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Author Topic: Fuzed DS Beta. A puzzle Platformer  (Read 2675 times)
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relminator
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« on: September 19, 2012, 06:46:30 AM »

Fuzed DS BETA 0.01



DL:
http://rel.phatcode.net/junk.php?id=127

Code: Relminator( Richard Eric M. Lope )
Most of the Art: SpicyPixel.Net (Marc Russel)
Some art are ripped. Sorry.

Platform and Instructions:
   - Nintendo DS
   - Just copy "Fuzed.Nds" on your flashcart and play.
   - Or you can play it in an emulator like No$GBA or DesMuMe.
   - Or you can double-click "emulator/runfuzed.bat" to play in Windows.
   
Game Type:
   - Puzzle Platformer
   
Gameplay:
   - Rescue all the Pink Snipes and go to the exit.
   - You're a blue-bombing-magic-wielding-beer-bellied-bad-ass-creature.
   - Magic can only be used after collecting it.
   - Bombs can only be used after collecting it.
   - Use the different types of blocks to solve levels.
   - Try to run the demo to see the gameplay.
   - Basically a bastard son of Solomons's key, Moai Kun, Mario and Bomberman.

Controls:
   - [A]          Jump
   - Normal    Short range Attack
   - [B + DOWN]    Place Bombs
   - [X]          Cast terrain following magic
   - [X + DOWN]    Cast gravity based magic
   - [Start]       Pause
   - Pause mode
      - [ARROWS]       Survey the level
      - [Shoulder R]    Zoom out
   - [Select]    Give up on a level
   
Notes:
   - Choose "Run Demo" on the title screen to see the gameplay.
   - Some Enemies are not killed by your normal attack
   - All enemies can be killed by either:
      - Bombs
      - Magic
      - Blocks falling or blocks being thrown
   - Use Blocks to solve the puzzle
   - 4 types types of special blocks
      Type 1 = Soft (Light Orage )
         Can be destroyed by normal attack
         Can be destroyed by bombs
         Cannot be pushed
         Not Affected by gravity
         
      Type 2 = Soft (Light Brown )
         Can be destroyed by normal attack
         Can be destroyed by bombs
         Can be pushed
         Affected by gravity
         Can destroy enemies by falling on them

      Type 3 = Hard (Dark Red )
         Cannot be destroyed by normal attack
         Normal attack throws them left or right
         Cannot be destroyed by bombs
         Can be pushed
         Affected by gravity
         Can destroy enemies by falling on them
         Can destroy enemies by being thrown on them
      
      Type 4 = Vanishing (Dark Green )
         Cannot be destroyed by normal attack
         Cannot be destroyed by bombs
         Cannot be pushed
         Not Affected by gravity
         Vanishes 1 second after you step on them
   
To Do:
1. Extras
   -> Map Editor
   -> Encyclopedia

2. Options
   -> Remap control (Almost done)
   -> Replay system (done but not implemented)

3. Start Game
   -> New Game
   -> Continue
   -> Stage select to already solved stage

4. Misc
   -> Screenie of level on solved stage menu


BTW, do you think this would be good enough on the Droid market?

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headkaze
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« Reply #1 on: September 19, 2012, 08:40:33 PM »

Another amazing game relminator. Nice use of 3d. I love all the sine wave and copper effects too. Very cool  Cool

PS You forgot to add me to your greetz  Cry (yes I'm the type of lamer that will read through an entire scrolly lol)
« Last Edit: September 19, 2012, 09:24:37 PM by headkaze » Logged
Flash
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« Reply #2 on: September 19, 2012, 09:59:10 PM »

It is very nice.

I have not had a chance to really play as yet, but the 3dsXL is now running homebrew with a beta aceKard firmware - so, I certainly shall have a play.

The only thing I think it needs is something in the bottom screen - anything would be sweet. (don't slap me  Wink )
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relminator
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« Reply #3 on: September 20, 2012, 04:12:44 AM »

Headkaze: I knew I forgot someone.LOL. Will add definitely.

Flash.  Kind of frustrating if you can't figure out the levels though.  My daughter 11 years  old is pestering me to solve stage 16 for her.
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Flash
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« Reply #4 on: September 20, 2012, 06:38:22 AM »

I am sure I can figure out the levels lol.

Ps. Regarding droid. Yes, it would make a nice droid game but it all comes down to the same problem - control.
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spacefractal
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« Reply #5 on: September 20, 2012, 07:56:03 PM »

Im are not still not played the game, howover I give feed back later this week.

The biggest issue you would property see on Android, that would been game controls as Flash said. In my own game (Greedy Mouse) I did avoid multi touch with purpose and actuelly its works fine without that, so I diddent even use that for iOS version of the game (its was not needed at all). Howover you can limit devices on Google Play so the device do require Multitouch to run the game (and also early devices also have some multi touch issues as well and could slowdown the game very much).

So its all depend how the controls could perform on a touchscreen (and eventuelly external iCade as well Xperia Play support.
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relminator
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« Reply #6 on: October 14, 2012, 07:51:30 AM »

Thanks guys!  I have yet to DL the android NDK though (really slow connection here).
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