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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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January 1st, 2008, 17:35 Posted By: wraggster
News/release from Unkwar:
Hello,
I just give you a little game conducted between 2 evenings watered during this tough period which is the end of the year: A set of Battleboats
How to play:
In stylus ...
Done:
The game 1 player with 3 modes of difficulty, music, automatic positioning of boats ...
To do:
Manual positioning of vessels
Multiplayer modes
Possibly a way to test how wi-fi program the thing ...
Voila, I hope it entertain you, if you have any ideas for improvement, they are welcome.
I have not yet been able to test it on DS so if ever you find a bug please let me know.
PS: Sorry for the interface really ugly but good, I am really sous-doué Graphic ...
PS2: The bug his departure under my version of NO $ GBA but apriori everything going well on DS.
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January 1st, 2008, 17:23 Posted By: wraggster
Kyoufu Kawa has released a rather nice looking Pokemon RPG type game for the GBA (NDS) heres the last info from this release:
Open
• Running speed is equal to walking
• Frame's not right after startup — might be strange SRAM contents.
• Type (dis)advantages are screwy
Open and understood, but not yet fixed
• Paralysis is applied after fainting — just that. Paralysis should check for fainted status.
• Help system doesn't set all things, so the cursor might be outside of the screen or the whole thing's a little darker.
Unconfirmed resolved
• Writes in mirrored or invalid VRAM areas
Resolved with a cheap trick
• Game freezes just before Cearn battle — somehow, the dialogue box statemachine doesn't like very long strings. "Fixed" by cutting Cearn's lines in half.
Resolved
• Things on the map sometimes use the wrong sprite — randomizer gave weird results, fixed by using unsigned int
• Characters can move into the same spot when both are moving at the same time — because the sprite collission checker should test the tile being walked to. Thanks to tepples for suggesting this.
• When spotted by a trainer to the right, the player uses a "zapped" sprite instead of looking right — facing = ( facing + 2 ) % 4.
• Helping Hand — most enemy moves are now checked for sensibility.
• Growl, Tail Whip et al affect user
• Potions heal above max HP — thanks, Cearn!
Not bugs at all
• No Poké Balls to catch with — try pressing Right in the inventory screen.
• No weather effects — only fog is implemented, and has no effect on battle.
• No sound — sound has been left out of the demo to cut download size. Also, the engine used is illegal.
• Levelling up goes really fast — done on purpose. You get triple experience for demonstration purposes.
• Backpics do not use chosen colors — now fixed.
• Conversion failed — effect missing. Conversion is just one of them. Missing effects auto-fail.
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January 1st, 2008, 17:19 Posted By: wraggster
Agentq has released an updated version of ScummVM for the Nintendo DS, heres whats new:
Hi Everyone,
Here is a second beta version of the 0.11.0 release of ScummVM DS. It needs lots of testing, since there are so many games that I don't have time to do much of it myself. So please download it. Please post, even it it works fine!
The new scaler makes text a lot more readable, at the expense of some slowdown in some of the newer games.
New function keys should make all the AGI games playable.
This is a beta release, therefore there are not full instructions. This is designed for those who already know how to use ScummVM DS. Full instructions for the older version 0.10.0 are provided on the ScummVM DS website. Please refer to these instructions, as this beta works in mostly the same way.
Also, I have been told that the same code which runs Day of the Tentacle and Sam & Max can also run some of the earlier HE games, so I have added these to the list below. They seem to work fine. Please test them too!
Changes
Beta2
- Future Wars and Gobliiins now work again
- Swapping the screens while the software scaler is enabled no longer causes odd effects
Beta1
- New games supported: Elvira 1 and 2, Waxworks (Amiga version)
- Software scaler for improved image quality. Turn it on using the DS options screen (press select during the game). Thanks to Tramboi and Robin Watts for this feature!
- Function keys added to virtual keyboard (used in AGI games)
- Plenty of bug fixes
Supported Games
Build A:
Manic Mansion
Zak McKracken and the Alien Mindbenders
Indiana Jones and the Last Crusade
Loom
Passport to Adventure
The Secret of Monkey Island
Monkey Island 2: LeChuck's Revenge
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
Bear Stormin' (DOS version only)
Fatty Bear's Birthday Surprise (DOS version only)
Fatty Bear's Fun Pack (DOS version only)
Putt-Putt's Fun Pack (DOS version only)
Putt-Putt Goes to the Moon (DOS version only)
Putt-Putt Joins the Parade (DOS version only)
Build B:
Beneath a Steel Sky
Flight of the Amazon Queen
Build C:
Simon the Sorcerer 1/2
Elvira 1/2
Build D:
Sierra AGI games
Gobliiins 1 - 3
Bargon Attack
Ween: The Prophecy
Future Wars
Build E:
Inherit the Earth
Build F:
The Legend of Kyrandia
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January 1st, 2008, 12:57 Posted By: wraggster
GP2x Store have let me know they only have a few flash carts left, heres the listing of price changes:
DS-X 4Gb Flash Cart
Offering a SINGLE unified solution which allows you to do the unthinkable and...
$94.99 Sale Price: $74.99
Supercard Lite Micro SD
Supercard Lite is a miniature mobile NDSL file Manager and Bakup device. To...
$54.99 Sale Price: $34.99
SuperCard DS One
As the first extra flash memory game cartridge, SuperCard team has been...
$54.99 Sale Price: $32.99
SuperCard SD Slot 2
SuperCard SD is a miniature mobile GBA(SP)/NDS/NDSL file Manager and Bakup...
$44.99 Sale Price: $24.99
Supercard Lite Rumble Micro SD
The Supercard Rumble uses a Micro SD and features a rumble system which can...
$34.99 Sale Price: $23.99
Get them while they are hot because once they are gone they are GONE, GP2x Store come very highly recommended not only by DCEmu but by many other big emu/homebrew sites.
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January 1st, 2008, 02:14 Posted By: wraggster
News from Neoflash:
MK5 8G/16G GIGA cart upgrade core V1.45 + 2.54 XMenu [01-01-2008]
* fixed FF4 bug
* fixed some DLDI bugs
download: MK5 8G/16G GIGA cart upgrade core V1.45 + 2.54 XMenu [01-01-2008]
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January 1st, 2008, 02:10 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
December 31, 2007
Version 1.15a Released.
Yes, already. Fixed a map rendering bug in graphics mode caused by wall tile substitution in the NetHack core (this was evident when going from the regular dungeons to Sokoban, where the wall colours are supposed to change, but didn't).
Version 1.15 Released.
Added the CHORDKEYS configuration option, which allows the user to define which keys may be used in combination of others for the purpose of key binding.
Removed triggermode (yes, after just two versions), in lieu of CHORDKEYS.
Display help for key bindings if a chord key is pressed.
Changed extended command input to use a menu, rather than the virtual keyboard.
Added the ability to bind keys for toggling boolean options (eg, holdmode, hpmon, etc).
Added "Show Keys" command, which pops up a window listing the current key bindings.
Added hilite_pet support.
Added new option "keyrepeat", which controls whether or not keys repeat in the game (default on). Doesn't affect menus, command window, etc.
Now, you may ask, "why did you remove triggermode?!?". Well the answer is simple: CHORDKEYS allows the same functionality, only moar betar! Specifically, if you set CHORDKEYS as follows:
CHORDKEYS=up,down,left,right,rYou can then bind Up+B to Up, Up+Right+B to Up-Right, Right+B to Right, and so on. And this happens to be identical to triggermode. BUT, it also allows one to bind Up+X, Up+Y, and so forth, which is basically triggermode on steriods (and allows one to duplicate other key arrangements, such as that found in DSCrawl).
But note! If you change CHORDKEYS, your keybindings are reset! This is necessary, as there's no clean way to migrate an old keyset forward if the CHORDKEYS setting changes.
And yes, this modification is backward compatible with the old keybinding file, so your settings won't be lost (again, unless you change CHORDKEYS).
Lastly, in CHORDKEYS, the free shoulder button is always "r", whether or not lefthanded mode is enabled. Call me lazy...
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January 1st, 2008, 02:03 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:
* Your armour now longers glows $B1, but instead the correct colour.
* Scrolls of remove curse and enchant weapon are no longer scrolls of crash the game. Not only are they fixed in particular, but the underlying problem has some sanity tests so errors like this in the future should just result in bad grammer.
* Can now load bitmaps that are taller than necessary as custom tilesets. This ensures that we will have forward compatibility with larger tilesets of the future.
* Maces and clubs are made slightly more powerful, giving them the same average damage as their corresponding edged weapons: shortswords and longswords.
* Thrown knives to hit bonus raised slightly so they can be more equivalent to thrown daggers.
* While spears are meant for throwing, for a two handed weapon to have the same attack as a one handed longsword is embarrassing. They have been slightly powered.
* "..looks like your funeral" style messages now have ". " after it.
* Creatures casting force bolt will no longer target themselves.
* Fix rare case where you could start the game standing on another creature.
* When you are fetched by another creature, the map will scroll and FOV update immediately.
* Correctly save RNG state when building monsters inside of rooms, this ensures if populateRoom is invoked early in the map building it doesn't change the RNG seed for the rest of the map. This saves about 300 bytes per level for saved games for many map types.
* Climbing back up the stairs after winning the game will not trigger the win message again. (Clare Boothby)
* Changing levels will not display the new level as black if a long message requires your input prior to the full level change.
* Description text is given for lava, water, acid pools so those who first encounter them can e'x'amine them before jumping in.
* Unchanging prevents turning into a lich or ghast.
* Creatures with unchanging will no longer be tamed by Bind Soul.
* New level honouring ><0|V|. This is an optional level reached via a dimensional portal on level 20.
* If a creature teleported onto a trap that killed it, the game could crash. This has been fixed.
* If a creature is killed by zapping its own wand, there is no longer out of bound reads when determining if the wand should be ided.
* Stress test mode is accessible without needing a custom buld in a similar manner as Wizard mode.
Leech the right version:
Gameboy Advance [382k].
Nintendo DS [735k].
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January 1st, 2008, 01:57 Posted By: wraggster
Sephiroth_FF7 has released a new version of his rather cool looking Ghostbusters game for the Nintendo DS.
Adding the fight against Grozer
The keys on the keyboard are still more red
- Opportunities to cancel purchases of objects
- The ghosts can be caught on the end of the journey
- The ghosts are no longer paralyzed when they are affected by emanations
- Fixed a bug on the bank accounts
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January 1st, 2008, 01:46 Posted By: wraggster
METALVOTZE has released a new Adult game for the GBA/NDS
Cant give any more details and make sure your over 18 before downloading it.
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December 31st, 2007, 18:34 Posted By: wraggster
The Wii was the only system getting any love at retail this week, but the six suspicious titles being released make that kind of a mixed blessing. That exact same phrase can be applied to this week's Virtual Console titles. Don't you love it when a plan comes together?
Bubble Bobble (NES, 1-2 players, 500 Wii Points): Talk about games that need a 3D update, Bubble Bobble is it. Imagine a game just like Lair, except all of the dragons shoot bubbles and collect produce. Oh ... and it's fun to play.
Light Crusader (Genesis, 1 player, 800 Wii Points): When you sell fish to cats in today's games, you probably start wondering where that now seemingly ubiquitous gameplay feature got its start. The answer? Right here, in this Treasure-developed isometric action RPG. Check the video at 4:40 for history in the making.
Top Hunter (NeoGeo, 1-2 players, 900 Wii Points): The video that we saw of this odd game seems sort of Metal Slug-esque, except the lead character's fists are really stretchy. Yeah, we don't get it either.
http://www.joystiq.com/2007/12/31/bu...irtual-consol/
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December 31st, 2007, 13:57 Posted By: wraggster
New release for DS from chatterbug89
Well, I finally finished my entry for the Drunken Coders Christmas compo. If any of the maintainers of the contest have a problem with me posting my entry publically now, please let me know (My entry has already been submitted and I just wanted to release my game in December...since..it is a Christmas game).
For the game, you use your stylus to move an elf around the screen, collect ornaments, and shoot at enemies. This game was made specifically for the Christmas compo, so it is very christmasy. :-)
As for online scoring, scores can be submited on the Nintendo DS to an online score board. You can view the online score board on your DS or in your web browser at http://www.cybernetresources.com/evil_santa_attacks/ .
For my hyped up information page (I like writing hyped up information pages :-P), you can check out http://www.cybernetresources.com/evi...acks/info.html (which also includes download links at the bottom).
Ramblings (you won't miss much if you don't read this)
I had a lot of fun making this and I learned a ton of new things. I suppose I could have spent two more days adding more to it, but I decided to enjoy the rest of my vacation doing nothing along with my neglected homework.
I probably spent way too much time on the online scoring system and user interface than I should have. That includes the fancy web-pages I did also. So, PLEASE use the online high score system if you play the game...it will make me happy, because I put a nice amount of effort into it. :-P
I suppose that's it then. Enjoy the game everyone and Merry Christmas!
P.S. if anyone in charge of the drunken coders contest has any problem with my game that would dis-qualify it (such as it not working for some strange reason), PLEASE get in touch with me. :-)
EDIT: I thought I would mention that the speed of the game increases after 500 points or so (which is pretty quick), then stays at that speed for quite a while. The games uses a half static, half dynamic level advancement system. So, sometimes it may be fairly difficult, then get easier (don't assume it continuously gets harder while playing).
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December 31st, 2007, 11:59 Posted By: wraggster
Newly released today:
The sequel to the original Rune Factory is set several years after Raguna and friends defeated the evil plans of the Sechs Empire. Things are at peace again in Norad Kingdom. In the village of Alvanna, a boy named Kyle has become old enough to travel on his own. Right before he begins his adventures, a strange premonition of doom begins to appear as a strange lady named Mana makes an appearance.
Rune Factory 2 features a couple of changes in the system compared to the first release. Instead of having to press start to enter the inventory to change accessories and armor, there are now touchable tabs in the lower left-corner of the DS touch screen. Tapping on these tabs will open up a larger window, where the player can easily equip the items they need. There is also a gauge on the upper screen to show how much water is in your watering-can.
http://www.play-asia.com/SOap-23-83-...j-70-2ewo.html
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December 31st, 2007, 05:59 Posted By: JKKDARK
New version of the video plugin for Nintendo 64 emulators.
Changelog:
* New: Added HQ/LQXxS post processing filters
* Updated: 64x and 32x scaling factors are now useable.
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December 30th, 2007, 23:12 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
December 28, 2007
Version 1.13a Released.
Bah, left some debugging code in the previous release by accident, which prevented NHDS from powering off after a save. This is fixed.
December 29, 2007
Version 1.14 Released.
Fixed a regression where entering text on the keyboard would generate an erroneous tap in-game.
Fixed directional tapping to work when number_pad is enabled.
Fixed a regression preventing players from specifying '>' for digging, etc.
Fixed bonesfile dropping (ie, it works now).
Fixed the sticky keyboard issue (sometimes the virtual buttons wouldn't get released after the stylus was raised).
Fixed compassmode (Up/Down and Left/Right were swapped… whoops!).
Added support for inverse text (eg, menucolors).
Added the sortloot patch (NHDS's interface patchset is now includes everything used on nethack.alt.org).
Turned off holdmode by default.
Enabled key repeats on the virtual keyboard.
Enabled key repeats in the command window, and changed it so the cursor will wrap, rather than stop, at the edges.
Added support for unbinding keys (ie, binding keys to "No Command"). Useful for unbinding they triggerkey in triggermode.
Note, you can feel free to delete any files in your /NetHackDS directory starting with "1lock". Those files were garbage left behind due to the breakage in the bonesfile handling.
Additionally, those that prefer holdmode will now have to enable it in defaults.nh...
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December 30th, 2007, 23:04 Posted By: wraggster
The GeekMom and I got the kids a Wii for Christmas. Last night, one of the remotes went funky - you could press the buttons and select options on the screen, but when you went to swing a golf-club, bowl, pitch a baseball or swing a baseball bat, the Wii remote acted like it wasn't there. I'm a GeekDad - I can fix this...I know I can...
Fresh batteries - nope.
Re-sync the remote - nope.
Re-sync all the remotes - nope.
Reset the remote - still nope.
So, I exhausted all the options for getting a remote to work given on the Nintendo support site and called (with gritted teeth) the customer service line...two days after Christmas. I expected the worst.
I was surprised. A very pleasant lady took my call within one minute of getting through the push-button maze to get to Wii Remote troubleshooting.
I explained what the problem was and what I had tried. She then asked me to check one more thing - the Wii Sensor - which checked out. Then the conversation went something like this:
Friendly Nintendo Help Desk Lady: "Okay - I want you to take the remote, button side down and smack it into the palm of your hand two or three times."
Russ: "You've got to be kidding"
Friendly Nintendo Help Desk Lady: "No sir, do it hard enough that I can hear it across the phone line but not hard enough to damage the remote"
Russ: "You're sure?"
Friendly Nintendo Help Desk Lady: "Yes, sir."
So, button-side down, the funky Wii remote got smacked in the palm of my hand three times....
...and the thing worked!
Now, why don't they publish this fix on the support site?
BTW, my six-year-old beats me every single time we play a game of Wii bowling....but from an informal poll of friends/relatives, it seems the youngest person in the family is the best bowler in the family.
http://blog.wired.com/geekdad/2007/1...wii-remot.html
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December 30th, 2007, 23:03 Posted By: wraggster
This Clerks Wii case mod from serial modder Ramon Stokes came straight out of left field, and its sheer randomness delighted us, even though the Metroid Wii above (also by the same chap) remains this blogger's all-time favorite. Alas, yours truly lacks Ramon's mad skillz (Pritt Stick remains a considerable challenge), meaning I'm limited to daydreaming about how my awesome Pilotwings Wii case mod would look. Reader, in my head, it is majestic.
What about you lot, though? If you could modify your Wii's tidy, white exterior in any way you liked, regardless of cost or a lack of talent, how would you want it to look?
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December 30th, 2007, 12:26 Posted By: wraggster
Brakken has posted an interview that he managed to snag (lucky bast) with the author of the Wii Exploit. First heres an excerpt:
Yeah, Linux would be a great addition to the Wii. You mentioned giving people ideas they could pursue on their own? Do you mean people in your circle or do you plan on releasing the information to the public?
> No, I meant the public as a whole. I talked about the address line hack that we'd done -- well, really, tmbinc is the one who finally pulled it off correctly -- in the hopes that others would take that and run with that. I'm not sure it's a super-hot idea for me to go around giving away all sorts of keys -- and besides, I'm hoping others will come up with easier / better ideas. I wanna learn, too!
So do you plan on releasing the information used to create the demo or wait until you have a more viable solution like you mentioned?
> Unfortunately, we're going to have to wait for a more viable solution. It's pretty hacky right now -- really, we barely pulled it off. There's so much to learn about this system (the Wii in general), since it's been one big black encrypted box until recently.
Be sure to check out the interesting interview over at tehskeen here --> http://www.tehskeen.com/forums/showt...ed=1#post23646
Let us know your thoughts about the interview and the exploit.
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December 29th, 2007, 22:58 Posted By: wraggster
News/release from Programix:
In the game you ride past windows of houses and throw gifts into peoples windows. It's very easy ^_^! In the game you must drag a gift on lower screen and throw it to one of windows on upper screen. For controling you can use a motion senor and in this case you throw a gift by moving the DS forward and to the left or to the right. For every correct hit you get 10 points and if gift doesn't touch the window frame you get 22 points. There are also extra points for combos, row of successfull hits. In the game are two modes. In one case you just have to obtain a highscore in two minutes or a level based mode where you have a certain required score to achieve in 25 seconds in order to get to the next higher level where you have to reach a little higher required score in order to get to the next higher level and so on. Don't forget to DLDI patch the ROM becouse your highscores will be saved to the memory card. I have signed the game up to Drunkencoders' Christmas Coding Compo ( www.drunkencoders.com) and the results should be published sometime around 4. January 2008 so I will post here what I get ^_^.
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