GFXer gets some new graphs…

December 11th, 2006

Thanks to Yus and X-Blaster, I found some stuff to play with and decided to change the graphics… Nothing major, just a bit better, I hope you’ll like it…

The RGB values are now visible, and it should work better than the old system :)


GFXer Undo v2

December 11th, 2006

I was informed that the undo wasn’t precise/intuitive enough, so I tried a different form…. Is this better ? (has some visual glitches but only on emulator ;) )


GFXer Alpha 1 release

December 9th, 2006

Ok, here’s the first verison, with very little FAT support… It works on no$gba, but takes like 30 seconds to load up because of the FAT init code (I’ll eventually release a version without it)

On DS, I could only test the FAT using my MK2, no idea how it’ll react with other hardware…

Simply click on the SAVE button to save the image, simple enough… It creates a new bmp file every time you save (GFXer000.bmp, then 001, etc…) because I got lazy and didn’t want to add the file explorer+keyboard just yet…

First Alpha release, don’t expect too much…

On my MK2 the miniviewer doesn’t work, but it worked on emulator and maybe EZ1 (not sure). I’ll see that later on, I’m getting tired of this already ^^

If you want to see some videos of this in action, just check the previous news…

GFXer WIP, again…

December 9th, 2006

And yet another one ^^ Wanted to post this video, it shows some fairly nice advance :
- Miniview en the top screen, with a small cursor to show where we are on the image
- Scrolling when zoomed in
- Possibility to remove the 8×8 pixel grid
- Cross at the bottom left corner to show the different features you have mapped on the Pad/ABXY keys
- New fill function, not very fast, but works correctly ^^ Just tested on DS, it runs roughly 3-4 times faster, so that’s just an emulator (well, my PC sucks ^^) problem I guess
And that’s about it for now…

The video shows all the functions which are currently included, so it’s a nice little preview :)


GFXer Undo/Redo WIP…

December 8th, 2006

Just added a quick undo/redo test. Has 16 undo levels :


GFXer WIP…

December 8th, 2006

A video is better than screenshots, right ? ;)
It’s a 2-hour WIP, so don’t expect too much though ^^


Circular Defense r1 !!

November 13th, 2006

Here comes the first official release of Ciruclar Defense, the latest homebrew I finished with DayDream… The graphics he provided are great (as always ^^). I won’t detail the gameplay, as it’s in the star wars-like intro, so you’ll just have to read that…

CircularDefense

Be aware that I haven’t been able to find a decent emulator to play this game : DeSmuME is slow and doesn’t have sprite rotations, No$GBA is even slower on this one, and stylus got really buggy, so you can’t actually use the different colors ^^ But the DS plays it perfectly, so that’s the way to go…

Downloads : Rom download and Source download

Zi released !!

November 10th, 2006

Here comes the first official release of Zi, my latest DS game… It’s completely ported from Alan Gordon’s game, I didn’t take the time to change the name and graphics yet…
Zi

The rules were posted in the previous post :p Comes in 2 levels : Easy and Hard.

Have fun !

Download the latest rom…

Dowload the source code :)

CarreRouge updated…

November 9th, 2006

A new graphist has come to help me out… I’m known worldwide for my horrible graphics skills…

Well, here comes Nhut ! I showed him the vital stuff to update, and he started out with Carre Rouge. A few minutes later, he had some screenshots to show me, and not much time after that the final version ^^

CarreRouge

How’s that ? :p

Download the latest version… 

Zi…

November 9th, 2006

Another game I’ve been working on… Wow, yeah, I got a little hyperactive lately I guess ^^

Zi is tetris-like game, which is actually closer to meteos… You can move the blocks around like in meteos. Once you have a set of 3 or more blocks, you can remove them by clicking on the set, kind of like in a JawBreaker game…

That’s the first thing… but there’s more : it has a sort of double-gravity : first 6 block series fall down, last 6 fall… up ^^

Zi

I’ll probably finish it tomorrow, it’s just missing the scores and combo meter, all the rest is already in the code…

PopTheSlimes

November 9th, 2006

Here’s another game I’ve been working on lately. As it was pretty damn ugly, I started skinning it using Dragon Quest graphics… The background isn’t good yet, because the slime’s don’t come out enough, but that’s shouldn’t be much to change….

Slimes

The game itself is just a classic JawBreaker clone (with vertical and horizontal gravity though).

Circular Defense

November 9th, 2006

Got some more work on Circular Defense. Added a cool little intro text, in a StarWars-like way…

StarWars text

For those wondering, the effect was done using 8bit text and the PAlib mode7 functions. I didn’t think it would turn out so well ^^ Only thing I had to do : put the maximum text size, make it scroll really slowly, and avoid having too many words per line…Doesn’t that look pretty neat ? ^^

As for the work left on this game ? Nothing much. Once DayDream will have sent me the Win and Gameover screens, I’ll just need to tweak the score and it’ll be finished… So expect a release pretty soon :p

HexaVirus Update

November 9th, 2006

I updated HexaVirus a bit today.

Nothing spectacular, but I removed the bug that made the viruses never stop dancing, and add a nice little effect : when you touch a virus, a micro-virus is sent over to the bottom left virus on the top screen, to justify the color change…

HexaVirus screenshots

How do you find it now ? Thanks again, DayDream !!

HexaVirus rom…
HexaVirus sources…