Flux: Difference between revisions

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| title      = Flux
| title      = Flux
| image      = [[File:Fluxds.jpg]]
| image      = [[File:Fluxds.jpg]]
| type        = Puzzle
| type        = Puzzle Action
| version    = August2005
| version    = August 2005
| licence    = Mixed
| licence    = Mixed
| author      = rize
| author      = rize
| website    = http://www.endloopstudios.com/flux/
| website    = https://web.archive.org/web/20060206045047/http://www.endloopstudios.com/flux/
| download    = Media:Fluxds.rar
| download    = Media:Fluxds.rar
| source      =  
| source      =  
}}
}}


Flux is an action-puzzle game for Nintendo DS of the falling block variety. It is more like Tetris, but not Polarium. It is intended to be played with the stylus in one hand, and the other hand on the D-pad or face buttons. With each level, the minimum chain length inreases as does the speed and complexity of the blocks.
Flux is an action puzzle game for Nintendo DS of the falling block variety. It is more like Tetris, but not Polarium. It is intended to be played with the Stylus in one hand, and the other hand on the D-Pad or face buttons. With each level, the minimum chain length inreases as does the speed and complexity of the blocks.


This version of Flux was released for the NeoFlash Coding Competition 2005.
This version of Flux was released for the [https://www.neoflash.com/forum/index.php?topic=588.0 NEO Coding Competition 2005].


==Objectives==
==User guide==
Create colored chains above the minimum length so that they may be destroyed with the stylus thereby reducing the stack of tiles.   
The objective is to create colored chains above the minimum length so that they may be destroyed with the Stylus thereby reducing the stack of tiles.   


==User guide==
Place the falling blocks so that tiles of the same color are aligned. When you create a chain that meets or exceeds the minimum chain length, the tiles become volatile. Destroy such chains at any time by tapping them with the stylus.
Place the falling blocks so that tiles of the same color are aligned. When you create a "chain" that meets or exceeds the minimum chain length, the tiles become volatile. Destroy such chains at any time by tapping them with the stylus.


Every 50 tiles cleared increases the level. The speed and complexity of the blocks increases a little, but most of all the chain length increases by one per level.   
Every 50 tiles cleared increases the level. The speed and complexity of the blocks increases a little, but most of all the chain length increases by one per level.   


'''Scoring:''' The longer a chain is when it is destroyed, the more points you'll get for each tile cleared. More point are awarded per tile, per level as well.
'''Scoring:'''
* The longer a chain is when it is destroyed, the more points you'll get for each tile cleared.  
* More point are awarded per tile, per level as well.


'''Death:''' When the playing field is filled up, any chained blocks will automatically be destroyed (no points for these). If this does not clear enough room for the next block, the game ends. Tap the screen to begin again.
'''Death:'''  
* When the playing field is filled up, any chained blocks will automatically be destroyed (no points for these).  
* If this does not clear enough room for the next block, the game ends. Tap the screen to begin again.


'''Music:''' the ds.gba version contains 3 songs. Hit start and tap the word "music" while playing to cycle through the songs. The first two songs are rather eccentric chip tunes an the last is silence. Or you may be able to include music of your own.
'''Music:'''  
* The ds.gba version contains 3 songs. Hit start and tap the word music while playing to cycle through the songs.  
* The first two songs are rather eccentric chip tunes an the last is silence. Or you may be able to include music of your own.


'''Quit:''' tap the word "quit" in the pause menu to return to the title screen. The hi score will not be lost until the unit is powered off.
'''Quit:'''  
* Tap the word Quit in the pause menu to return to the title screen. The hi-score will not be lost until the unit is powered off.


===Customize music===   
===Customize music===   
Details about using gbfs can be found [http://www.double.co.nz/nintendo_ds/nds_develop6.html here].
If you are technically proficient, you can add your own music to the game using the following steps (details about using gbfs can be found [http://www.double.co.nz/nintendo_ds/nds_develop6.html here]):
* Acquire tools that come with gbfs (gameboy file system) and [http://www.devkitpro.org libnds].
* Use dsbuild to convert the .nds that you download here to a ds.gba.
* Use padbin with the parameter 256 to prepare the binary for the file system.
* Use gbfs to create a .gbfs file with songs in it (see below).
* Use cat to concatenate the padded binary with the .gbfs file containing your music.
* Run the new ds.gba file.


#Acquire tools that come with gbfs(gameboy file system) and [http://www.devkitpro.org libnds].
'''Note:''' The music format must MONO .wav. It can be 8 or 16 bit but must be signed PCM. The full .wav header must be in place. Each individual music file must be no more than 3.25 MB (includes the header). Use this feature at your own risk.  
#Use dsbuild to convert the .nds that you download here to a ds.gba.
#Use padbin with the parameter 256 to prepare the binary for the file system
#Use gbfs to create a .gbfs file with songs in it (SEE BELOW)
#Use cat to concatenate the padded binary with the .gbfs file containing your music.


'''NOTE:''' the music format MUST MONO .wav. It can be 8 or 16 bit but must be SIGNED PCM.  The full .wav header must be in place. Each individual music file must be no more than 3.25 MB (includes the header). Use this feature at your own risk.
==Controls==
'''Basics:'''


==Controls==
===Basic===
Primary controls for right-handed.
Primary controls for right-handed.


D-pad - move active block
D-Pad - move active block
 
L - Rotate the block left


L - rotate the block left
Stylus - Tap chains of blocks to destroy them


Stylus - tap "chains" of blocks to destroy them
Start - Pause, Menu


Start - pauses, menu
'''Additional:'''


===Additional===
Left handed controls are mostly copied onto the right side of the unit.
Left handed controls are mostly copied onto the right side of the unit.


Up - rotate the block right
Up - Rotate the block right


R - rotates right
R - Rotates right


X - rotates left
X - Rotates left


==Compatibility==
==Compatibility==
Line 71: Line 79:
Sean McDonald for various art assets and Jake Kaufman (aka virt).
Sean McDonald for various art assets and Jake Kaufman (aka virt).


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

Revision as of 03:38, 17 June 2021

Flux
File:Fluxds.jpg
General
Author(s)rize
TypePuzzle Action
VersionAugust 2005
LicenceMixed
Links
[Media:Fluxds.rar Download]
Website
Advertisements

<htmlet>adsense</htmlet>


Flux is an action puzzle game for Nintendo DS of the falling block variety. It is more like Tetris, but not Polarium. It is intended to be played with the Stylus in one hand, and the other hand on the D-Pad or face buttons. With each level, the minimum chain length inreases as does the speed and complexity of the blocks.

This version of Flux was released for the NEO Coding Competition 2005.

User guide

The objective is to create colored chains above the minimum length so that they may be destroyed with the Stylus thereby reducing the stack of tiles.

Place the falling blocks so that tiles of the same color are aligned. When you create a chain that meets or exceeds the minimum chain length, the tiles become volatile. Destroy such chains at any time by tapping them with the stylus.

Every 50 tiles cleared increases the level. The speed and complexity of the blocks increases a little, but most of all the chain length increases by one per level.

Scoring:

  • The longer a chain is when it is destroyed, the more points you'll get for each tile cleared.
  • More point are awarded per tile, per level as well.

Death:

  • When the playing field is filled up, any chained blocks will automatically be destroyed (no points for these).
  • If this does not clear enough room for the next block, the game ends. Tap the screen to begin again.

Music:

  • The ds.gba version contains 3 songs. Hit start and tap the word music while playing to cycle through the songs.
  • The first two songs are rather eccentric chip tunes an the last is silence. Or you may be able to include music of your own.

Quit:

  • Tap the word Quit in the pause menu to return to the title screen. The hi-score will not be lost until the unit is powered off.

Customize music

If you are technically proficient, you can add your own music to the game using the following steps (details about using gbfs can be found here):

  • Acquire tools that come with gbfs (gameboy file system) and libnds.
  • Use dsbuild to convert the .nds that you download here to a ds.gba.
  • Use padbin with the parameter 256 to prepare the binary for the file system.
  • Use gbfs to create a .gbfs file with songs in it (see below).
  • Use cat to concatenate the padded binary with the .gbfs file containing your music.
  • Run the new ds.gba file.

Note: The music format must MONO .wav. It can be 8 or 16 bit but must be signed PCM. The full .wav header must be in place. Each individual music file must be no more than 3.25 MB (includes the header). Use this feature at your own risk.

Controls

Basics:

Primary controls for right-handed.

D-Pad - move active block

L - Rotate the block left

Stylus - Tap chains of blocks to destroy them

Start - Pause, Menu

Additional:

Left handed controls are mostly copied onto the right side of the unit.

Up - Rotate the block right

R - Rotates right

X - Rotates left

Compatibility

Currently runs only on the actual hardware. The plain .nds file has no music file and so is wifi capable. The ds.gba has three songs and so is significantly larger and must be run from a flash cart.

Credits

Dsdev crew at gbadev.org, everyone working on devkitpro.

Sean McDonald for various art assets and Jake Kaufman (aka virt).


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