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|version=2.0 Final
|version=2.0 Final
|license=MIT
|license=MIT
|download=https://dlhb.gamebrew.org/dshomebrew/spaceimpaktods.7z
|download=https://dlhb.gamebrew.org/dshomebrew2/spaceimpaktods_2.0.zip
|website=http://rel.phatcode.net/index.php?action=contents&item=Space-Impakto-DS
|website=http://rel.phatcode.net/index.php?action=contents&item=Space-Impakto-DS
|source=https://github.com/relminator/SpaceImpakto-DS
|source=https://github.com/relminator/SpaceImpakto-DS

Latest revision as of 06:08, 21 August 2024

Space Impakto DS
Spaceimpaktods.png
General
AuthorRelminator
TypeShooter
Version2.0 Final
LicenseMIT License
Last Updated2011/09/27
Links
Download
Website
Source

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

spaceimpaktods2.png spaceimpaktods3.png

spaceimpaktods4.png spaceimpaktods5.png

spaceimpaktods6.png spaceimpaktods7.png

Media

Space Impakto DS (Richard Eric Lope)

Space Impakto DS v0.8.7b (Cid2Mizard)

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

Compatibility

Tested on:

R4i SDHC (firmware 2.7c)
EZ-Flash Vi (firmware 1.01)

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:

External links

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