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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
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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January 25th, 2010, 23:36 Posted By: wraggster
News via http://emu-russia.net/en/
WIP version of Super Nintendo emulator has been updated recently. Changes:
- 21fx API moved to pre-finalized form as S-MSU1; more about this on the forum;
- OpenGL driver now uses GL_CLAMP_TO_BORDER instead of GL_CLAMP_TO_EDGE to support screen curvature shader;
- rewrote file open dialog; code is greatly simplified, interface is improved;
- all cheat code columns are now enquoted, and empty codes at the bottom of the file are omitted (format is compatible with previous releases still);
- debugger: added missing DMA variables to S-CPU properties viewer;
- snesfilter: added OpenMP (multi-threading) support to HQ2x filter;
- lots of other miscellaneous code cleanup work.
http://byuu.org/
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January 25th, 2010, 23:12 Posted By: wraggster
Newly released today:
You've gotta catch'em all. The friends who have travelled throughout Johto region with you in the games have now travelled to the real world for you to collect. Cute, round and warm, the pokemon plushe series includes some of the lesser featured pokemon. From plants to reptiles, everybody gets to be in the spotlight and gets to be cuddled.
Not only are the plushes here today, there are mini figures. This volume features the fire type pokemon. Some of them are tricky, the others are legendary, some of them are cheerful and cute, the others are quiet. This series features Houou, the special pokemon you catch in Pokemon Heart Gold as well as Hinoarashi, Entei, Windy and Buban.
Careully crafted and colored, these figures captures the spirit of the pokemon.
The plushes and the figures are available today:
Plush Pokemon
Pokemon DP Korotto Manmaru Nuigurumi Evolution Plush Doll: Bakufun JPN N/A
Pokemon DP Korotto Manmaru Nuigurumi Evolution Plush Doll: Chikorita JPN US$ 12.90
Pokemon DP Korotto Manmaru Nuigurumi Evolution Plush Doll: Hinoarashi JPN US$ 12.90
Pokemon DP Korotto Manmaru Nuigurumi Evolution Plush Doll: Meganeumu JPN US$ 12.90
Pokemon DP Korotto Manmaru Nuigurumi Evolution Plush Doll: Odairu JPN US$ 12.90
Pokemon DP Korotto Manmaru Nuigurumi Evolution Plush Doll: Waninoko JPN US$ 12.90
Figures
Pokemon DP Collectible Mini Pre-Painted Figure: Buuban Fire Type JPN US$ 4.90
Pokemon DP Collectible Mini Pre-Painted Figure: Entei Fire Type JPN US$ 4.90
Pokemon DP Collectible Mini Pre-Painted Figure: Hinoarashi Fire Type JPN US$ 4.90
Pokemon DP Collectible Mini Pre-Painted Figure: Houou Fire Type JPN US$ 4.90
Pokemon DP Collectible Mini Pre-Painted Figure: Windy Fire Type JPN US$ 4.90
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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January 25th, 2010, 23:09 Posted By: wraggster
Newly released today:
features
Create: Conquer aliens from “The List” by changing into an eagle and soar your way to victory
Explore: Solve intriguing puzzles and discover new areas within the alien universe while battling your way back to Earth
Fight: Battle a myriad of relentless enemies using wits, strength and speed
Nintendo DSi Feature: Aliens are everywhere, use your Nintendo DSi camera to determine who you can trust
description
Daniel X was born with the greatest superpower of all, the power to create. Now, the fate of the world rests on his shoulders—saving the world has never been easy, but it’s a fight Daniel is made for.
http://www.play-asia.com/SOap-23-83-...j-70-3na3.html
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January 25th, 2010, 23:06 Posted By: wraggster
Newly released today:
features
Enjoy playing as your favorite loveable, but mischievous, singing groups from the cartoon series and movies in a unique storyline
Freedom to switch between unlocked locations with the associated music tracks which feature either The Chipmunks (Alvin, Simon, Theodore) or The Chipettes (Brittany, Jeannette, Eleanor), or a duet by both the bands, each with their own distinct personalities
Prove you have rhythm and timing in the main game and in 3 micro-games utilizing the Wii Remote and Nunchuk
Features the Grammy Award and American Music Award winning songs from the Alvin and the Chipmunks library, each song’s difficulty based on such things as tempo and complexity
2 global modes of difficulty, Normal and Expert, are available for replay and can be changed anytime during your game
Multiplayer Party mode lets you play as your favorite Chipmunk or Chipette and compete locally with up to 3 friends
description
Furry pop sensations Alvin and the Chipmunks are on a spectacular worldwide tour with their girl group rivals, The Chipettes. Watch the 'Munks bring their mega star power to the show and make the crowds roar! Test your rhythm on stage with these adorable dancing trios as they sing their hits and swing their hips to prove they’re the greatest musical act in the world!
Set in unique environments across the globe such as Cairo and Shanghai, the game allows players to instantly switch between vehicle and robot modes as they drive, fly, fight and blast their way through intense, pressure-packed levels. After engaging in single player action, for the first time ever players will be able to go online and battle friends in all-new multiplayer modes.
http://www.play-asia.com/SOap-23-83-...j-70-3n9z.html
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January 25th, 2010, 22:21 Posted By: wraggster
Today's most confusing headline is brought to you by the Google translation of a Nikkei Net report that New Super Mario Bros. Wii has topped ten million (not one-thousand million) units sold worldwide since its release in mid-November (and early December in Japan). Frankly, we're downright shocked that this kind of game -- with such an unsavory cast of characters -- could sell like gangbusters. C'mon, all they ever do is kill each other!
The figure Nintendo is not sharing is the number of relationships that New Super Mario Bros. Wii has destroyed. Three and counting for me -- making it at least 30 million worldwide! Let's just say, Mom and Dad and a certain someone who is dead to me aren't allowed to visit again until they learn proper Propeller Suit etiquette.
http://www.joystiq.com/2010/01/25/ne...les-worldwide/
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January 25th, 2010, 22:17 Posted By: wraggster
According to a recent "T for Teen" classification by the ESRB, Castlevania: Rondo of Blood (better known as Dracula X: Rondo of Blood) appears to be heading to the Wii. An OFLC rating of the game back in December already hinted at the possibility of the game arriving on the Wii's Virtual Console (the Japanese version was released in April 2008), but the ESRB rating's description seems to clinch it, citing the "early-90s rendering" of "reddish blood-like bursts."
Previously, unless you were a resident of Japan who owned a PC Engine CD in the early '90s (or, more likely, a PSP owner anywhere in the world within the past two years ago), there wasn't an easy way for you to get your hands on "Akumajō Dracula X Chi no Rondo" (Rondo of Blood's Japanese title). But now, it seems that Wii owners outside of Japan will get the chance to check out the game.
http://www.joystiq.com/2010/01/25/es...blood-for-wii/
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January 25th, 2010, 22:13 Posted By: wraggster
The Sunday Times reports of a plan by the Scottish prison system to raise "literacy" and "numeracy" skills among its prison population by giving the inmates access to Nintendo DS systems.
The program would be tested in a small number of prison libraries and would involve literacy experts working with the prisoners. Prison officials note that inmates already have access to PlayStations, so going with the DS is seen as consistent and, perhaps, an improvement:
The devices, fitted with "brain training" software, will be put on trial on the advice of Scottish government officials who believe they will reduce the chances of the prisoners reoffending after they have served their sentences by improving their employment prospects.
A government study into the education of prisoners, Learning in Custody: Report of the Offender Learning in Custody Workstream, concluded that convicts would benefit from the devices, which are currently being used in many primary schools to raise attainment.
"Initial findings suggest it is both motivational and enables less confident learners to close the gap on others," said the report.
A Scottish group representing taxpayers calls the plan "ridiculous," given that many Sottish citizens can't even afford DSes for their kids in these tough economic times.
http://kotaku.com/5456566/scottish-p...brain-training
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January 25th, 2010, 19:35 Posted By: wraggster
Money talks, and, in the world of custom hardware, occasionally yields some amazing results. Such is the case with Hailrazer's latest handheld console mod, the Kamikaze 64. It's a portable version of Nintendo's decidedly wired Nintendo 64 that someone commissioned him to build, probably after seeing his impressive NCube portable GameCube. This one is equally comprehensive, and while it doesn't compete against either of the supposed world's smallest portable N64s, it does offer the full suite of controls, plus input for a second controller, video output, and even includes the controller's I/O port on the back. (That means it's Controller Pak compatible, and its future owner can take his or her all-time greatest Mario Kart 64 ghost replays on the road.) No word on how much the mystery commissioner paid for this one, but we're thinking they got a good deal.
http://www.engadget.com/2010/01/25/h...ble-n64-yet-v/
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January 25th, 2010, 19:27 Posted By: wraggster
The Classic Controller Pro for Wii has been available in Japan for some time already, but it's making its way to these here parts this April.
The controller looks like it came from the PS2 factory, and it won't plug directly directly into your Wii. Instead, you have to plug it into your Wii Remote, which isn't that much of a hassle. It'll ship with Monster Hunter Tri, but will also be sold separately for $20.
http://gizmodo.com/5456407/wii-class...us-this-spring
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January 25th, 2010, 17:33 Posted By: wraggster
Worldwide sales of New Super Mario Bros Wii have now topped 10 million units, according to the latest figures.
Nikkei Net (translated by Kotaku) says the game sold over 10 million in eight weeks, with over 3 million copies sold in Japan, 4.5 million in the US and 3 million in Europe.
The numbers put it way ahead of Mario Galaxy's total sales to date - as of March last year the Wii title had sold just over 8 million.
Upon its release in Japan, New Super Mario Bros immediately became the fastest-selling Wii game to date in the country with over just over 930,000 units sold in the first week.
It has been awarded ELSPA's Double Platinum sales award indicating sales of over 600,000 in the UK.
http://www.gamesindustry.biz/article...lls-10-million
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January 24th, 2010, 22:57 Posted By: wraggster
Pate has posted a new release of his Dos Emulator for DS, heres whats new:
For the last week I have been working on the EGA support and also on the few remaining unsupported modrm bytes. For the EGA support testing I have been using Duke Nukem 2, which is currently quite playable. My EGA support is still far from complete, and thus the game has still some visual glitches, but they don't seem to affect the gameplay.
For some reason Duke Nukem 2 seems to take FOREVER to load, and it has a tendency to crash at the end of the inital intro (I haven't yet figured out why this happens), so you might want to hit Enter at the "NEO LA: THE FUTURE" screen to skip the intro and go to the main menu immediately. Also the music lags pretty heavily at the intro, and it feels quite sluggish overall, but luckily the actual gameplay seems to run at a reasonable speed.
I spent a long time debugging a problem with the EGA palette, until I realized that DN2 uses the VGA palette registers also in the 16-color EGA mode. I hadn't realized the VGA graphics work like that, so I kept debugging the wrong places in the code. I also had to add two new SoundBlaster DSP commands, for playing 2-bit ADPCM samples and for playing silence. A bit strange that there is actually an SB command for playing silence for a certain amout of time, but I guess it can be used for some audio synchronization stuff. Anyways, DN2 is now working well enough that I thought it was time to release version 0.03.
I have also added nearly all of the 8086 opcodes and their modrm bytes, there are only a few remaining. Many of the 80286 opcodes/modrm bytes are still missing, though, and you might also get "Unsupported opcode" errors if a game uses the ES register to point to the graphics screen, as I have only coded support for those modrm bytes that I have encountered in the games I have tested. If the "Unsupported opcode" error has an opcode with "es:" in it, then this is the cause.
The next version should have practically all the normal opcodes/modrm bytes supported, and I hope to improve the graphics support as well. The current 16-color routines should work with only minor changes on all the 16-color modes, including 640x350 and 640x480 modes, so adding support to those modes for the next version might also be possible. Whether games that use those modes will be playable within a 256x192 window is another matter, though.
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January 24th, 2010, 22:52 Posted By: wraggster
Heres an Updated release from Ant512:
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Version 0.44 is out now:
https://sourceforge.net/projects/woopsi/
This release adds system-wide support for unicode (UTF-8). Virtually all of the new features are related to text storage, manipulation or display.
In addition to that, the FileRequester is now an official part of libwoopsi and there are dozens of fixes and improvements.
It is worth noting that this release does *not* include any font classes that can render text beyond the standard ASCII set. This will come in a future release - TrueType support is in the works. Alternatively, you can roll your own font class.
Fixes:
- Moved fatInitDefault() SDL function into woopsifuncs.cpp (Quirky).
- ScrollingPanel::raiseScrollEvent() only fires if events are enabled.
- Gadget::raisesEvents() retrieves its value from the GadgetEventHandlerList object.
- Gadget::setRaisesEvents() alters the GadgetEventHandlerList object.
- Removed the raisesEvents flag from the Gadget class.
- Bmp2Font produces working Font classes.
- Deleted badly-converted fonts:
- Latha;
- Lucida10;
- Roman 10;
- Trebuchet8.
- FileRequester no longer has transparent regions.
- FileRequester sorts correctly.
- FileRequester does not attempt to draw when drawing is disabled.
- FilePath uses WoopsiString::lastIndexOf() to change to parse path string.
- Dragging a screen that isn't the top screen so that it is not visible no longer causes a crash.
- Removed glyphs from NewTopaz and Topaz fonts.
- Changed NewTopaz font to PackedFont1 from PackedFont16.
- Changed Topaz font to MonoFont from Font.
- Fixed memory leak when enumerating directories in FileListBox.
- FileListBox shows dummy file list when in SDL mode.
- Graphical corruption in GraphicsPort::clipScroll() fixed.
- Fixed FileRequester layout.
- Replaced magic number double click time with define in woopsifuncs.cpp.
- TestPanel class in scrolltest example draws its border correctly.
- Fixed a crash in GraphicsPort::drawText() when trying to draw text outside the clipRect with a PackedFont1 font; should provide a minor speedup.
- ScrollingPanel draws its border correctly.
- Removed Text::getLinePointer().
- MultiLineTextBox::drawCursor() uses a StringIterator to locate the cursor position.
- MultiLineTextBox::drawCursor() does not read past the end of the string when the cursor is positioned beyond the string.
- Text::wrap() does not perform an invalid comparison between line index and char index when truncating the line positions array.
- Text::wrap() correctly appends the string end position in all scenarios.
- Text::wrap() always assumes text height is at least one row.
- Text::getLineContainingCharIndex() returns the correct value if the character is in the last row.
- WoopsiString::insert() explicitly calls its own setText() and append() methods to prevent the Text class from wrapping twice.
- Added WoopsiString::encodeCodePoint().
- PackedFontBase::isCharBlank() returns correct value if character not present in font (fixes horizontal alignment in MulitLineTextBox).
- Key repeat values stored in defines.h.
- FileListBox does not show "." directory.
- Minor optimisation when building the FileListBox contents.
- Split Label::calculateTextPosition() split into horizontal and vertical methods.
- TextBox switches to left-aligned automatically if contents exceeds size of box.
- Fixed memory leak and logic problems when deleting gadgets.
New Features:
- Added FontBase::getCharHeight().
- WoopsiString supports UTF-8 (Lakedaemon).
- Split glyphs into separate GlyphFont.
- GadgetStyle includes a glyph font.
- All gadgets converted to use WoopsiStrings instead of raw chars/char arrays, meaning they support UTF-8.
- Various changes in Text class to support UTF-8.
- Changed parameters to GraphicsUnclipped::drawText() (and subclasses).
- Added StringIterator class, for efficient iteration over a UTF-8 string.
- Removed dependence on WoopsiString::getCharArray().
- Promoted FileRequester gadget from bonus folder to main library.
- libfat enabled by default in test projects and template.
- Added WoopsiString::lastIndexOf().
- Added WoopsiString::subString().
- Added WoopsiString::indexOf().
- TextBox implements key repeats when left or right d-pad is held down; cursor moves repeatedly until end of string reached or d-pad released.
- MultiLineTextBox implements key repeats when left or right d-pad is held down; cursor moves repeatedly until end of string reached or d-pad released.
- Textbox contents scrolls horizontally as cursor is moved.
- Added key repeat event handling to the entire system.
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January 24th, 2010, 00:30 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...v2-t18203.html
Updating in rev99 the file explorer on the Wii made by dimok and r-win.
As the new forwarder WiiXplorer v2!
You can delete, rename, copy / paste / cut and see the properties of files on your SD or SDHC card.
QUOTE
* R099
- Fix for blackscreen on startup
* R098
- Added a HTML stream class easy process purpose
- Added a ChangeLog Class that can get a range of revision ChangeLogs
NOTE: ChangeLogs are saved on your UpdatePath under ChangeLog.txt.
You can call it by going to Settings and pressing the UpdateButton ChangeLog for current or you can also call it when a new Update is available to see the new ChangeLog.
Optimizations and fixes:
- Added widescreenfix To The Taskbar
- Centered Taskbar / CreditsWindow
- Added credits to dj_skual
- Added ".." for metafile is WiiDisk (thx dude)
- Made CreditsWindow to a Class
- Fixed bug: icons not changing in the upper left corner of the Explorer
- Changed max. zoom / load into limiting resolution to 1024x768 Which seems to be still stable. Please report if you get weird stuff by zooming too far.
- Meta.xml should now be updated on every commit
- Some more minor fixes
Changelog Forwarder:
QUOTE
v1.0
- First public release.
v2.0
- Updated to new libogc,
- Loading USB fixed.
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January 23rd, 2010, 02:48 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
SPECIAL84 offers "Pejnidi Diaforon", A puzzle game very well done, where you have to find the differences between 2 images.
Main features:
* 3 phases of the game with 5 levels each.
* Mode for either hand.
* Multi-language (Catalan, Spanish and English).
* Need to put the console horizontally.
* It has a ranking system to take certain skills with friends, or simply to see our score.
* The images are presented at random to give the feeling of being in a different game each time.
* Secrets.
* Fun Music.
Controls:
* Fully stylus.
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January 23rd, 2010, 02:39 Posted By: wraggster
News/release from The incredible boss
This is the very first project I ever started with Palib, I never finished it. I 'found' it back when I was cleaning my hard-disk and decided to complete it to share it with the Palib community.
What is it all about? Just see if your EyeQ is as high as Einsteins IQ. Give it a try an improve your score. The more you play, the better you get ;-)
It plays better on real hardware, the stylus is just a bit quicker as your mouse
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January 23rd, 2010, 02:37 Posted By: wraggster
News/release from Baro:
Hello you guys! I don't know if you remember this from the old board. It's Tanuki Tail, a Legend of Zelda style game I'm developing. The thing is still in progress and there's still a lot of things to do in the engine until I start making the actual levels of the game, because engine goes before content.
If you saw it in the old board, maybe you won't notice too much progress, but that's because I've been busy with college stuff, and also spent some time making the script compiler as a tool I will use for multiple things in the game.
But let's get into the stuff. As I already said, the game will be on the style of the zelda games (console versions, think of Minish cap and earlier), but instead of items you'll transformate yourself to gain a set of abilities (for example, transformate into a bird to be able to fly for a while, but also be smaller so you can sneak in small places, and that sort of things). The engine of the game is being designed so each transformation changes almost all your attributes: size, speed, jump, accelleration... Also, in the actual game, you will be able to select your next transformation by drawing in the bottom screen.
Right now I've done the basics, the collision system (perfectioned two or three times... I keep finding mistakes that take me days to fix from time to time), map loading (partially. I load maps divided in blocks of tiles, with collisions and block data separately), the basis of the script system and movement of characters, including things like pushing eachother and stuff. They don't attack yet though.
Although the game is in 2D, I'm making the maps having different heights for each block, having slopes, etc. This and treating the objects as cilinders give the game a slight idea of a rudimentary, theoretical 3D world.
I think the result of the engine can be very interesting. If everything goes well, I'll probably maybe perhaps likely release it as open source so it can serve as basis to other games.
HOW TO USE THE ENGINE DEMO
THAT IS ATTACHED TO THIS POST IF THE UPLOAD WENT ALRIGHT
Don't pay attention to ugly green things and ugly world map. Those are placeholders.
Untested on hardware. Works on No$GBA
Pad to move, A to jump. X and Y to change into an ugly test thing or go back to the cap dude. R to run a script I've put into the game (just a message).
You won't transformate if there's no room for your transformed shape. The green thing is taller and wider.
On the east part of the map (move right) there's something that looks like a +. They're slopes, you can walk into them while you're the dude. The green things can't climb them (this is done in purpose, there's a parameter that sets the maximum height a character can climb).
Check corners and inclinated walls. The engine turns away making movements smooth and avoiding getting stuck when running into those kind of walls, and other characters
The yellow thing at the bottom part of the map represents a building. Now, this will be very weird to explain because you don't see its volume, just the ground below it, but I'll try: you can enter through the dithered block in the south part in the building, and then there's a two floor staircase (slopes are those 4x4 blocks with 4 different colors in them). On the bottom screen you may see a clock, and a number that represents your height (sometimes they disappear), so when you climb the first slope (as the dude, the green thing can't even get in) you'll see your height increasing, as well as the position of the sprite.
The staircase goes up clockwise, twice around the center pillar (in yellow), then you can walk on the roof (height 88).
I hope you get this because heights, slopes, multiple slopes in a single block, parts of the block being collisions and others not, and all these things that make my blocks a quite easily customizable (for me as designer) volume are a very interesting part of the project.
Once again, press R to run a script that shows a message. The font (PAlib's original) is a placeholder that will be replaced by a better looking, taller, non-monospace font in the future.
Once again, take in account that subsequent maps will have a more visually explicit volume, so you actually know where are you walking.
The green 'enemies' will chase you if you're close enough, otherwise they will stay and face random directions. Remember you can push them away if you are cornered
Reply with comments, ideas and things you don't like, except the ungliness of placeholders, on which I agree beforehand
Enough of the engine: let's talk about the game and what will it be about
The game is being made entirely by me, currently. Slowly but steady.
So this will be the story of the game, more or less:
As you will see the story is not suitable for creationists. Too bad.
The game is set in a post-apocaliptic future, where an evil leader of a certain country launched an atomic bomb with unclear intentions, causing the continents to collapse and making them move and rearrange forming a pangea, the so-called "pangea subita". This leader took advantage of the chaos of this to take on the world, and now, decades later, his grandson is the current world ruler, in charge of small cities spread around the continent, as the human population was highly diminished. However, with no powerful enemies in this world, this tyrant is preparing a bomb similar to his grandfathers'.
You play as Pol Keine (the dude in the demo), a boy from the city next to the tyrant's headquarters, Lowheaven, who is trying, along with his friends, to sabotage the making of this bomb almost every night. But one night, while heading to the headquarters, a being from a different universe, where racoons evolved to be intelligent rather than apes (as in your universe), captures Pol and attaches to Pol the tail of a fallen Tanuki hero, granting him the ability to transform that every evolved mammal with tail in every universe possesses. With time, you'll learn to transform into stone, transform your arms into a cannon, or even transform into a bear god, so you can not only free your world from an evil ruler, but also the entire poliverse of an evil demon, angry because his species lost the ability to transform because of their evilness - just like humans. (By the way, demons are evolved goats and are the main bad guys)
---
Hope you guys like where this is going
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