Hi all,
Over the last 10 years, I have been building homebrew tools that allow game making on the Nintendo DS. I have a sprite / tiles editor, a multi-sprites animation tool, a two-layers level editor, a game engine and a upload/download/test/launch editor tool dubbed 'runME'. all open-source in C++.
- - -
I've got a couple of demonstration game done (well, one done and one almost done)
But what (imho) is interesting is that changing the games rule, down to any object behaviour, doesn't require tweaking C++ code. Levels and monsters behaviours are defined through simpler script chaining small control rules to define behaviour in one "state" and then giving conditions to switch states. Earlier this year, I started a github fork of the engine focusing on tutorials.
Please let me know whether there are aspects of game development with dsgametools you'd be curious to read about
Over the last 10 years, I have been building homebrew tools that allow game making on the Nintendo DS. I have a sprite / tiles editor, a multi-sprites animation tool, a two-layers level editor, a game engine and a upload/download/test/launch editor tool dubbed 'runME'. all open-source in C++.
- - -
I've got a couple of demonstration game done (well, one done and one almost done)
But what (imho) is interesting is that changing the games rule, down to any object behaviour, doesn't require tweaking C++ code. Levels and monsters behaviours are defined through simpler script chaining small control rules to define behaviour in one "state" and then giving conditions to switch states. Earlier this year, I started a github fork of the engine focusing on tutorials.
Please let me know whether there are aspects of game development with dsgametools you'd be curious to read about