Friday, 19 November 2010

Quick Update

Not done a lot since my last post, but I decided to post this anyway. I have added medal announcements. When completing a medal instead of just showing a medal symbol, it will now display what medal has just been completed.

I have also allowed the inventory bag space to increase. It will start at 40 slots, but as you earn certain medals it will grow.

Anyway, just a small update. Cya!

Wednesday, 17 November 2010

Red Temple 1.5 (NDS Homebrew) More Progress

I have now added elemental type attacks such as cold, fire and poison. These types of damages are normally from the environment and enemy spell attacks. Here you can see a fire damaging attack.

Enemies that can now cast spells also have a mana bar, so you can see if standing near them is safe.

NOTE: I will be adding a toggle button to show/hide certain bars so the player can decide how much info is needed.

The next two screen shots show the attribute list screen and the updated bioscreen. Here you can view all the different types of attributes armour, weapons and charms can have. Note that some attribute are not good ones, such as Infection, Wornout, Cracked Armour etc. The bioscreen now allows you to flick to enemy listings.

I have also added some new medals to the game.

Well hope you enjoyed some of those! Anyway, Cya!

Monday, 15 November 2010

Red Temple 1.5 (NDS Homebrew) Progress

Here's a few more screenshots from Red Temple 1.5.

The first two screenshots show a new screen allowing you to see all the active attributes given from your current equipment.

There are currently 44 different types of equipment attributes. All of which can be viewed with a new menu 'Attribute List'.

The next screenshot is showing the newly added health bars. They show for all living entities. As you can see here the player and enemies both have bars. You may also notice the destructible doors at the bottom right also have health bar (destructible doors are new to 1.5).

I have also been adding new items and equipment every so often. I have currently implemented 208 items/equipment. Still quite a few things to finish before 1.5 will be released, but hopefully one day! I have made more progress than listed, but I don't want to mention everything!


Thursday, 14 October 2010

Red Temple 1.5 Continued

I decided to switch from fixed width text to variable width text (as you can see in the screenshots). I find it much easier to read, looks better too!

I have also changed recipes slightly.
Unknown = Completely new recipe - cannot see ingredients or result
"???????" = Recipe collected, but not made - can see ingredients but not the result
ResultName = Recipe has been used - can see ingredients and result of the mix


I have also added a new screen (not shown here) listing all the items and equipment in the game. Once you have held the item at least once, whether or not you keep it, you'll be able to view the details of the item here. On a side note the game is now featuring 116 items/equipment.

Anyway, now a texture bug has been fixed I can get back to adding some more stuff.

Friday, 10 September 2010

Red Temple 1.5 To Use 3D Engine

Reason I havn't made a post in a while is I have moved Red Temple to using the 3D engine. I havn't completed it all yet, but I have recently got text working, as well as the components and sprites. Here are 2 simple screenshots (not finished, no backgrounds done yet).

Once I've finished with the move to 3D I can continue with the content, such as equipment.

Anyway, Cya!

Monday, 19 July 2010

Red Temple 1.5 (NDS Homebrew)

I'm still making some changes for the GUI for now on Red Temple 1.5. Here some sreenshots:

The medal screen (as well as some others such as the tutorial screen) show a bar indicating the overall completion. As you can see 2 medals of 88 have been completed, as it progresses the green bar will fill. The medal screen also now has a progress bar showing the progress of individual medals displayed under its description.

Other screens will look different with the new GUI.

Red Temple 1.5 will also be able to have three save files. The new game buttons will become the saves as they are used. They can be deleted from the loading screen if you want to start over on a file.

At the moment I'm still on the medal screen stuff. After the layout I'm actually going to redesign the event system so medals only listen to the events they care about, this will reduce checking made each time an event is fired.

Anyway Cya!

Monday, 12 July 2010

More3D and Red Temple 1.5

I have been doing some more 3D. Mostly things that haven't changed the appearance. I will be designing the entity class and thinking of a way to store the model/texture data. Here's the latest screen shot.

I have also decided to add a few more things to Red Temple. So I will make a 1.5. One of those changes is the menu graphics. I will also be adding equipment. Equipment will allow a player to increase their stats and gain additional effects to help them. Another small change to note is I will be removing speed as a player attribute (all players will move the same), however the white powder will still increase movement speed. The new attribute will be damage. I will allow the players damage to be increased. There are more changes, but I wont list everything now. Here's some screen shots of the menus, old and new.

Nothing is final yet, just testing things out.

Anyway Cya!

Friday, 25 June 2010

Abit more 3D!

Decided to change the camera from a LookAt to a FirstPerson camera. I haven't uploaded the source code for the following screenshots yet, I'll do that later. Currently no collision, just the ability to move with D-PAD and aim with the stylus (like Metroid movement). Also double taping the screen makes it jump.

Here the screenshots.

Currently the textures are stretched so its looks a little pixelated ill sort that out later after I do a few more things I want to try first. The green box spins, could be a powerup/point etc.

The windows are transparent though probably hard to see from the pictures. I have been wondering how best to do windows. At the moment in these pictures I have the wall quad with a texture that blanks the centre, then I placed another quad at that position with a lower alpha and glass texture. This method has problems though, but benefits from a lower poly count.

Anyway, more for me to check out, cya!

Saturday, 19 June 2010

More 3D

I've been messing around with more 3D. Some screenshots below, I've also updated the Demo3D link to the right including all source code.

Saturday, 12 June 2010

Looking at 3D

I decided to look at some 3D. I've currently been following the nehe tutorials that come with the DevkitPro. For the bullethell I looked at Relminator's source.

At the moment I'm trying to find out how to best manage the textures and palettes. The built function from libnds (from what I can tell) want you to load most textures and palettes at the start where I want to be able to load and unload textures whenever needed. Maybe they're in there and I just need another look, if not I'll have to write some for myself.

Wednesday, 9 June 2010

Red Temple 1.4 Finished

I have finished Red Temple 1.4 and is available at the right under Downloads or here.

Here some some screenshots.

Hope you enjoy, Cya!

Monday, 7 June 2010

Small Info

 Hi, decided to give you a little information.

Level break down:
40 Storymode levels (31 currently made)
5 Timeattacks (2 currently made)
5 Survivals (5 currently made)
24 Tutorials (24 currently made)
1 House (1 currently made)

This gives a total of 75 levels for the game.

Current medals in the game: 76. I not sure whether I'll add more yet.

Also for anyone wondering what the "All Map Fish Totem" star is from last posts screenshot - All levels have 3 hidden items, the map, totem and fish. The level select screen will show you which you have collected for each level. You don't need them to continue, but achieving the medal will reward you.

Anyway, cya :)

Monday, 24 May 2010

Closer and Closer

First I just want to say with 1.4 getting close don't bother downloading 1.3. 1.4 has many more improvements and 1.3 might put you off 1.4 :)

Here's 2 screen shots of the main menu.

There's still a fair bit to do, but I'm getting closer to finishing it off!

Anyway, Bye!

Thursday, 13 May 2010


I know there hasn't been many posts, but there has been progress. I've been working away at some changes to the game play. I've added a new secondary screen allowing for stylus access of items. I'll give a full list of changes when I release 1.4.

I've recently decided to start merging the menus with the game play. To do this I will need a few more screens, one of which is the level select. Below you can see some screen shots of it.

From this screen you can also check what characters you have completed each level with (last screen shot).

Anyway, hopefully at some point I'll get this 1.4 finished up!

Cya! :)

Saturday, 27 February 2010

Progress on Red Temple 1.4

Finished with the map editors export and now moving onto the games ability to decode the data exported. Red Temple 1.4 will also allow for differently sized maps. 1.1 was 16x12 fixed no scrolling, 1.3 was 50x20 fixed scrolling. 1.4 will feature different sizes for different levels, the minimum size will be 16x12 to a maximum of what ever it can handle memory wise. (Probably wont be much bigger than 50x50 or so, since anything bigger might make levels boring).

Anyway, still not much to see in the way of visuals. I have started to draw some of the upper screens (such as the shop owner) but nothing to show just yet.


Wednesday, 24 February 2010

No Viewable Updates

The reason I havn't made a post in a while is because I was working on my map editor. Currently programming the Export feature, which will create the levels, graphics, etc...

Once I've got the map editor working I can begin re-coding my CLevelManager. The reason I'm making changes is because there are new features to the gameplay I want to add.

Anyway Cya for now :)

Monday, 15 February 2010

Recipe Screen (NDS Development)

Another small update really. I've just finished the recipe screen allowing for players to view what they have already mixed.

I also changed the graphics on the title frame for all previous screens.
Anyway Cya :)

Sunday, 14 February 2010

Another Small Update

Not done much worthy of showing really. Here's a tiny teeny modification to the medal screen. An image will indicate medals with rewards still uncollected.

Anyway Cya!

Friday, 12 February 2010

Small Update

Just a tiny update. I Decided to slightly change the New Game screen by adding bars to show the characters health, armour and speed.

Can always change the colours later :p

Thursday, 11 February 2010

Programming the bar

I decided to go ahead with the experience bar on the stats screen. I decided to create a bar class which will allow me to easily create bars later, for things such as health bars. Early versions (Red Temple 1.3 health bar) had a very basic bar technique (it jump in blocks of 8), but now is much more accurate. Here are some screenshots.

Cya :)