Icarus Adventure System: Difference between revisions

From GameBrew
(Created page with "{{Infobox homebrew | title = Icarus Adventure System | image = File:Icarusadventureds.jpg | type = Game Engine | version = 1.1c | licence = Mixe...")
 
No edit summary
Line 21: Line 21:
==User guide==
==User guide==
The functions are as following:
The functions are as following:
 
:Images of funds localities in JPEG and 16-bit color without conversion.
Images of funds localities in JPEG and 16-bit color without conversion.
:Ability to include overlapping animations the site (with or without transparency), whether characters talking, explosions, buttons, levers ... also 16 bit color.
 
:Inventory player objects until objects capacity 5. Each object is represented by a 32x32 icon.
Ability to include overlapping animations the site (with or without transparency), whether characters talking, explosions, buttons, levers ... also 16 bit color.
:Possibility to include a detailed picture full screen of each object.
 
:Up to 3 objects by location, directly collectable by the player.
Inventory player objects until objects capacity 5. Each object is represented by a 32x32 icon.
:Up to 240 different locations for adventure (map).
 
:Up to 8 simultaneous animations on the screen for each locality.
Possibility to include a detailed picture full screen of each object.
:Ability to define active areas in each locality. These are areas that touch may be assigned different functions.
 
:Music format. MOD introductory background, starting or end at any time to play the game.
Up to 3 objects by location, directly collectable by the player.
:Format sound effects. RAW (actually converts MP3 or WAV files with the program Switch).
 
:Creation, by the player, combined actions with three elements: ACTION + OBJECT + ACTION DESTINATION (eg using rope knife, attacking enemy, destroy door with an ax, spring play, open green door). All these types of actions can be performed using three tactile switches.
Up to 240 different locations for adventure (map).
:Console text on the top screen to display messages to the player. In the console also appear automatic messages the system itself.
 
:Ability to present messages to the player on both screens.
Up to 8 simultaneous animations on the screen for each locality.
:Dialogues creation system, with lower frame for text that appears and disappears automatically.
 
:All graphics, icons, and sounds are modifiable to customize them according to the theme and the aesthetic of the game (although that's what you have to do).
Ability to define active areas in each locality. These are areas that touch may be assigned different functions.
:For the "Interface" unused player dropdown menus or anything like that during the course of the game, everything is always accessible at the same time on the touch screen.
 
:Choosing predefined set of responses or actions. The player can choose from several options that we offer (ideal to choose paths, answers in dialogues, actions to take, etc..).
Music format. MOD introductory background, starting or end at any time to play the game.
:Markers health, money, points or markers configurable.
 
:Save and retrieve game at any time of the adventure.
Format sound effects. RAW (actually converts MP3 or WAV files with the program Switch).
:Font character with full support Spanish and Catalan.
 
:Ability to perform the initial presentation of the adventure with image sequences on the two screens.
Creation, by the player, combined actions with three elements: ACTION + OBJECT + ACTION DESTINATION (eg using rope knife, attacking enemy, destroy door with an ax, spring play, open green door). All these types of actions can be performed using three tactile switches.
:Presentation of error messages in the Nintendo DS itself if we have not done something correctly during the development of our adventure.
 
:All development of the adventure game can be tested in the PC using the NO $ GBA emulator for Nintendo DS.
Console text on the top screen to display messages to the player. In the console also appear automatic messages the system itself.
:No need to have installed on your PC any C compiler to generate the ROM containing the game created.
 
:Creating type ROM files. Nds,. Sc.nds and. Ds.gba to use in different types of Nintendo DS flash cartridges.
Ability to present messages to the player on both screens.
:Created games can work both Slot 1 and Slot 2 of the Nintendo DS.
 
Dialogues creation system, with lower frame for text that appears and disappears automatically.
 
All graphics, icons, and sounds are modifiable to customize them according to the theme and the aesthetic of the game (although that's what you have to do).
 
For the "Interface" unused player dropdown menus or anything like that during the course of the game, everything is always accessible at the same time on the touch screen.
 
Choosing predefined set of responses or actions. The player can choose from several options that we offer (ideal to choose paths, answers in dialogues, actions to take, etc..).
 
Markers health, money, points or markers configurable.
 
Save and retrieve game at any time of the adventure.
 
Font character with full support Spanish and Catalan.
 
Ability to perform the initial presentation of the adventure with image sequences on the two screens.
 
Presentation of error messages in the Nintendo DS itself if we have not done something correctly during the development of our adventure.
 
All development of the adventure game can be tested in the PC using the NO $ GBA emulator for Nintendo DS.
 
No need to have installed on your PC any C compiler to generate the ROM containing the game created.
 
Creating type ROM files. Nds,. Sc.nds and. Ds.gba to use in different types of Nintendo DS flash cartridges.
 
Created games can work both Slot 1 and Slot 2 of the Nintendo DS.


[[File:Icarusadventureds2.jpg]] [[File:Icarusadventureds3.jpg]]
[[File:Icarusadventureds2.jpg]] [[File:Icarusadventureds3.jpg]]

Revision as of 01:03, 6 November 2012

Icarus Adventure System
File:Icarusadventureds.jpg
General
Author(s)Jordi Pérez
TypeGame Engine
Version1.1c
LicenceMixed
Links
[Media:Icarusadventuresystem11cds.rar Download]
Website
Advertisements

<htmlet>adsense</htmlet>


An application providing resources to develop and design own graphical adventure games for the Nintendo DS portable console.

The main tool that can be found is the free program 'Icarus Adventure System' that you do not have to know to create games.

Icarus Adventure System' lets user create entire adventure compacted into a single file ROMs. NDS ready for transfer to DS or for sharing over the Internet.

It is available in multi-language.

User guide

The functions are as following:

Images of funds localities in JPEG and 16-bit color without conversion.
Ability to include overlapping animations the site (with or without transparency), whether characters talking, explosions, buttons, levers ... also 16 bit color.
Inventory player objects until objects capacity 5. Each object is represented by a 32x32 icon.
Possibility to include a detailed picture full screen of each object.
Up to 3 objects by location, directly collectable by the player.
Up to 240 different locations for adventure (map).
Up to 8 simultaneous animations on the screen for each locality.
Ability to define active areas in each locality. These are areas that touch may be assigned different functions.
Music format. MOD introductory background, starting or end at any time to play the game.
Format sound effects. RAW (actually converts MP3 or WAV files with the program Switch).
Creation, by the player, combined actions with three elements: ACTION + OBJECT + ACTION DESTINATION (eg using rope knife, attacking enemy, destroy door with an ax, spring play, open green door). All these types of actions can be performed using three tactile switches.
Console text on the top screen to display messages to the player. In the console also appear automatic messages the system itself.
Ability to present messages to the player on both screens.
Dialogues creation system, with lower frame for text that appears and disappears automatically.
All graphics, icons, and sounds are modifiable to customize them according to the theme and the aesthetic of the game (although that's what you have to do).
For the "Interface" unused player dropdown menus or anything like that during the course of the game, everything is always accessible at the same time on the touch screen.
Choosing predefined set of responses or actions. The player can choose from several options that we offer (ideal to choose paths, answers in dialogues, actions to take, etc..).
Markers health, money, points or markers configurable.
Save and retrieve game at any time of the adventure.
Font character with full support Spanish and Catalan.
Ability to perform the initial presentation of the adventure with image sequences on the two screens.
Presentation of error messages in the Nintendo DS itself if we have not done something correctly during the development of our adventure.
All development of the adventure game can be tested in the PC using the NO $ GBA emulator for Nintendo DS.
No need to have installed on your PC any C compiler to generate the ROM containing the game created.
Creating type ROM files. Nds,. Sc.nds and. Ds.gba to use in different types of Nintendo DS flash cartridges.
Created games can work both Slot 1 and Slot 2 of the Nintendo DS.

File:Icarusadventureds2.jpg File:Icarusadventureds3.jpg

Requirements for Hardware and Software

1 GHz PC with Microsoft Windows 2000/XP/Vista, 1 GByte of RAM, 50 Mbytes of hard disk.

Graphic Converter PAGfx (included with "Icarus Adventure System").

Program PAFS to compact files. NDS (included with "Icarus Adventure System").

Text EditorconTEXT or similar.

Audio converter Switch.

Audio Editor ModPlug Tracker.

Graphic Editor Adobe Photoshop, Gimp or similar ("Gimp" is Freeware).

Viewer / converter chart XnView or similar.

Nintendo DS Emulator NO$GBA.

A Nintendo DS or Nintendo DS Lite.

A Flash cartridge for Slot 1 or Slot 2 for Nintendo DS or Nintendo DS Lite.

Advertising: