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Flux: Difference between revisions

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#Use cat to concatenate the padded binary with the .gbfs file containing your music.
#Use cat to concatenate the padded binary with the .gbfs file containing your music.


'''NOTE:''' the music format MUST MONO .wav. It can be 8 or 16 bit but must be SIGNED PCM.  The full .wav header must be in place. Each individual music file must be no more than 3.25 MB (includes the header).
'''NOTE:''' the music format MUST MONO .wav. It can be 8 or 16 bit but must be SIGNED PCM.  The full .wav header must be in place. Each individual music file must be no more than 3.25 MB (includes the header). Use this feature at your own risk.  
 
Use this feature at your own risk.  


==Controls==
==Controls==

Revision as of 05:53, 27 Haziran 2012

Flux
File:Fluxds.jpg
General
Author(s)rize
TypePuzzle
VersionAugust2005
LicenceMixed
Links
[Media:Fluxds.rar Download]
Website
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Flux is an action-puzzle game for Nintendo DS of the falling block variety. It is more like Tetris, but not Polarium. It is intended to be played with the stylus in one hand, and the other hand on the D-pad or face buttons. With each level, the minimum chain length inreases as does the speed and complexity of the blocks.

This version of Flux was released for the NeoFlash Coding Competition 2005.

Objectives

Create colored chains above the minimum length so that they may be destroyed with the stylus thereby reducing the stack of tiles.

User guide

Place the falling blocks so that tiles of the same color are aligned. When you create a "chain" that meets or exceeds the minimum chain length, the tiles become volatile. Destroy such chains at any time by tapping them with the stylus.

Every 50 tiles cleared increases the level. The speed and complexity of the blocks increases a little, but most of all the chain length increases by one per level.

Scoring: The longer a chain is when it is destroyed, the more points you'll get for each tile cleared. More point are awarded per tile, per level as well.

Death: When the playing field is filled up, any chained blocks will automatically be destroyed (no points for these). If this does not clear enough room for the next block, the game ends. Tap the screen to begin again.

Music: the ds.gba version contains 3 songs. Hit start and tap the word "music" while playing to cycle through the songs. The first two songs are rather eccentric chip tunes an the last is silence. Or you may be able to include music of your own.

Quit: tap the word "quit" in the pause menu to return to the title screen. The hi score will not be lost until the unit is powered off.

Customize music

Details about using gbfs can be found here.

  1. Acquire tools that come with gbfs(gameboy file system) and libnds.
  2. Use dsbuild to convert the .nds that you download here to a ds.gba.
  3. Use padbin with the parameter 256 to prepare the binary for the file system
  4. Use gbfs to create a .gbfs file with songs in it (SEE BELOW)
  5. Use cat to concatenate the padded binary with the .gbfs file containing your music.

NOTE: the music format MUST MONO .wav. It can be 8 or 16 bit but must be SIGNED PCM. The full .wav header must be in place. Each individual music file must be no more than 3.25 MB (includes the header). Use this feature at your own risk.

Controls

Basic

Primary controls for right-handed.

D-pad - move active block

L - rotate the block left

Stylus - tap "chains" of blocks to destroy them

Start - pauses, menu

Additional

Left handed controls are mostly copied onto the right side of the unit.

Up - rotate the block right

R - rotates right

X - rotates left

Compatibility

Currently runs only on the actual hardware. The plain .nds file has no music file and so is wifi capable. The ds.gba has three songs and so is significantly larger and must be run from a flash cart.

Credits

  1. dsdev crew at gbadev.org, everyone working on devkitpro.

Sean McDonald for various art assets and Jake Kaufman (aka virt).

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