Space Impakto DS Final and Completed

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relminator
Posts: 55
Joined: Sat Jun 05, 2010 1:48 pm

Space Impakto DS Final and Completed

Post by relminator »

Hi, I've been lurking at the boards for a while now and I guess it's time to get some inputs from hardcore shmup players.

Here's my WIP (a Nintendo DS Homebrew):

Update: Now playable.

Space Impakto DS

Download:
http://rel.phatcode.net/junk.php?id=101


GameType:
Bullet-Hell SHMUP (Space shooter/Shoot 'em up) for your DS


Features:
* 2d gameplay
* 3d background
* All fixed-point engine (no real-time single float/double variable is ever used)
* Optimized texture use via texture packing
* Oldskool 8-bit/4bit sprites
* Newskool bullet hell gameplay
* Source included(Will be released on the final release)
* Replay mode
* Button config

Video:
http://www.youtube.com/watch?v=FoIRv-FBCaw

Screenshots:
Image
Image


Development:
Official Site: http://rel.phatcode.net

This is just a test level and really just uninspired almost random enemy sequence.
I like entering this type contest so I would be forced to finish this game. :*)

I'm welcome to suggestions.

Enjoy.

BTW, is the level too hard or too easy for let's say level 2 in a 5 level game?

Changes:

Code: Select all

v 0.8.4b  (04/09/11)
	Finalized Boss sequence
	Added a lot of enemies
	Enemy sequence test
	boss timer to remove "boss milking"
	Bugfixes

v 0.8.3b  (04/04/11)
	Boss Sequence Test
	Bugfix
	

v 0.8.2b  (03/30/11)
	HighScore Table
	Name Entry

v 0.8.1b  (03/29/11)
	Replay System (Just 32 KB. Yay!)
	Key Config (Cearn's Idea)
	Plasma BGs (I went for the symmetry this time)
	Sub BG renderer
	
v 0.8.0b  (03/23/11)
	Sexy Menu and GUI
	Plasma Fonts
	Sub BG rederer
	Warp FX
	Fonts		

v 0.7.2b  (02/25/11)
	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!)		

	

v 0.7.1b  (01/19/11)
	Centipede enemy
	Bombs
	"Engine-ized" the game

	

v 0.7b  (01/16/11)
	Added a second player (the R9)

	Missiles
	More enemies
	


v 0.6b  (01/11/11)
	Decided
 that the current engine sucks and needs an overhaul	
	Recoded everything using the system I used in Bubble Fight EX
	

Thanks.

Comments(constructive or ortherwise) are welcome.

BTW, the best way to play this is though the real DS but this also would run fine on no$gba etc.
Linky to No$gba if you want to play this on a PC:

http://nocash.emubase.de/no$gba-w.zip
Last edited by relminator on Fri Oct 21, 2011 4:08 am, edited 4 times in total.
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ShmupSamurai
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Location: Texas

Re: Space Impakto DS (WIP) needs input...

Post by ShmupSamurai »

.......Trippy... :|
Use Shumpman's advice!

"USE A BOMB!"
relminator
Posts: 55
Joined: Sat Jun 05, 2010 1:48 pm

Re: Space Impakto DS (WIP) needs input...

Post by relminator »

Thanks. For those who doesn't have a real DS you could use emulators to play in on the PC. Good one's are No$gba and Desmume.

Update Ver 0.05b: (Pretty playable now. Sorry about the enemy placements as I just randomized them for now. Need to make a level editor.)

What's new?

Code: Select all

BulletRel
glFonts
oamFonts
Encapsulated maxmod for a better sound module
Return to homebrew menu 
Decreased all the enemy's HP
Better BGM and SFX
Pause and return to menu
Download:
http://rel.betterwebber.com/junk.php?id=101


screens:
Image
Image
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Jockel
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Location: Berlin, Germany
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Re: Space Impakto DS (WIP) needs input...

Post by Jockel »

Tried it for a few minutes, looking decent enough.
A few thoughts:

-weapon looks cool, but feels underpowered
-the pattern from these moth-like creatures could use a larger gap to slip through
-moths take a bit too long to kill for my taste
-the small popcorn enemies "block" your shot, making those big enemies even harder to kill :/
-3D effect is nice

It's surprisingly fun considering its early stage.
Good work!
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genecyst
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Re: Space Impakto DS (WIP) needs input...

Post by genecyst »

never noticed before the nasum signature by jockel...nice!

by the way, i've played it a bit on the ds and i think 3d background is disappointing as it doesn't match so much with the movements of ship and enemies; there are some nice patterns but i feel underpowered as already said by someone before; it lacks a proper level structure so it became boring soon, but i think it should work very well when solved this issues. it's well playable also with the horrible ds cross button, so i think controls are well balanced and works very well.

waiting for news. bye.
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Jockel
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Re: Space Impakto DS (WIP) needs input...

Post by Jockel »

genecyst wrote:never noticed before the nasum signature by jockel...nice!
You're the first ^_~
relminator
Posts: 55
Joined: Sat Jun 05, 2010 1:48 pm

Re: Space Impakto DS (WIP) needs input...

Post by relminator »

Thanks for the comments guys. I'll keep those in mind.

If anyone's interested in making bullet patterns...

Tool update:

Bullet Rel Designer

Download:

http://rel.betterwebber.com/junk.php?id=113

App type: A visual bullet pattern designer I made for my DS game Space Impakto DS


Features:

* Very Fun since you could design patterns even while drinking coffee.
* Saves patterns in C/c++ code directly useable by my SHMUP engine.
Saves are *.cpp files where the nds file resides
* Can do almost any pattern I have seen (except for tohou "square"
patterns)
* Can listen to different moozic while making a pattern.
* Source included

Limitations:
* Cannot load patterns (yet)
* cumbersome controls (Limited DS buttons)


Image



Enjoy!


PS. I hope someone submits patterns to me. ;*)

Try thse patterns"

Code: Select all

void barrage_SMART_ROBOT_ARMS_5X(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

	Tturret_params tp;  

	tp.active_time         = 10600; 
	tp.active              = 1; 
	tp.smart               = 1; 
	tp.x_radius            = 0; 
	tp.y_radius            = 0; 
	tp.angle               = 16384; 
	tp.min_angle           = 0; 
	tp.max_angle           = 32767; 
	tp.angle_speed         = 0; 
	tp.angle_dir           = 1; 
	tp.spread_angle        = 3584; 
	tp.bullets_per_shot    = 5; 
	tp.rotation_type       = 2; 
	tp.spawn_delay         = 0; 
	tp.max_spawn_delay     = 49; 
	tp.wavemode            = (E_WAVE_MODE) 2; 
	tp.wave_counter        = 0; 
	tp.max_wave            = 4; 
	tp.max_wave_delay      = 4; 
	tp.bp.speed            = 1784; 
	tp.bp.speed_delta      = 5600; 
	tp.bp.offset           = 4096; 
	tp.bp.gx               = 0; 
	tp.bp.gy               = 0; 
	tp.bp.delay            = 9; 
	tp.bp.energy           = 1; 
	tp.bp.state            = (E_BULLET_TYPE) 2; 
	tp.bp.smart            = 1; 
	tp.bp.start_frame      = 73; 
	tp.bp.num_frames       = 3; 
	tp.bp.anim_delay       = 3; 
	tp.bp.death_ID         = 0; 

	tp.bp.width           = sprites[tp.bp.start_frame].width; 
	tp.bp.height          = sprites[tp.bp.start_frame].height; 

	turret.parameters.push_back(tp); 

}

Code: Select all

void barrage_5WAY_23WAVE_DIRECT(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

	Tturret_params tp;  

	tp.active_time         = 10600; 
	tp.active              = 1; 
	tp.smart               = 0; 
	tp.x_radius            = 10; 
	tp.y_radius            = 9; 
	tp.angle               = 16384; 
	tp.min_angle           = 0; 
	tp.max_angle           = 32767; 
	tp.angle_speed         = 0; 
	tp.angle_dir           = 1; 
	tp.spread_angle        = 2304; 
	tp.bullets_per_shot    = 5; 
	tp.rotation_type       = 2; 
	tp.spawn_delay         = 0; 
	tp.max_spawn_delay     = 24; 
	tp.wavemode            = (E_WAVE_MODE) 3; 
	tp.wave_counter        = 0; 
	tp.max_wave            = 23; 
	tp.max_wave_delay      = 4; 
	tp.bp.speed            = 184; 
	tp.bp.speed_delta      = 120; 
	tp.bp.offset           = 4096; 
	tp.bp.gx               = 0; 
	tp.bp.gy               = 0; 
	tp.bp.delay            = -1; 
	tp.bp.energy           = 1; 
	tp.bp.state            = (E_BULLET_TYPE) 2; 
	tp.bp.smart            = 0; 
	tp.bp.start_frame      = 99; 
	tp.bp.num_frames       = 3; 
	tp.bp.anim_delay       = 3; 
	tp.bp.death_ID         = 0; 

	tp.bp.width           = sprites[tp.bp.start_frame].width; 
	tp.bp.height          = sprites[tp.bp.start_frame].height; 

	turret.parameters.push_back(tp); 

}

Code: Select all

void barrage_WAS0AG_6WAY_3SHOT(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

	Tturret_params tp;  

	tp.active_time         = 10000; 
	tp.active              = 1; 
	tp.smart               = 0; 
	tp.x_radius            = -14; 
	tp.y_radius            = -13; 
	tp.angle               = 0; 
	tp.min_angle           = 0; 
	tp.max_angle           = 32768; 
	tp.angle_speed         = 2048; 
	tp.angle_dir           = 1; 
	tp.spread_angle        = 5632; 
	tp.bullets_per_shot    = 18; 
	tp.rotation_type       = 2; 
	tp.spawn_delay         = 0; 
	tp.max_spawn_delay     = 30; 
	tp.wavemode            = (E_WAVE_MODE) 3; 
	tp.wave_counter        = 0; 
	tp.max_wave            = 0; 
	tp.max_wave_delay      = 3; 
	tp.bp.speed            = 384; 
	tp.bp.speed_delta      = 0; 
	tp.bp.offset           = 4096; 
	tp.bp.gx               = 0; 
	tp.bp.gy               = 0; 
	tp.bp.delay            = -1; 
	tp.bp.energy           = 1; 
	tp.bp.state            = (E_BULLET_TYPE) 2; 
	tp.bp.smart            = 0; 
	tp.bp.start_frame      = 96; 
	tp.bp.num_frames       = 3; 
	tp.bp.anim_delay       = 3; 
	tp.bp.death_ID         = 0; 

	tp.bp.width           = sprites[tp.bp.start_frame].width; 
	tp.bp.height          = sprites[tp.bp.start_frame].height; 

	turret.parameters.push_back(tp); 

}

relminator
Posts: 55
Joined: Sat Jun 05, 2010 1:48 pm

Re: Space Impakto DS (WIP) needs input...

Post by relminator »

Guys, I updated the WIP.

I need some comments on how good or bad the gameplay is. Of course, bug reports are also welcome.

Thanks!
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mjclark
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Re: Space Impakto DS (WIP) needs input...

Post by mjclark »

Wow! This looks beautiful and is superfast right from the start. It plays in a hectic way that reminds me of Zero Master Gunner and Zero Rei on the x68k.
The music is fantastic and has a definite x68k feel to it as well.
The Gradius theme but with something so powered-up and manic makes a really refreshing contrast and makes this truly enjoyable.
I am finding the initial ship speed unmanageably fast but maybe it will just take practice.There is no change of pace or build up of intensity- it's just manic and tough right from the start, making this feel like a time attack stage or a 3rd level in a six level game.
This level of difficulty would make for a really gruelling and demanding game over several stages
Also would prefer ship speed selection to the slow down button.
Hi score save not working on my R4 and Hi Score value not correctly displayed ingame (it just shows current score instead).
Replay option not working and get a debug mode when pressing L button.
Anyway I'm really enjoying this so far so please keep up the good work!
I think it would be really great if this had a 3-minute Time Attack Mode which would work really well with the intensity of the game play.

Also really fascinated by Frantic Journey Resurrection on your site and would love to see more of that too :D
FJRX looks really really promising I just wonder why I never encountered it before!!
Image
relminator
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Re: Space Impakto DS (WIP) needs input...

Post by relminator »

Thanks!

Yeah, the enemy sequence is borked since I just kinda half-hacked it into the game. I'm making a level editor though, so pacing should be better.

Slowdown button was requested by a few people so I cannot remove it. I would try to add a realtime speed selection button though.

HighScores are not saved yet. I'm trying to figure out what is the best way to save(short of an external file). Thanks for the bug report on the current Highscore not displayed correctly.

Replay is disabled by default. You can access it only if you finish the level(by destroying the boss) "without a continue". Somehow there's a bug in the replay when using Red Agila(slowdown button registering as a fire button) but not the Blue Bagwis. I'l fix this.

Re: time-attack. I have no idea how to implement it really. You mean a 3 minute time limit for a level including the boss then finish the whole level in just 3 minutes or you get a game over? Or just a 3 minute unlimited enemy wave and display the highscore afterwards?

Re: FJRX. Yeah, I've not been promoting it really since I wasn't happy with the engine I made with it. Very hard to extend since I didn't really use standard programming practices while making it. However I'm recoding it from scratch this time for the DS after I finish Space Impakto. Deadline for Space Impakto is May 31st so I could start working on it as early as June. ;*)

Hey, you want to be a beta-tester for Space Impakto? I'm not going to release another demo until I finish it so the only way to play subsequent builds would be to be a beta-tester. You'll also get your name on the credits. ;*)

Just send me an email if you want.
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mjclark
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Re: Space Impakto DS (WIP) needs input...

Post by mjclark »

relminator wrote:Hey, you want to be a beta-tester for Space Impakto? I'm not going to release another demo until I finish it so the only way to play subsequent builds would be to be a beta-tester. You'll also get your name on the credits. ;*)
Just send me an email if you want.
Yes please! PM sent :D
Image
relminator
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Re: Space Impakto DS (WIP) needs input...

Post by relminator »

New screens:
Image
Image


mjclark: Check PM for the new bosses. ;*)
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mjclark
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Re: Space Impakto DS (WIP) needs input...

Post by mjclark »

Wooh: some of those boss patterns are FIERCE!!
PM sent in reply :D
Image
relminator
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Re: Space Impakto DS (WIP) needs input...

Post by relminator »

Updates/Changes:

Code: Select all


v 2.0.0 FINAL  (09/21/11)
	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

Enjoy!

BTW, this game won 1st prize in the 2011 Homebrew Bounty DS category.

http://gbatemp.net/t300365-homebrew-bou ... ts-winners

Second place is also a SHMUP.
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BPzeBanshee
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Re: Space Impakto DS (WIP) needs input...

Post by BPzeBanshee »

I'm not terribly familiar with how DS code works but is it possible to port this to the Nintendo Wii's homebrew? There's a horrible lacking of good shmups in the Wii Homebrew division.

Will definitely try this out and that other game when I get time. ;)
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mjclark
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Re: Space Impakto DS (WIP) needs input...

Post by mjclark »

It's great to see this as a polished, finished product that's up there with the best of 'em :D
Any more news on Frantic Journey?
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JGcontraman
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Re: Space Impakto DS (WIP) needs input...

Post by JGcontraman »

This looks amazing. I'll let you know how it is when I play it on my DS flashcart.
Image
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JGcontraman
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Re: Space Impakto DS (WIP) needs input...

Post by JGcontraman »

Follow up post...

So I tried the game out on DeSMuMe and it seems pretty wicked. However, I'm having trouble running the game on my flashcart. I use M3DS Real. Please get back to me on the possibility that I may be doing something wrong?
Image
relminator
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Re: Space Impakto DS (WIP) needs input...

Post by relminator »

BPzeBanshee: I'm not really sure how hard or easy that would be as I have 0 experience on the WII side of things but the code itself(aside from the OpenGL-ish rendering engine) is platform agnostic and a friend of mine is porting this to Android.

mjclark: I'm making modules for FJ already. ;*)

JGcontraman: Thanks. You're in luck as I've tested this on M3Real and well, M3real hates homebrews and the only way I was able to make this work on an M3 is via quadboot. It used to work on the normal m3 shell when it was less than 3 MB but when the binary got over 3 MB it just hangs on load. Funny thing is, only M3 have issues with this game.

Quadboot:

http://gbatemp.net/index.php?showtopic= ... =0&start=0

What you need to do with quadboot is:

1. Load via Sakura
2. Load Wood for M3 from Sakura
3. Load Space Impakto from wood
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JGcontraman
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Re: Space Impakto DS (WIP) needs input...

Post by JGcontraman »

Wow lol... to play this game? Jeez -_-

You should really fix it so people don't need to do this with specific flashcarts
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relminator
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Re: Space Impakto DS (WIP) needs input...

Post by relminator »

JGcontraman wrote:Wow lol... to play this game? Jeez -_-

You should really fix it so people don't need to do this with specific flashcarts
M3 has been known to not like any homebrews. So there is nothing to fix. M3 in itself is a "dead" card and is not updated anymore.

I've tested this on:
1. Supercard
2. Edge
3. iEdge
4. R4
5. Acekard
6. r4iGold
7. CycloDS
8. M3 Real

And it worked on everything except M3Real. That's why I had to use Quadboot.

In any case, check your PM as there is a way to run SIDS on M3 Touchpad.
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tiaoferreira
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Re: Space Impakto DS (WIP) needs input...

Post by tiaoferreira »

Relminator, my friend...

I showed your game to JORGE MYASHIKE, co-editor of FILOSOFIA SHMUP (shmup philosophy), and his words about your game were:

"SPACE IMPAKTO is a very nice game to play."

http://filosofiashmup.blogspot.com
relminator
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Re: Space Impakto DS (WIP) needs input...

Post by relminator »

tiaoferreira wrote:Relminator, my friend...

I showed your game to JORGE MYASHIKE, co-editor of FILOSOFIA SHMUP (shmup philosophy), and his words about your game were:

"SPACE IMPAKTO is a very nice game to play."

http://filosofiashmup.blogspot.com

Thank you very much!

I can't seem to find the entry for Space Impakto though.
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JGcontraman
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Re: Space Impakto DS (WIP) needs input...

Post by JGcontraman »

Yea its a great game. Its just that I can't get through it without dying overa hundred times -_-
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tiaoferreira
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Re: Space Impakto DS (WIP) needs input...

Post by tiaoferreira »

The author of "FILOSOFIA SHMUP" is still preparing the game reporting. After this, he will publish it on his blog. Keep waiting, hehe!
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tiaoferreira
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Re: Space Impakto DS Final and Completed

Post by tiaoferreira »

Well, sorry for the delay in reply, but there is SPACE IMPAKTO on "TASBPAN" blog :)

http://filosofiashmup.blogspot.com.br/2 ... ertir.html
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