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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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May 28th, 2009, 19:58 Posted By: wraggster
Atari's latest trailer for Ghostbusters: The Video Game finally gives us a look at the DS version -- sort of. You can see it on the tiny screens when the floating DS turns to face us. Right there, behind the character art. We think it looks pretty good.
While we're on the subject of Ghostbusters on DS, we hope the Ghostbusters' games' approach to multiplatform game design pays off, because it's the kind of approach we like to see. Rather than having developers create stripped-down versions of another developer's game, Atari (actually original publisher Sierra, we guess) got Terminal Reality and Red Fly, developers who know what they're doing on their respective consoles, to make different games for the different platforms. So this DS game isn't a crappy version of an Xbox game, for example.
http://www.joystiq.com/2009/05/27/gh...n-new-trailer/
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May 28th, 2009, 19:55 Posted By: wraggster
In an interview with Casualgaming.biz, Nintendo UK product manager Rob Lowe was asked if the casual, family-friendly gamer has become more valuable to the video games industry than the core gamer. "There is clear room for both and any publisher can demonstrate clear value in both casual and hard core," he responded, suggesting Nintendo sees the benefit of having titles aimed at both markets. A fair assessment from the company who reigns supreme in the hardware sales charts.
According to Lowe, casual and core software have the same ability to sell, but each at a different pace. While core titles usually sell well within a short time, casual games have a better ability to sell consistently throughout their lifespan on the store shelf.
"For every Carnival Games there is a BioShock and for every Wii Fit there is a Resident Evil 5," Lowe said. "It's really just different product cycle." A strong argument, even if Lowe couldn't name two recently released core titles on his own platform
http://www.joystiq.com/2009/05/27/ni...roduct-cycles/
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May 28th, 2009, 19:52 Posted By: wraggster
The motion technology masterminds at InvenSense dropped a press release today which reminds everyone how totally awesome their handiwork is. The product the company is currently boasting is its "6-axis motion processing solution," which is featured in the upcoming Wii MotionPlus dongle attachment. As the name suggests, the "solution" allows for the detection of movement in six directions -- up, down, left, right, forward and backward -- allowing you to throw fake frisbees to fake dogs with unparalleled accuracy.
InvenSense is hoping to shop the new gyroscopic technology out to other electronic developers in July, so if your coffee maker suddenly becomes aware of its own pitch and yaw, you know who to blame
http://www.joystiq.com/2009/05/28/in...in-motionplus/
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May 28th, 2009, 19:51 Posted By: wraggster
It's not just Japan, North America and Europe that are bonkers for the Nintendo DS. Australia is too, with the local Nintendo outpost announcing today that the console has sold two million units since launch.
In doing so, it became the fastest console in the country to ever reach the mark. That figure includes combined sales of the DS, DS Lite and DSi. And when you consider that there are only 21 million people in the country, that puts DS ownership at just under 1 in 10 people.
Live in a country where the DS does not reign supreme? We'd love to hear from you.
http://kotaku.com/5271702/ds-sets-au...n-sales-record
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May 28th, 2009, 19:50 Posted By: wraggster
When XSEED and Namco Bandai meet, wonderful things happen. The last Banamco title to be localized by the publisher was Retro Game Challenge. Today, XSEED announced to IGN that it will publish Fragile: Farewell Ruins of the Moon in North America, with a projected Holiday 2009 release date. Wii fans have been clamoring for this game for a long time.
The tri-Crescendo-developed adventure game takes place in a ruined version of the modern world, as one young boy named Seto looks for any other surviving humans, armed only with a flashlight. XSEED plans to include a full English voice track, and has received "very promising" feedback from the development team about a dual language option.
http://www.joystiq.com/2009/05/28/xs...nture-fragile/
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May 28th, 2009, 19:42 Posted By: wraggster
Having struck up a very profitable Olympic-based partnership last year, Sega has turned on old rival Mario to take him on at his own game with the announcement of Sonic & Sega All Stars Racing.
The game, which is in development for Xbox 360, PS3 and Wii takes place in your typical assortment of colourful locations and features many of the Sonic and Sega universe’s favourite characters, including Tails, Dr. Eggman, AiAi (Super Monkey Ball) and Amigo (of Samba De fame).
Expect comic attacks, hidden short cuts and character-specific ‘All Star’ moves.
“Sonic & Sega All-Stars Racing is no ordinary racing game,” Sega Europe’s marketing director Gary Knight stated. “Its huge variety of characters and vehicles, plus the ability to play both online and off set it apart from other games of this type.
“The team have pushed the boundaries on what you would normally expect and created a different and unique party racing title whereby you really can’t take anything for granted.”
Sonic & Sega All Stars Racing will be released in early 2010.
http://www.casualgaming.biz/news/286...gen-kart-racer
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May 28th, 2009, 18:14 Posted By: Invisionsoft
It brings me great pleasure today to announce the release of DS Game Maker 2.7. Apart from DS Game Maker 1.0 -> 2.0, this is the biggest update yet, fixing many many bugs and adding a killer feature that will make this taste as sweet as programming.
The killer feature is indentation in the actions list. It's automatic: As you move, add and remove actions, the clever indentation updates itself, providing a clear view of what your game will do. And it doesn't stop there - I pushed the boat out, folks, and made it FAST. Yep, 2.6B was a sucker for speed, taking over a second to move an action up and down (imagine moving it 10 positions..). And, I fixed it. Changes are saved when you save the overall game, you compile or you switch rooms. (There's also the little Save icon top right).
Well, I do not like to disappoint. You can now select multiple actions, just like you can select multiple lines of code. You can move them all up and down at once at lightning speed. You can even move them right to the top and right to the bottom of the list (that's new too).
Plus, I have been keeping an eye on the forums, listening to what people want, and thoroughly testing the program myself, resulting in a giant changelog of bug fixes.
So, my advice is as follows: If you are an existing user of DS Game Maker, you will probably want to give this a whirl... I for one am finding it hard to live without the indentation and multi-select actions. If you are new to DS Game Maker, then this is the perfect time to start making your own DS Games.
CHANGE LOG:
Ability to select multiple actions !! The biggest and most important change. Now you can rearrange many actions at once. Use Control and Shift to select the actions you want. This ruins the complaint that its "slow" to move actions up and down 1 by one. Now its faster than programming for me.
Ability to move a block of actions to the very top and very bottom of the actions list
The Speed of moving actions up and down is really fast now because every time an action is moved it doesn't save it. You can go into Preferences and select 'Auto save action changes on Room change' or whatever, or click the Save icon to save the changes in that room when you're done. It's by the Up Down Delete buttons.
Piracy detection! Yes, 2.7 goes on the hunt for DSGM torrents, DIZ files and the like. It doesn't stop you using the program, but it gives you a nice little note if it detects anything, giving you the option to buy the program, or *swear* it's a mistake.
You can now remove backgrounds by Right-clicking the screen (I missed this out when I rewrote the screen click handler). Also you can right click to remove backgrounds without having to select a background in the resources treeview. This makes things alot easier, you can now have a sprite selected but still remove backgrounds
Deleting a rooom no longer removes the first room on the list effectively ruining your game. This is a bug that was caught by the beta testers. Keep looking for bugs! smile.gif
Really fast Registration & Boot as I rewrote my PHP Registration library so DS Game Maker only has to make 1 call to the server.
Cleared up the last of the file dependencies, now DSGM should never lock Sprites or Backgrounds so you can't edit them outside the IDE.
Removed all but the Blank Project template. Awating more from anyone with spare time. Also removed the sample graphics which were for the other templates and were non-generic
A new settings/preferences system means you can edit settings outside the program. It makes the preferences system faster to load and save, and if you upgrade to a newer version of the program, you can just take the Settings file with you, instead of having to customize everything again.
Minor changes (but still important):
Changes to the Preferences window should make the program faster. Also added some icons to the Default Resource Type drop down boxes. The layout is also much cleaner and easier to work with.
The loop action now uses a s32 variable instead of a u8, allowing you to loop to numbers greater than 256. You are also able to scroll backgrounds using a loop to a position further than 256 as a result of this change.
Also if you are using the Unregistered version you can no longer edit the first 2 game description text fields. All 3 description lines will advertise DS Game Maker until you Register the program
Faster compile with James' new sprite indexer, which may also clear up some reported bugs with the pallets starting at 1, not 0 (although I could never replicate it)
Game Description Text information fields now have a maximum input length of 23 characters. This is the length of text the R4 can display
The Game Description text tab in Game Settings now has a preview of what the 3 lines will look like on the R4 flashcart. This is to help you visualize what your players will actually see
Finally fixed a bug since XtenDS where $PATHs in XDS files would have surplus \\'s. XDSCleaner + DSGM = unbeatable! This was such a simple fix. Can't believe I didn't see it before
If a fonts timemap file in C:\DSGameMaker\Fonts is missing, DS Game Maker will ask whether you want to restore it to pixelboy.gif when you try to load the font (before, DS Game Maker would just ask if you wanted to bin the font - which is going to break compiling probably, not solve the situation)
Deleting a font now works (actually removed from the XDS, not just taken out of the list)
Banned Deletion of a font if there is only 1 font left
Banned Deletion of DefaultFont
Banned Renaming of DefaultFont
Renaming a sprite now updates sprite instances on both screens - renaming a sprite and deleting it from the screen without reloading the room would corrupt the XDS - this no longer happens
If pixelboy.gif is missing, DS Game Maker restores it to ensure a game will compile at a basic level
Renaming a background now correctly updates this information on the 2 screens, avoiding the need for a room reload for some background changes to be made
DOWNLOAD: http://download.dsgamemaker.com
FORUM: http://dsgamemaker.com/forum
- James Garner
- 15 year old developer of DS Game Maker
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May 28th, 2009, 16:47 Posted By: wraggster
High voltage announces 4-player co-op Wii shooter The Grinder, unveils first video of Gladiator AD
Despite not having personally tested how lucrative the Wii’s hardcore market is, developer High Voltage has announced a third mature title in development on Nintendo’s divisive home console.
Illinois-based High Voltage, which has previously developed three Wii titles based on two animated children’s TV shows, is now offering a trio of Wii games targeted towards completely different audiences.
Along with promising futuristic FPS The Conduit and gory amphitheatre fighter Gladiator AD, the studio has announced its newest title, The Grinder, a co-op based FPS in a similar vein to Valve’s Left 4 Dead.
Speaking to games site IGN, chief creative officer Eric Nofsinger cited the Valve shooter as an influence, adding that “there's certainly nothing that takes advantage of the Wii hardware the way we are able to with our engine."
The Grinder (pictured) is scheduled for release in 2010. High voltage has also unveiled the first video trailer for Gladiator AD, also set for release in 2010:
http://www.developmag.com/news/31965...dcore-Wii-trio
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May 28th, 2009, 16:25 Posted By: wraggster
Despite a statement back in April from prez Satoru Iwata that the company would make a phone if it could avoid monthly subscription costs, it looks like Nintendo will not be getting into the cell biz any time soon. Reggie Fils-Aime, president and CFO of Nintendo of America just put the kibosh on all that with a statement to the New York Times, saying, "Telephony is not in our wheelhouse. It's not something I anticipate us getting into." So, you're telling us that telephony is not in your wheelhouse? Hmm... okay. Thanks for clearing that up! The company is however, considering offering devices with always-on wireless connectivity -- which would be way cooler the DSi's current, WiFi hotspot capabilities.
http://www.engadget.com/2009/05/27/n...hone-we-swear/
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May 28th, 2009, 02:21 Posted By: wraggster
The hackmii team are at it again with a new release of Bootmii, heres the release news:
Two weeks after beta 1 we bring you the first bugfix release: beta 2. Next to the usual metric ton of minor fixes and cleanups, here are the changes worth mentioning:
BootMii beta 2 (v0.9):
SD card performance has been improved, decreasing the boot and the NAND backup / restore time
backupmii accepts fragmented SD cards now, reformatting is not performed anymore. Old NAND dumps are still compatible.
Introduced the INI variable “BOOTDELAY” to set the timeout for the auto boot feature
The Homebrew Channel v1.0.3:
SDHC cards are working again
SD performance has been increased again (regression was introduced in v1.0.2)
HBC works on all system menu versions now
Fixed rare hangs when exiting HBC
DVDX:
Switched back to IOS < 37. While the SDHC problem for apps using DVDX has been fixed in libogc, there were also problems with USB keyboards under higher IOS versions
Installer v0.2:
Installer now works on newer Wiis with boot2v4
Fixed reading of boot1/2 on Wiis with bad ECC data in that area
BootMii as boot2 and IOS can now be uninstalled
Grab the new installer here. Don’t forget to read the README before running the installer.
Please link to this post instead of mirroring the binary, thanks.
Enjoy.
Download Here
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May 28th, 2009, 02:16 Posted By: wraggster
News/release from Raphi2
Hey PAlibers
I developed my 3th DS App. It's PusherDS. No no, it has nothing to do with drugs etc. xD
In PusherDS you have to press the A-button as often as possible to get the line on top of the bar.
There are 3 modes in v0.1
-Easy
-Medium
-Hard
DSMuMe made this ugly stripes in the screenshot
All modes have another gravity, so it's harder to get the line on top of the bar.
This game is easy to understand and much more modes will be add in the following versions.
Have fun with it!
Comments are welcome
Raphi2
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May 28th, 2009, 02:06 Posted By: wraggster
News via nintendomax
crazygoth makes an adaptation of "More or less" for the wii is in its version 0.4.1.
Quote:
changlog v04.1
-suppression of the buttons for access to large numbers
and improvement of the selection of a number offered (suggestion by Nany63)
-removal of a few bugs
chanlog v0.4
-addition of battle mode in 2 players (one is hidden each time turn the players find the hidden one's hand at the end of time lost)
adding a-time mode in 1 player (the lowest number in 120s)
access to large numbers easier (see capture 3)
to use GRRLIB v4 revision 101
graphic changes _quelques (police text)
-new splashscreen
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May 28th, 2009, 02:05 Posted By: wraggster
News via nintendomax
BassAceGold released a version of its utility for editing / creating pixel art "UAPaint.
Quote:
Version 1.20 - Complete Rewrite
added no-fill rectangle tool
fixed image-saving of all sizes
fixed tool-switching while using copy and paste Select
-fixed a glitch in display file loading menu
pallet load-updated menu code
added top-screen view of image while zoomed all the way
-added more grids for zoom levels, levels are marked with grids on the zoom slider
-now has zoom box location on top screen view
-added Stylus X and Stylus Y position to the top screen
fixed-jumping pen when drawing canvas off limits
-mp3 support added
Stats-removed the tool and replaced it with MP3 controls
A small note about mp3's (cause no one ever reads the readme.txt: /)
Mp3's must be placed in .. / UAPaint / music / and must be 128 kb / s @ 44100 in mono or less, for stereo, 64kb / s @ 22050 might work. You can always
experiment to find the best quality you can get working
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May 28th, 2009, 02:02 Posted By: wraggster
News via nintendomax
Quipeace proposed version 0.2 of "paddled" which is now playable. The goal is to place your ball between the arrows.
Quote:
V 0.2
Further optimized code, now using structs
Complete graphical overhaul
Ball now collides with the goals (arrows now in a box XD)
Ball will keep bouncing on the paddle, to prevent cheating
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May 27th, 2009, 22:32 Posted By: wraggster
Raz0red has released Wii7800 0.1
What is Wii7800?
--------------------------------------------
Wii7800 is a port of the ProSystem emulator developed by Greg Stanton.
Additional changes developed by Ludovic Jacomme aka Zx-81 (PSP port), Leonis,
and gdement.
[https://home.comcast.net/~gscottstanton/]
--------------------------------------------
Change log
--------------------------------------------
05/26/09 (0.1)
-------------------
- Snapshot support, including auto-load/auto-save
- Optional loading of 7800 BIOS
- Support for ProSystem emulator database
- Detects and configures controls for one and two button 7800 games
- Controls support for Wiimote/Nunchuk/Classic/Gamecube controllers
- Analog controls support
- Dual analog support for Gamecube/Classic controllers (Robotron)
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May 27th, 2009, 22:28 Posted By: wraggster
Molokai has updated OpenTyrianWii to 1.1.1 :
A Port of the rail shooter OpenTyrian to Wii.
Features
Full Wiimote+Nunchuk, Classic Controller, and USB Keyboard support, partial GC Pad support.
Wiimote horizontal capable.
2 Player Arcade action.
Full input choice (you can use any Wiimote, classic controller or GC pad, no matter the sync, as well as the keyboard).
SD and SDHC support from the front SD slot (HBC v1.0.1 and below guaranteed. HBC v1.0.2 status not yet known).
About
This is a Wii adaptation of TYRIAN, the game edited by Eclipse and published by Epic MegaGames.The original game was programmed by Jason Emery, illustrated by Daniel Cook, and its music composed by Alexander Brandon and Andreas Molnar.
This port is based on OpenTyrian project code, maintained by mindless2112, syntaxglitch,emacs.hacker, yuriks.br.
This README file was based on the README found on Nuvalo's old one.
This port is separate from Nuvalo's port, and has now replaced it (as you can see). It is fully functional and much more stable than the Wii-Linux version.
This is not the version featured in the Homebrew Showcase linked on the main page (unfortunately). But trust me, it is better, and easier to use.
Gameplay
Tyrian is an arcade-style vertical scrolling shooter. The player controls a space ship fitted with different weapons and enhanced energy shields. Money is earned by destroying enemies and grabbing bonuses, which is then used to purchase upgrades such as weapons, shields, energy generators, and different ships from interlevel menus. The game is fast paced and presents a variety of enemies and bosses.
Changelog
1.1.1 - 26 May 2009
All DPads are now functional. Wiimote DPad is configured for horizontal gameplay, CC and GC DPads are configured traditionally. However, the CC DPad left seems to act as an escape key. Fix to come later.
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May 27th, 2009, 22:22 Posted By: wraggster
The makers of the Trauma Center series aren't straying too far from what they know for their newest title. In development over at Atlus for Wii, Hospital promises to bring more Wiimote-based operations and a dramatic storyline to Wii owners.
Director Daisuke Kanada explained some of the differences between Hospital and Trauma Center via a short commentary in this week's Famitsu, the place where word first broke about the game. Hospital is not a "surgical action" game like previous hospital-themed titles from the developers, he said. Instead, it attempts to make into a game all areas of a hospital.
Players will be able to select from six doctors: Hank, Maria, Tomoe, Mira, Gabriel, and CR-S01 (that last one is a prisoner number -- yes, one of the doctors is a convict). All characters have their own specialties. Mira actually appeared in Trauma Center: Second Opinion.
The dramatic areas of the game promise a fusion of manga and anime, with full voice for all the characters.
Despite Kanada's words, the game will have surgical actions as well, although we're not sure of the details just yet. The surgical action areas of the game do appear to make use of Wiimote motion controls. Two player simultaneous play support is also in the works.
Hospital is currently 30% done. A release date has yet to be finalized.
http://uk.wii.ign.com/articles/986/986849p1.html
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May 27th, 2009, 22:20 Posted By: wraggster
sepp256 has posted some news concerning the N64 Emulator for Wii and Gamecube:
We don’t really appreciate the negative comments on the site. It is obvious that there is a lot of anticipation for homebrew N64 emulation on the Wii/GC. Believe us when we say that we are equally excited to see Wii64 enter public beta stage. We have devoted a lot of our free time to this emulator for nearly two years, which is since the days before Wii homebrew was even possible. Many of you who are complaining are simply being impatient because you want to try something that you would only complain about more until we have worked more bugs out.
We have entered a private alpha stage, and we have made many improvements/bugfixes to the emulator in the last few weeks. However, there is still a substantial amount of work to do, and a couple of us are very busy with schoolwork right now. We won’t give any release dates, but we hope to be able to release a public beta as soon as possible. Please don’t ask for a release date or to beta test.
patience is a virtue
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May 27th, 2009, 22:20 Posted By: wraggster
sepp256 has posted some news concerning the N64 Emulator for Wii and Gamecube:
We don’t really appreciate the negative comments on the site. It is obvious that there is a lot of anticipation for homebrew N64 emulation on the Wii/GC. Believe us when we say that we are equally excited to see Wii64 enter public beta stage. We have devoted a lot of our free time to this emulator for nearly two years, which is since the days before Wii homebrew was even possible. Many of you who are complaining are simply being impatient because you want to try something that you would only complain about more until we have worked more bugs out.
We have entered a private alpha stage, and we have made many improvements/bugfixes to the emulator in the last few weeks. However, there is still a substantial amount of work to do, and a couple of us are very busy with schoolwork right now. We won’t give any release dates, but we hope to be able to release a public beta as soon as possible. Please don’t ask for a release date or to beta test.
patience is a virtue
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