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  • wraggster

    by Published on March 31st, 2009 22:29

    News/release from eric3dee

    Ok, so I've been sitting on a one-level game demo I developed (with the help of a very talented programmer, Tim Sorrels) in 2005, and I figured since the DSi was about to delete which did away with the GBA slot, I better go ahead and release it to the homebrew public while the format is still fairly relevant. Admittedly there are a few bugs and the difficulty is substantial for this level and the gameplay could use some work, so forgive me- this was my first attempt at game development! But hey, I'm proud of the end result

    Download the GBA file here!
    http://www.steelehouse.com/boomblesh...chuck_Demo.zip

    Numchuck and the Conquest of Color is a platformer with a dynamic color palette. You play a magical, colorful forest creature, Numchuck, who awakens one day to find his entire world has been drained of color by the cold-hearted creatures of the north. Numchuck is tasked with color-changing his enemies by painting them with one swipe of his magical paintbrush tail, and eventually restoring color to his land. With each enemy you paint, and each fruit you collect, color is gradually restored do the monochrome world.

    Gameplay is as follows:
    A to jump
    B to paint swipe
    Hold B to run, jump while running to spin attack
    Holding B while in midair to bounce off the top of an enemy and paint them.

    I hope you will enjoy this and share it if you like it! I'd love to hear what you think. A copyright for the game is held by my company Steelehouse Productions ( www.steelehouse.com ). While I'm at it, I should stick in a plug for my weekly webcomic Boodachitaville at www.boodachitaville.com
    Thanks!
    --Eric

    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 22:29

    News/release from eric3dee

    Ok, so I've been sitting on a one-level game demo I developed (with the help of a very talented programmer, Tim Sorrels) in 2005, and I figured since the DSi was about to delete which did away with the GBA slot, I better go ahead and release it to the homebrew public while the format is still fairly relevant. Admittedly there are a few bugs and the difficulty is substantial for this level and the gameplay could use some work, so forgive me- this was my first attempt at game development! But hey, I'm proud of the end result

    Download the GBA file here!
    http://www.steelehouse.com/boomblesh...chuck_Demo.zip

    Numchuck and the Conquest of Color is a platformer with a dynamic color palette. You play a magical, colorful forest creature, Numchuck, who awakens one day to find his entire world has been drained of color by the cold-hearted creatures of the north. Numchuck is tasked with color-changing his enemies by painting them with one swipe of his magical paintbrush tail, and eventually restoring color to his land. With each enemy you paint, and each fruit you collect, color is gradually restored do the monochrome world.

    Gameplay is as follows:
    A to jump
    B to paint swipe
    Hold B to run, jump while running to spin attack
    Holding B while in midair to bounce off the top of an enemy and paint them.

    I hope you will enjoy this and share it if you like it! I'd love to hear what you think. A copyright for the game is held by my company Steelehouse Productions ( www.steelehouse.com ). While I'm at it, I should stick in a plug for my weekly webcomic Boodachitaville at www.boodachitaville.com
    Thanks!
    --Eric

    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 22:11

    Updated release from Todd Jeffreys

    I have finished implementing nouns and adjectives. My little demo should include a word of each type for testing. If you have an adjective, you have a 10% chance of a encountering a special form, such as an adverb, comparative or superlative form. So stay focused!

    I know some of these words don’t actually have a comparative form, but the code will still generate it (hey, this code is still a work in progress, and the dictionary is far from finalized, or even started!).

    Even though it’s not the form that I’m most used to, I’m using ‘i’ as the third declension adjective’s ablative form. I prefer ‘e,’ just like nouns. But I’m going on my gut feeling that most people are purists and are expecting ‘i.’

    You have to be honest when answering if you defined the word correctly or not. If you tell the program you answered improperly, you should see it pop up a few more times until the meaning is drilled into your brain.

    As always, post your impressions. If it sucks, let me know. If it’s missing something, let me know.

    Up next, the most difficult of all, verbs!

    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 22:05

    The great folks over at the french NintendoMax site are having a Coding Competition for the Nintendo Wii, for those devs who dont speak french im sure that if you reply here the staff behind Nintendomax will help should any help be needed, heres a translation of the comp newspost:

    Nintendomax The team is pleased to announce the departure of the top Wii Dev Nintendomax Competition 2009.

    And yes Nintendomax.com joined Divineo.fr Assentek.com and our new and generous partner to offer you a great competitive amateur development for the Wii.

    Many lots are an opportunity to win, 1 Wii, 1 SDI, 2 DSLite, and many accessories Wii and DS, it's Christmas already!

    The competition is divided into 2 categories, "Games" and "Applications", all you have to do is code a new homebrew and the poster before 31 May 2009 at midnight.

    All conditions of participation and the list of prizes to win are now in our forum topcis Rules or Rules.

    But also:
    A competition for the splashscreen at startup which appear in the projects of the participants in the competition will be announced in detail in the next few days, so watch the news well.

    We thank Divineo.fr and Assentek.com for their participation, Zeblackos and Lorenzolamas for the design of the banner and the team Nintendomax.com for the implementation of the competition.

    See you May 31 2009.

    Ill keep this stickied to remind all of this coding comp

    Heres some links for those interested:

    http://www.nintendomax.com/phpBB2/index.php?c=15
    http://www.nintendomax.com/phpBB2/viewforum.php?f=70

    Good Luck all :thumbup: ...
    by Published on March 31st, 2009 21:59

    News via nintendomax

    A new version of "War DS Genesis" by sonic master is a ladder. This new version offers new characters, sound and music.


    Background: Genesis War DS is a game of turn-based battle grouping hero video game Sega Megadrive / Genesis.
    Quote:
    Version 2.0
    Improvements provided by the author:
    * Added hero of Altered Beast
    * Added the good brothers brothers
    * Added green heroes like
    * Robocop Added
    * Added arthur of ghost and goblins
    * Fixed all the bugs that were in battle
    * Started the history of the characters
    * A mission
    * Sounds and background music
    * Improved things in the home

    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 21:55

    Simon Kagstrom has released a new rc version of the Commodore 64 Emulator for Nintendo Wii

    Frodo is a Commodore 64 emulator written by Christian Bauer (http://frodo.cebix.net). It was ported to the Wii by Simon Kagstrom, and many C64 games are fully playable on the Wii with it. So go ahead and beat your friends in International Karate, Boulder Dash or Bomb Jack. It does not share any code with FrodoWii, but would be happy to integrate improvements from it!

    The emulator works best in 480i mode. It runs perfectly fine in 576i mode as well, but does not utilize the full resolution. This is an SDL issue, and will not be fixed until SDL-Port supports it. Sound support is slightly buggy, but usable. The emulation itself is not perfect, so not all games will run under Frodo. Unfortunately, I cannot do very much about this since I haven't written the emulator - just ported it. If you have multiple versions of a game, try each of them as often at least one will work.

    Heres whats new:

    * Networking support now works (but without sound being transferred). A broker is installed on c64-network.game-host.org.
    * Link with Yohanes port of SDL, modified by dannymi to get USB keyboards working while still having the Home key do what it should

    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 21:50

    Copete23 has released Komopong wii:

    Komopong wii is a game based on the legendary pong, is a way for one player and one for two players, although in the future I would like to add more levels. The main novelty of this pong is to be controlled by moving the Wiimote XD also incorporates vibration to feel the impact of the ball in your paddle, another thing you can do is to rotate the paddle by turning the Wiimote, to change the angle of rebound the ball.

    The mechanics of the game is simple, note the maximum number of points his rival before the end of the counter, the one with more points wins.

    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 21:48

    MetaFight has released the source to, and a new preview of, HomeMenu:

    This is just a preview of a HomeMenu C++ class I'll be releasing soon (will be converted to C). It's graphics library independent, so there aren't too many hassles there. It also allows you to associate your own functions to events such as when the menu opens, closes, redraws.

    30 March 2009

    Sourcecode released (Google Code SVN).

    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 21:45

    Bob the coder who tried his best to get Nintendo to take notice of amateur coders has released a demo of his game for the DS, heres the video to refresh your memorys:



    Download and Give Feedback Via Comments ...
    by Published on March 31st, 2009 20:23

    GameDaily BIZ just got off the phone with John Koller, Director of Hardware Marketing at Sony Computer Entertainment America, to discuss the news of PS2 dropping down to just $99. And of course, we had to talk about PS3 NOT getting a price drop as well...

    BIZ: I think a number of industry pundits were expecting a PS3 price drop today in addition to or instead of the PS2 price cut. With the fiscal year having just ended, we thought Sony might kick off the new year with a bang... So my question is why not PS3 right now? And for the PS2, was this move already pre-planned long ago?

    John Koller: So, I'll take the last question first. We do plan price cuts and most major moves well in advance; they're done for a variety of reasons. This particular reason on the PS2 price cut was done really to extend the overall viability and versatility of the platform. We're looking at 70-80 titles launching on PS2 this coming year, and about the same number next year in 2010. PS2 shows very little signs of slowing down, and we wanted to continue to really target that lower income consumer, as well as that lapsed gamer or young family consumer that is still purchasing PS2 and wants some of that evergreen entertainment – the social gaming and sports are what they are particularly gravitating towards. A lot of the development is going in that direction.


    "We do look at those as similar consumers. So, yes, we do think the $99 price point could steal some share [from Wii]. From a technological standpoint, the Wii is much closer to the PS2 than it is to the next-gen consoles."


    In terms of the PS3, our is on the versatility of the system and the overall value that's inherent to the system. We've been focusing on development of key software franchises, and this year should be the best software year launched yet. On PS3, we look at that as a significant advantage versus Xbox 360. In particular, our first party group has really stepped up with some tremendous franchises, whether they're iterations [of existing properties] or new IP like LittleBigPlanet, MAG, etc. You also look at the continued strength of the Blu-ray format and we're starting to see some cases where movies are helping to sell hardware - Dark Knight certainly did for a time in December. So we're seeing different patterns of growth. Last year was the best sales year ever for PS3 and we are very bullish on the platform this year.

    BIZ: Although sales for PS2 have remained quite strong for a nine-year-old platform, PS2 has withered somewhat as this generation of consoles takes hold. What kind of uptick are you anticipating in terms of hardware sales thanks to the $99 price point?

    JK: Good question. We can't give specific number, but I can tell you that last year the NPD number was 2.5 million units [sold], so we expect at or north of that number [this year]. And certainly when you're looking at the game pipeline and also what Nielsen reported about PS2 being the most played console in 2008, there's still a lot of viability left. A lot of people tend to think there's only life in next-gen, but in reality there's life in next-gen, in our handheld business and in PS2. We enter the 10th year of its life-cycle in October of this year, and there's really no sign of slowing down. We ended up 'sunsetting' the PSOne because the development spigot kind of dried up, but that's not happening with PS2 right now. With 1,900 games (250 Greatest Hits), there's really a wide variety of game options for that new consumer to the category.

    BIZ: PS2 is already the best-selling console ever, so wouldn't Sony rather drive these consumers to convert to the PS3, instead of continuing to propagate the PS2 message?

    JK: We don't look at it as an either/or situation – it's really an and. So if you look at when PS2 consumers purchase, that's how we analyze when they'll be ready to move up the loyalty chain to PS3. The PS3 cross-ownership rate with PS2 is about 80 percent, so much of the PS3 installed base is a PS2 consumer or had been at some point. You have to look at when they're purchasing; there's certainly strata of purchasers in the PS2 world. So if someone purchases tomorrow for the price drop, then we believe that's a PS3 owner in the future. It may not be April 2nd, but it will be in the future. By definition, they're a bit of a later adopter, so that's someone that we think will gravitate towards PS3 as we continue along the growth curve... Currently, we're making a big push to grab the PS2 consumer that purchased in the middle part of this decade (maybe 2002-06), because that was an early to mid adopter and someone very interested in the large franchises on PS2 like GTA and Final Fantasy and Gran Turismo and Madden. That consumer is probably ready [to buy a PS3]. We've made a concerted push against that individual. But we don't give up on any of the PS2 consumers – they're PlayStation fans for life and we believe they will eventually purchase a PS3 at some point in time. ...
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