as Portal DS, is an adaptation of the Valve's puzzle platform game Portal for the Nintendo DS.  

Latest revision as of 06:50, 19 August 2024

Aperture Science DS (portalDS)
Aperturescience2.png
General
AuthorSmealum, Lobo
TypePuzzle
VersionR1
LicenseMixed
Last Updated2013/08/21
Links
Download
Website
Source

Aperture Science DS​, previously known as Portal DS, is an adaptation of the Valve's puzzle platform game Portal for the Nintendo DS.

The game includes 14 levels made by smealum, loganino and tenteran. It features most of the mechanics found in the original, in addition, a full-fledged on-board level editor inspired by portal 2's own perpetual testing initiative.

The project was entered into the NEO Retro Coding Compo 2013 (Game, 1st place).

Features

  • Working portals (you can place them, look through them, go through them)​.
  • Player physics (for instance, momentum is conserved when going through a portal, flinging works great)​.
  • A full fledged rigid body physics engine for turrets, cubes and stuff.
  • Mini gravity gun.​
  • An on-board and intuitive level editor​.
  • More or less working puzzle elements (e.g.buttons, dispensers, turrets, energy ball things, doors, emancipation grids)​.
  • An entirely new gameplay mechanic (not fully implemented yet)​.

Installation

This game requires nitroFS. If your flashcart's menu does not support nitroFS (some menus that do include Wood R4 and the supercard DStwo's menu), please download hbmenu and use it to run the game.

The included asds folder should be placed in the same directory as the nds file. The folder will however be created automatically if it is not found.

To add new maps to your game, place the .map files in the /asds/maps/ folder.

User guide

Navigate through a series of test chambers using the Aperture Science Handheld Portal Device, or portal gun.

Controls are fully customizable via the config.ini file found in the asds folder. Take a look at the included one for more information and an already prepared no-touch control scheme.

Level editor

The editor is inspired by portal 2 with the following options:

  • Select objects, planar block selection or 3D block selection.
  • Use contextual buttons for actions related to what you've selected, for instance, make stuff (un)portalable, fill/delete or add sludge.
  • Pull/push blocks to create level geometry.

List of shared maps

  • Unintended Mechanics by banjo2 (a set of 5 levels collection, available from the release thread).

To play the custom levels, put the .map files with your other maps in /asds/maps/.

Controls

In game:

D-Pad or A/B/X/Y - Move

Touchscreen - Aim

R/L - Shoot, Grab items, Activate timed buttons

Start - Pause

Editor:

D-Pad or A/B/X/Y - Move, Look around

Start - Save

Touchscreen - Select/place/edit objects

Screenshots

aperturescience2.png aperturescience5.png

aperturescience3.png aperturescience4.png

Media

Aperture Science DS : test chamber (smea)

Aperture Science DS : level editor (smea)

Online emulator

Can use gamepad or customise in the control settings.
Nintendo DS Keyboard
C-a.png Kb-z.png
C-b.png Kb-x.png
C-x.png Kb-a.png
C-y.png Kb-s.png
C-start.png Kb-enter.png
C-select.png Kb-v.png
C-l.png Kb-q.png
C-r.png Kb-e.png
C-pad.png Kb-dpad.png

Known issues

Developer stated that being the first public release, the game is incomplete with glitches present but it is mostly playable.

Changelog

r1

  • The first (and only) publicly released version of the Aperture Science DS.

Credits

The code was written entirely by smealum (http://smealum.net, http://twitter.com/smealum) and the graphics were all made by Lobo (http://infectuous.com, http://twitter.com/infectuous).

Acknowledgements:

  • The code for the rigid body dynamics engine is heavily based on Chris Hecker's articles.
  • The code for loading ini files was written by N. Devillard.
  • The code used for level data compression was taken from GRIT.
  • The code used for loading MD2 models and PCX files was written by David HENRY.
  • This project uses libnds and maxmod.
  • xmem.c was written by SunDEV.

External links

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