DSLiero: Difference between revisions

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{{Infobox homebrew
{{Infobox homebrew
| title      = DSLIERO
| title      = DSLIERO
| image      = [[File:Dsliero.png]]
| image      = [[File:Dsliero.jpg]]
| type        = Platform  
| type        = Platform  
| version    = 19 Feburary 2012
| version    = 19 Feburary 2012
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}}     
}}     


DSLiero is a remake of the DOS original Liero for the Nintendo DS.  
DSLiero is a remake of the [http://www.liero.be/ DOS game Liero] for the Nintendo DS made by Schmendrick Schmuck (Dennis van Zwieten).


It was entered into the GBATemp Homebrew Bounty 2011.
It was entered into the GBATemp Homebrew Bounty 2011.


==Features==
==Features==
*Gameplay nearly identical to original  
* Gameplay nearly identical to original.
*Built-in level editor
* Built-in level editor.
*All* of the original weapons (see TODO)
* All of the original weapons.
*All of the original sounds
* All of the original sounds.
*Custom theme support
* Custom theme support.
*Custom gfx support
* Custom gfx support.
*Fully customizable controls
* Fully customizable controls.
*Stylus aiming
* Stylus aiming.
*Map display on top screen
* Map display on top screen.


==User guide==
==User guide==
There are 5 different game modes to choose from:
===Gameplay===
:'''Kill 'em All''': Default deathmatch game
In Liero, two worms fight each other to death for score (or frags) using a choice of five weapons from a total of 40 in a two-dimensional map. Most of the terrain, except for indestructible rocks, may be dug or destroyed by explosions. In addition to the weaponry, each player has a ninja rope which can be used to move faster through the map. This grappling hook-like device substitutes for jetpacks and can even latch onto the enemy worm to drag him closer to his foe.
:'''Team DM''': Team Deathmatch game
:'''CTF''': Capture the flag game. Kill opponents to be able to capture flags
:'''Simple CTF''': Capture the flag game without need to kill opponents first
:'''Game of Tag''': When you're IT, a timer starts running. When this timer runs out, you're out of the game


[[File:Dsliero2.png]]
While playing, there are health power-ups to heal your worm. It is also possible to replace one of your five weapons by picking up bonuses. Before playing, you can select certain weapons to be available only in bonuses, in the entire game, or completely disabled.


===Themes===
Unlike most side-scrolling deathmatch games, the weapons in Liero have infinite ammo. Key factors of weapons include their reload rate and how fast they shoot, whereas in most other games of this type, key factors of weapons include how much ammo they sport and how frequently more ammo for that weapon can be found. Liero depends all on timing and swift maneuverability.
Themes are files containing information about all weapons and objects in the game.  


For DSLiero, they are stored in the SD:/Data/DSLiero/Themes/ folder. Without a theme file (*.thm), you can only shoot explosion-trailed bazookas, so you might want to have at least one.  
===Game modes===
* '''Kill 'em All''' - Default deathmatch game.
* '''Team DM''' - Team Deathmatch game.
* '''CTF''' - Capture the flag game. Kill opponents to be able to capture flags.
* '''Simple CTF''' - Capture the flag game without need to kill opponents first.
* '''Game of Tag''' - When you're IT, a timer starts running. When this timer runs out, you're out of the game.


To change theme, select 'Theme...' in the 'Game Options' menu, where to browse theme collection for the theme player wants to use.  
===Themes===
 
* Themes are files containing information about all weapons and objects in the game.
To create a theme, it's easiest to use DSLiero Theme Editor, which can be found on the official [http://dsliero.dennisvanzwieten.com/ DSLiero website].  
* For DSLiero, they are stored in the SD:/Data/DSLiero/Themes/ folder. Without a theme file (* .thm), you can only shoot explosion-trailed bazookas, so you might want to have at least one.
* To change theme, select Theme... in the Game Options menu, where to browse theme collection for the theme player wants to use.  
* To create a theme, it's easiest to use DSLiero Theme Editor, which can be found on the official [http://dsliero.dennisvanzwieten.com/ DSLiero website].  


===GFX===
===GFX===
These files contain all graphical data needed in the game. To create your own, or edit existing gfx, please download the 'DSLiero Sprite Converter' from http://dsliero.dennisvanzwieten.com and follow the included instructions.  
* These files contain all graphical data needed in the game.  
 
* To create your own, or edit existing gfx, please download the [http://dsliero.dennisvanzwieten.com DSLiero Sprite Converter] and follow the included instructions.
GFX files are stored in the SD:/Data/DSLiero/GFX/ folder as .pcx files. A built-in GFX editor may be included in future versions.
* GFX files are stored in the SD:/Data/DSLiero/GFX/ folder as .pcx files. A built-in GFX editor may be included in future versions.


===Levels===
===Levels===
Levels are saved on flashcard, or used directly after creating. On starting, the game creates a 'data/DSLiero/Levels' folder. The levels themselves will be 4-20k in size.  
* Levels are saved on flashcard, or used directly after creating.  
 
* On starting, the game creates a /data/DSLiero/Levels/ folder. The levels themselves will be 4-20k in size.  
A few levels will come packed with the game release.
* A few levels will come packed with the game release.
 
* It is also possible to load levels used in the original Liero game.  
It is also possible to load levels used in the original Liero game. To do this, copy the .lev files to the DSLiero level folder. Make sure the levels are 172kb in size, or they may not load correctly.  
** To do this, copy the .lev files to the DSLiero level folder. Make sure the levels are 172kb in size, or they may not load correctly.  
 
** Please note that the level saving algorithm has changed since last release.  
Please note that the level saving algorithm has changed since last release. Please run your levels through the 'Fix Level' option in the Level Editor menu to update your level.
** Please run your levels through the Fix Level option in the Level Editor menu to update your level.


===Level editors===
===Level editors===
Levels can be up to 9 screens big (max 3x3), and can use the following textures:  
Levels can be up to 9 screens big (max 3x3), and can use the following textures:  
:Dirt types: The standard destructible material
* '''Dirt types''' - The standard destructible material.
::Dirt: Default dirt color
** Dirt - Default dirt color.
::Green: Greenball color
** Green - Greenball color.
::Red: Blood color
** Red - Blood color.
::Shell: Shell color
** Shell - Shell color.
::Worm: Worm1 color
** Worm - Worm1 color.
:Rock types: Standard indestructible material
* '''Rock types''' - Standard indestructible material.
::Gray: Default rock color
** Gray - Default rock color.
:Eraser types
* '''Eraser types.'''
::Erase: Sets color to 0 (transparent)
** Erase - Sets color to 0 (transparent).
::Background: Background color
** Background - Background color.


Levels can also use any of the other colors in the palette, using the following types:
Levels can also use any of the other colors in the palette, using the following types:
:Dirt: Destructible
* Dirt - Destructible.
:BgDirt: Destructible, no worm collisions
* BgDirt - Destructible, no worm collisions.
:Rock: Indestructible
* Rock - Indestructible.
:Spec: Indestructible, no object collisions
* Spec - Indestructible, no object collisions.


To select a texture, hold either Left or the A button to bring up the texture selection, then tap a color.  
To select a texture, hold either Left or the A button to bring up the texture selection, then tap a color.  


To select a color, hold either Right or the Y button and tap a color.  
To select a color, hold either Right or the Y button and tap a color.  
To pick a color from the level, hold Up/Down/X/B and tap the level.
To pick a color from the level, hold Up/Down/X/B and tap the level.
Move the size slider on the right to change the brush size.
Move the size slider on the right to change the brush size.
Press Start to exit the level editor.
Press Start to exit the level editor.


Line 95: Line 100:
==Changelog==
==Changelog==
'''Updated 2012-02-19'''
'''Updated 2012-02-19'''
*Updated to new libnds (mostly fat-related)
* Updated to new libnds (mostly fat-related).
*Added icon
* Added icon.
*Added custom graphics support
* Added custom graphics support.
*Added options version check
* Added options version check.
*Added stats screen (hold select in-game)
* Added stats screen (hold select in-game).
*Added better keyboard for level saving
* Added better keyboard for level saving.
*Auto-load level and gfx on startup
* Auto-load level and gfx on startup.
*Made bullet/object AABB smaller
* Made bullet/object AABB smaller.
*Fixed team member bugs
* Fixed team member bugs.
*Changed flag/base colors
* Changed flag/base colors.
*Prevented weapon name overflow in weapon softbuttons
* Prevented weapon name overflow in weapon softbuttons.
*Changed message font (added lowercase)
* Changed message font (added lowercase).
*Changed menu structure
* Changed menu structure.
*Modified bg draw code
* Modified bg draw code:
:Removes 2px scrolling issue
** Removes 2px scrolling issue.
:Should be faster
** Should be faster.
*Prevented sprites outside visible space from being drawn
* Prevented sprites outside visible space from being drawn.
*Health bonus min value changed to 10%
* Health bonus min value changed to 10%.
*Removed 'Exit' option in menu
* Removed 'Exit' option in menu.
*Fixed several small bugs
* Fixed several small bugs:
:Initial bullet distance
** Initial bullet distance.
:Copy level on exit level editor
** Copy level on exit level editor.
:Weapons like Cannon and Hellraider fixed
** Weapons like Cannon and Hellraider fixed.


==Credits==
==Credits==
SchmendrickSchmuck: Coding
SchmendrickSchmuck: Coding.
 
Joosa Rikkinen: Original game & graphics


Using libnds
Joosa Rikkinen: Original game & graphics.


Using libnds.


[[Category:Homebrew applications]]
<br>
[[Category:DS homebrew games]]
[[Category:Homebrew platform games on DS]]

Revision as of 14:54, 10 June 2021

DSLIERO
File:Dsliero.jpg
General
Author(s)SchmendrickSchmuck
TypePlatform
Version19 Feburary 2012
LicenceMixed
Links
[Media:Dsliero.rar Download]
Website
Advertisements

<htmlet>adsense</htmlet>


DSLiero is a remake of the DOS game Liero for the Nintendo DS made by Schmendrick Schmuck (Dennis van Zwieten).

It was entered into the GBATemp Homebrew Bounty 2011.

Features

  • Gameplay nearly identical to original.
  • Built-in level editor.
  • All of the original weapons.
  • All of the original sounds.
  • Custom theme support.
  • Custom gfx support.
  • Fully customizable controls.
  • Stylus aiming.
  • Map display on top screen.

User guide

Gameplay

In Liero, two worms fight each other to death for score (or frags) using a choice of five weapons from a total of 40 in a two-dimensional map. Most of the terrain, except for indestructible rocks, may be dug or destroyed by explosions. In addition to the weaponry, each player has a ninja rope which can be used to move faster through the map. This grappling hook-like device substitutes for jetpacks and can even latch onto the enemy worm to drag him closer to his foe.

While playing, there are health power-ups to heal your worm. It is also possible to replace one of your five weapons by picking up bonuses. Before playing, you can select certain weapons to be available only in bonuses, in the entire game, or completely disabled.

Unlike most side-scrolling deathmatch games, the weapons in Liero have infinite ammo. Key factors of weapons include their reload rate and how fast they shoot, whereas in most other games of this type, key factors of weapons include how much ammo they sport and how frequently more ammo for that weapon can be found. Liero depends all on timing and swift maneuverability.

Game modes

  • Kill 'em All - Default deathmatch game.
  • Team DM - Team Deathmatch game.
  • CTF - Capture the flag game. Kill opponents to be able to capture flags.
  • Simple CTF - Capture the flag game without need to kill opponents first.
  • Game of Tag - When you're IT, a timer starts running. When this timer runs out, you're out of the game.

Themes

  • Themes are files containing information about all weapons and objects in the game.
  • For DSLiero, they are stored in the SD:/Data/DSLiero/Themes/ folder. Without a theme file (* .thm), you can only shoot explosion-trailed bazookas, so you might want to have at least one.
  • To change theme, select Theme... in the Game Options menu, where to browse theme collection for the theme player wants to use.
  • To create a theme, it's easiest to use DSLiero Theme Editor, which can be found on the official DSLiero website.

GFX

  • These files contain all graphical data needed in the game.
  • To create your own, or edit existing gfx, please download the DSLiero Sprite Converter and follow the included instructions.
  • GFX files are stored in the SD:/Data/DSLiero/GFX/ folder as .pcx files. A built-in GFX editor may be included in future versions.

Levels

  • Levels are saved on flashcard, or used directly after creating.
  • On starting, the game creates a /data/DSLiero/Levels/ folder. The levels themselves will be 4-20k in size.
  • A few levels will come packed with the game release.
  • It is also possible to load levels used in the original Liero game.
    • To do this, copy the .lev files to the DSLiero level folder. Make sure the levels are 172kb in size, or they may not load correctly.
    • Please note that the level saving algorithm has changed since last release.
    • Please run your levels through the Fix Level option in the Level Editor menu to update your level.

Level editors

Levels can be up to 9 screens big (max 3x3), and can use the following textures:

  • Dirt types - The standard destructible material.
    • Dirt - Default dirt color.
    • Green - Greenball color.
    • Red - Blood color.
    • Shell - Shell color.
    • Worm - Worm1 color.
  • Rock types - Standard indestructible material.
    • Gray - Default rock color.
  • Eraser types.
    • Erase - Sets color to 0 (transparent).
    • Background - Background color.

Levels can also use any of the other colors in the palette, using the following types:

  • Dirt - Destructible.
  • BgDirt - Destructible, no worm collisions.
  • Rock - Indestructible.
  • Spec - Indestructible, no object collisions.

To select a texture, hold either Left or the A button to bring up the texture selection, then tap a color.

To select a color, hold either Right or the Y button and tap a color.

To pick a color from the level, hold Up/Down/X/B and tap the level.

Move the size slider on the right to change the brush size.

Press Start to exit the level editor.

Known issues

Background scrolls horizontally at 2px steps on hardware.

Game may freeze after a CTF game match.

Some weapons may not have the correct behavior (Cannon: no delay between shots, Hellraider: no splinters, etc). This is due to the fact that atoi("10") sometimes returns 0 (?).

Changelog

Updated 2012-02-19

  • Updated to new libnds (mostly fat-related).
  • Added icon.
  • Added custom graphics support.
  • Added options version check.
  • Added stats screen (hold select in-game).
  • Added better keyboard for level saving.
  • Auto-load level and gfx on startup.
  • Made bullet/object AABB smaller.
  • Fixed team member bugs.
  • Changed flag/base colors.
  • Prevented weapon name overflow in weapon softbuttons.
  • Changed message font (added lowercase).
  • Changed menu structure.
  • Modified bg draw code:
    • Removes 2px scrolling issue.
    • Should be faster.
  • Prevented sprites outside visible space from being drawn.
  • Health bonus min value changed to 10%.
  • Removed 'Exit' option in menu.
  • Fixed several small bugs:
    • Initial bullet distance.
    • Copy level on exit level editor.
    • Weapons like Cannon and Hellraider fixed.

Credits

SchmendrickSchmuck: Coding.

Joosa Rikkinen: Original game & graphics.

Using libnds.


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