Bullet Rel DS

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Revision as of 07:03, 9 February 2023 by HydeWing (talk | contribs) (Created page with "{{Infobox DS Homebrews |title=Bullet Rel DS |image=ndsbulletrel2.png |description=A bullet-hell test with 512 particles and no slowdowns. |author=Relminator |lastupdated=2010/07/10 |type=Demos |version=a.01 |license=Mixed |download=https://dlhb.gamebrew.org/dshomebrew/ndsbulletrel.7z |website=http://rel.phatcode.net/junk.php?id=107 |source=http://rel.phatcode.net/junk.php?id=107 }} A complete rewrite of the author's bullet hell library for PC. Features and all Fixedpoi...")
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Bullet Rel DS
Ndsbulletrel2.png
General
AuthorRelminator
TypeDemos
Versiona.01
LicenseMixed
Last Updated2010/07/10
Links
Download
Website
Source

A complete rewrite of the author's bullet hell library for PC.

Features and all Fixedpoint engine, very fast and data driven interface.

Controls

A/B - Add/Remove Turret

Screenshots

ndsbulletrel3.png ndsbulletrel4.png

Changelog

2010/06/05

  • Enemy handler.
  • Explosions.
  • Collision detection.

2010/05/26

  • Migrated the rendering engine to use the 3d core.
  • Optimized the rendering a bit using GFX_VERTEX_XY instead of GFX_VERTEX_16. (depth is managed manually)
  • Sprite rotation and clean stretch implemented
  • Coded and BASIC(Freebasic) UV coord auto generator for my sprite images for ease of loading.

2010/05/08

  • Able to get the 3d core to so some 2d rendering. Which means almost unlimited sprites for me (bye bye 128 sprite limit.)

2010/05/07

  • Sprites are in 2d (system can handle Vram and Ram based tiles in realtime).
  • 3d Background (the mode7-like floor and ceiling is using the 3d hardware).
  • Procedural 3d models (based on the supershape formula by Paul bourke).
  • Enemy entities uses fixed-point catmull-rom splines.

External links

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