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NEO Coding Competitions => NEO Summer Coding Compo 2009 => NEO Compo 2009 => The past Neo Coding Compos => The reviews collection zone => Topic started by: soulanger on September 04, 2009, 11:55:33 PM

Title: Soulanger's NDS Games
Post by: soulanger on September 04, 2009, 11:55:33 PM
Soulanger Review System

I give Overview reviews from the following:

Concept - Is the general concept interesting? Does it have something innovative? Will it be fun or usefull? Is it basic?
Presentation - Is the game presentated gracefully? Was the graphics bad? How about the sound? Were they generic?
Execution - Is the program faithful to its promising Concept? Is it okay? Are there glitches? Did exceed expectations?

Overviews points are merely, guides to show if the game has strong points in a certain category. These score will not affect the Final Score.
The only categories that will affect the score are:

Motion Support (.5/.5) - Does it support Motion?
Original entry (.5/.5) - It wasnt posted in the previous Neo Competitions?
Overall (10/10) - Was the whole program good? What did it lack?

It will then sum up to the Final Score (11/11)

This system was made so that game genres that have rare times to show their graphical capabilities (like Text Based Adventure) and games that can show graphics in each portion of the game (like Platformers and action games) would be much fair. In apps a great example would be comparing flashme to an image viewer, flashme would certainly receive lesser points even tho they are quite different. I also try to review the game/app in its coding side, something coders might find as a treat.

The reviews are aligned from best to not so bright, homebrews.


Operation Libra
(http://i31.tinypic.com/2n1i8fm.jpg)(http://i25.tinypic.com/28lcsj7.png)

Concept 9/10
A point and click adventure game, where the idea is to escape the room. A typical foundation of the genre, and like all adventure games this one has puzzle elements into it. Not everybody likes adventure games, but fans do know that it's all about the story and execution of concept.

Presentation 8/10
A grainy yet stylish kind of art. It has that adventure game, standard feel. Which may not be loved by all.

Execution 10/10
Very impressive. I'm quite fascinated with this game. The both the story and puzzles of the game is quite amazing. There are not much stuff to complain about it. It's a well executed game, which can be easily compared to other adventure game classics. It's pretty hard to review a game which primary focuses on both story and puzzles. Saying a lot might spoil the fun.

Overall 9/10
A lot of effort and love was given to this game. This game is certainly, a gem in both the Adventure Game and Homebrew community. I may not appeal to all but to those who love adventure games this is a must play.

Motion Supported .5
Original entry .5

Final Score 10/11 Try It!

http://tinyurl.com/NEOLIBRA

DawnSeekers
(http://smealum.net/dawnseekers/screenshots/map2.png)(http://i76.photobucket.com/albums/j12/BassAceGold/dawnseekers2.png)
Concept 10/10
Classic FPS game play. Point and shoot fast paced action! Just like all those DOS FPS games I used to love. Everything fans of the old 3D Realms/Apogee/Id would expect, they are all here.

Presentation 8/10
The graphics engine is heavily coded, textured, and modeled. Extreme effort was given to this game. Sadly, the pressentation is quite very disappointing for those who followed the project, especially those who read the mainstream articles, the game had a year ago. The engine is very impressive but you may ask so why wasn't it good? Well based from a footage one year ago, what made the author's graphical engine, was that it could construct some amazing lighting effects. Heck it was compared a lot to Dementium, and to exaggerate the press say its even better. But in this current build there are no map or room that can use those effect. Unlike Dementium, this game isn't a horror game, and all of the rooms are well lit. Another problem with the Presentation is that animations of the models arent that great. Characters don't transitite very well when changing to another animation. The movement from one keyframe to the next, is very choppy. Hench the animation is so unimpressive, that at times you may think that the models are prerendered even thought they arent.... are they? In the end the Presentation feels very disappointing because of the story's settings, its okay though its merely a demo, and it kinda suits the classic DOS game play very well.

Execution 7/10
Its fine but it isn't as great as the old DOS games. Its far from complete game play wise. Yes, the memorization game play is there, and it feels very satisfying when you finish off the stage. But there are a large number of issues that made it very frustrating. Such as all enemies has an ultra fast movement speed that could stand at your back almost instantly. They also walk through walls at time. They don't spawn until an area has been reached. They have perfect aim. And they gang up on you. So you can easily die. The worst part of it is that the game has no checkpoints when you die you go straight to the beginning of the stage, and let me tell you it is very far.

Overall 9/10
The game is very fun if your good enough, but it still very very incomplete. The author does have a lot plans for the complete game. Such as a complete campaign and it would be very interesting if the author will also release some mod tools such as his map editor. With that games like Counter Strike DS, or Half Life DS may become possible. I don't know about you guys, but I'm so excited for this one.

Not Motion Supported
Original entry .5

Final Score 9.5/11 Sneak Peek

http://tinyurl.com/NEODAWN

You Have To Burn The Rope DS
(http://img188.imageshack.us/img188/920/yhtbtrds1.png)(http://img200.imageshack.us/img200/1994/yhtbtrds2.png)
Concept 9/10
An NDS of the loved flash game called, You have to burn the rope. If you haven't played the game, it's quite hard to define what it is without giving spoilers.  It's an art/joke/puzzle game where you fight the monster, The Grinning Colossus, inside a room. The game merely lasts for 5 mins for you to finish it. It's a great game, but the replay value can only last for 1-3 plays.

Presentation 8/10
I looks and sounds, very slick, and very faithful to its PC counterpart, although he did lowered the volume of the game's ending, which is the entire essence of the game. It was low enough that I had to extend my neck to the DS just to hear it.

Execution 10/10
Achievements, Mods, and a Top screen Map! These features that the author have added are extremely slick. It's obvious how the author really loves the original game, as playing his version clearly shows that he wanted to squeeze every bit of fun to the 5 mins game. Sadly though, that he wasn't successful at keeping the game's replay value alive.

Overall 9/10
If you haven't played the original You Have To Burn The Rope, Get It! If you already tried it, I still say, Get it! Why? Some of your friends might have not played it yet and this portable version is a great way to let them try it any time, but do make sure to wear headphones as the ending really suffers from bad volume, not being able to listen to it would certainly ruin the fun.

Not Motion Supported
Original entry .5

Final Score 9.5/11 Try it


http://tinyurl.com/NEOBURNTHEROPE

Alien Puzzle
(http://gemisis.nrk.cc/DS%20Homebrew/PGG_1592/pic2.png)
Concept 8/10
You are an alien that wants to go back to his "F" Gem. The alien is controlled with a pacman-like control scheme, he moves continuously in one direction. So evading direct hit deaths would be more challenging. I can say that this game is a cross fusion of Irritating Sticks and pacman.

Presentation 7/10
The game got a retro style graphics to it, it's quite like those old DOS games and NES games that we love so much. Retro graphics are awesome. What's an F Gem? I dunno, but I love to believe it's his home. I also like to believe that the alien is ET. Sadly not everybody appreciates these kind of graphics. It's not incomplete I believe, the retro like graphics is indeed the art direction the author wanted. But other than that the other sections of the games are very disappointing, I would rather have the whole game having retro style art. Instead the game has yellow and green interfaces, that isn't very good.

Execution 8/10
The author was able to execute this fine simple game, quite good. Sadly he didn't push it more than that. Although game does have a custom map feature. It's not in-game, there is no desktop application, instead you have to do it manually.

Overall 8/10
It's great, but nothing more. I really find the graphics pleasant. I do believe its complete though. If you are in the mood for classic retro game play this game is a choice. I'll give it a Try it. I just hope that the author will still update this surprisingly fun homebrew.

Not Motion Supported
Original entry .5

Final Score 8.5/11 Try It!

http://tinyurl.com/NEOALIEN

Bouncy Marble V2
(http://img4.abload.de/img/bildschirmfoto-3zxfd.png)(http://img4.abload.de/img/bildschirmfoto-6m9ty.png)
Concept 6/10
Basically it's a clone of Icy Tower for the DS. Go as high as you can in the random tower while the camera follows. If you go outside the lower part of the screen, the game ends. There's is also a nifty feature in the mechanics of the game, where the character jumps higher when you run fast before jumping doing this will also give you a multiplier for your scores.

Presentation 6/10
It's better than most homebrew games in terms of Presentation, but it doesn't reach commercial standards. The game's graphics feels very rushed, there are some incomplete parts where it uses plain text and premade codes, the save replay screen is the most notable. There are also two versions of this game, one has music while the other one doesn't. The music version doesn't add much, it merely has a simple music playing feature. Which is preinstalled with songs that feels very out of place and random to the game.

Execution 8/10
Very impressive execution. The game has replays, online hiscores, a simple music player, and a tutorial. Most of the features are well executed, although I am not sure for the online hiscore feature, as I've tried quite a number of times just to upload my scores, the game says that the connection is a failure. Sadly though that you can't post your score afterwards you didn't accept the game's request to upload it, or even though you accept it, it fails due to some unknown reasons.

Overall 8/10
Even though its pretty much basic and it's very incomplete in most part, the game is still worth a try especially for Ice Tower fans. If this project is to be continued and refined, I would be glad to give it another play and who knows it might become a favorite to some of the homebrew fans out there.

Not Motion Supported
Not Original entry

Final Score 8/11 Try It!
http://tinyurl.com/NEOMARBLE

Lights Off!
(http://i26.tinypic.com/2n9dz88.jpg)(http://i31.tinypic.com/2j4r5fd.jpg)
Concept 8/10
A clone of Lights Up/Akari! The goal of the game is to turn off all the lights. Tapping a tile turns off a light room and also does the same to around it. Tapping a dark room does otherwise. It's a puzzle game that a number of us already know and some of us might have played it as a Zelda puzzle.
 
Presentation 6/10
A plain interface, that is purely blue. A dark room is blue while a bright room is a little brighter. It's very hard to see the difference of both, and very uneasy to play. Consecutive play made burn my eyes. A blue color blinded user would find this game very difficult to play, and that's not in a fun way.
 
Execution 6/10
The general game play works fine, but other features I find essential isn't here. There is not reset button for you to restart the puzzle from scratch and there is also no skip level feature, and the first puzzle is either too hard or impossible to finish. There is also no menu in the game.
 
Overall 7/10
I'm quite a fan of Lights Up, heck I play it a lot on my iPod Touch. If you like Lights Up, this game might be for you. Hopefully this wouldn't be the last we've seen of this author's version of this game, as it isn't complete.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Too Early

http://tinyurl.com/NEOLIGHTS

TouchRight! - Featuring Terra the Pessimist!
(http://dphone.palib.info/images/TR3.jpg)
Concept 7/10
As the author says, TouchRight! is an addictive math game, that asks to compute impossible equations in a limited amount of time and tries. It features a Pessimist commentator named Terra. She will always let you down, by mocking and annoying you on whatever you do. It was made as Proof of concept on how multitouch can be used for a ds game. The idea of Terra, is quite innovative, but you don't know if the author made her to be funny or just plain annoying. How you feel about Terra differs from person to person. I love the author's innovative concept, but the other concepts isn't as good.

Presentation 6/10
A cluttered Presentation made with mostly static images. The images, although they are complete, they still lack a great number of graphical tweaks. There is sounds, but the volume is so low you could vaguely hear it even at full volume. There are also voice clips made by a text-to-speech program. A typical DS homebrew Presentation, it isn't commercial quality but it does the job done.

Execution 8/10
The game play is confusingly executed. The author honestly want impossible equations to be computed in few seconds, and guess what he did it perfectly. It is impossible! Answering questions is quite impossible also. The multitouch gimmick didn't work well. Most of the time your answer will be one, even though you answered otherwise. There is also no confirmation what number did you answer with. The reason why the game isn't that very good at detecting the number of fingers is because you need to be very timed when you tap your fingers. The game when a finger is detected the program will instantly take it as an answer. So you can't put one finger then the next, and so on. You have to time the tap of all fingers at once, in one millisecond.

Overall 7/10
I'm not sure if its complete, but it isn't much. The center of attention of the game is Terra, an innovative character idea. Even though you hate her or love her, she only last for a few good laugh or stress, the same goes for the game.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Passable

http://tinyurl.com/NEOTOUCHRIGHT



Seek And Recharge
(http://donotjava.netsons.org/Download/sar/screenshot001.jpg)
Concept 7/10
A slightly complex, floor switching puzzle game. You have a number of steps to move until the game forces you to change floors. You can also change the floors by will.  If you get touch by the floor that you are not immune you will die. It varies from person to person, others may find it fun and relaxing while others will find it frustrating.

Presentation 7/10
Feels like a Snes like or mid-end DOS game. The character reminds me of those npc robots from Megaman Battle Network. The menus are quite easy to navigate but in-game interface is quite bad, I always find my self confuse what the color of L or R will be, and thus resulting me to die.

Execution 7/10
The execution is nice, but I would prefer it if the author made it more noob friendly and less frustrating for those who keeps on dying. Maybe the users can go back to a few steps rather than dying, etc. The tutorial is also an issue, its plain text and a little tedious to read. I'm not sure if I got the concept right.

Overall 7/10
The game play concept sounds quite nice, but the author should make it more easy to pickup, and make it less frustrating. It really depends if this game is for you to try, so I'm going to give it a Sneak Peek.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Sneak Peek

http://tinyurl.com/NEOSEEKANDRECHARGE

DSDice
(http://home.earthlink.net/~jwmarikle/sitebuildercontent/sitebuilderpictures/scrsh2.jpg)(http://home.earthlink.net/~jwmarikle/sitebuildercontent/sitebuilderpictures/scrsh3.jpg)
Concept 6/10
Yahtzee, a classic dice game, for the DS. For those who don't know how to play. It's a little complex to explain the games rules. But basically you roll dices, in three tries. Get scores on their results.

Presentation 9/10
The Presentation is extremely nice. There are three themes. The best theme is the default black one. There are also other extra options added made just aid the interface. I really do like how the author made the interface of the game. Sadly though that he left the dice roll static. It's pretty boring to see the roll result instantly without suspense. I could have given this a 10/10[/color].

Execution 10/10
Slick execution to a very decent concept. There are not much to say, but the author really gave love to his project.

Overall 7/10
There are not much game play to this one. I rather find the game play decent, but in terms of style and Presentation this one's a certain win. I believe the author just made this project just to try making a great interface. I have small doubts that a new homebrew gem is in the making, we might not see the last of this author.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Passable


http://tinyurl.com/NEODICE

Five_Error
(http://www.neoflash.com/forum/index.php?action=dlattach;topic=5716.0;attach=2136)
Concept 8/10
Spot the difference in over 100 images. Simple as it is, these kind of games are still very addictive. Heh, laugh now people just see if you can escape the addictiveness of this concept!

Presentation 8/10
It depends, if you are okay with spotting the difference in realistic graphics. You would like it. Otherwise, you might not. Interface is fairly simple, nothing great but easy to navigate. It's also a great idea that the author made it in landscape mode which is good for these kind of games.

Execution 7/10
It's alright. Aside from the arcade mode there is also a time trial mode. A different difficulty levels. The author promises more in the his next build. I could give a higher execution score but sadly, the game doesn't run in all flash carts. I had a hard time running this.

Overall 8/10
It's quite fun. If you got some spare space in your sd card and some spare time. Try checking this one out. The author promises a wifi mode and a story mode in his next build. Both of these promised features sounds very interesting, come on a story mode in a Spot the difference game? Just make sure it isn't childish. It'll be so awesome if you make it dark story. Quite a good game.

Not Motion Supported
Original entry .5

Final Score 8.5/11 Passable


http://tinyurl.com/NEOFIVEERROR

OMG WTF
(http://i25.tinypic.com/14312ki.jpg)
Concept 7/10
Despite the awesome name, the game is merely..... a Tetris clone. Stack the
blocks that you have been given into a line. If you succeeded in creating a
line, the line would then disappear and will become your score.
 
Presentation 8/10
The game has simple graphic. It's simple but it does it nicely. The graphics of the game is basically made out of tiles and text. All of the tiles in the game uses this one simple square. The square does however changes to a different color when inactive. I'm not sure if the game is yet to be completed, but its very lacking in terms of Presentation. But set aside the graphics, the sound presentation of the game is quite impressive. The weird soundtrack that the author picked for the game is very wicked. It captures Tetris' mood well. Very hypnotic and weird, and very well picked.
 
Execution 6/10
Its Tetris but there are also a lot of game play modes that gives the general game some minor twist. Minor in the fact that it doesn't affect the game play that much, unlike the commercial Tetris DS that has features that are very major. I also have problems with how the game does Tetris's natural game mechanics. Tetris DS players will take notice of the missing Up button and rotate block trick. The game also failed to imitate the collision of other Tetris games. You also have to wait a few seconds when the block touches the ground until the game will move on to the next block.
 
Overall 7/10
It isn't a perfect Tetris clone. It has some pretty fine features and a impressive soundtrack, but the imitation of Tetris' mechanics isn't that very comfortable and fun for those who have already played other Tetris games.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Too Early


http://tinyurl.com/NEOOMGWTF
DronS V1.6
(http://img5.abload.de/img/bildschirmfoto-7cwzi.png)
Concept 8/10
It's basically Tron's Light Cycles. For those who doesn't know what it is, think of it as a multiplayer version of snake.

Presentation 5/10
The graphics of the game is alright. Its uses a basic 3d engine, it can do antialiasing (disabled by default), move objects around, etc. There are also some minor graphical bugs. The game's menu is a little annoying. I, being color blind, found out that the colors of the menu is really bad. It's pretty hard to differentiate the highlighted color from the rest, enough that I count the number of d-pad press just to know what menu have I selected. A graphical icon and touch based menu would be a lot better, with it there will be lesser need for different language support and user friendliness of the menu will be a lot better.

Execution 7/10
The game did have some amazing features like net-play and game play customizations but regarding it's a simple year old project, it's pretty disappointing that the game isn't very polished. During my play I found some bugs that can be use for cheap and foul play. There are collision bugs which can easily be done by turning simultaneously. There is also this one game play breaking bug that will cause your light cycle to stop creating lights which can also be done by simultaneously turning before the start of the next game.


Overall 7/10
The game was okay. It did had some amazing features but the lack of execution was pretty much its downfall. Hopefully the author still continue this year old project, and polish it. It's quite addictive if you do ignore its bad points and use the game play breaking bugs.

Motion Supported .5
Not Original entry

Final Score 7.5/11 Sneak Peek


http://tinyurl.com/NEODRONS
Hangman
(http://tapsa.bitmagick.com/nds/files/hangman.png)
Concept 7/10
A hangman clone. The word is hidden. You have 5 tries to guess to see if a letter is in the word. If you revealed all the letters of the word, you win. Otherwise, you lose. A simple yet addictive word game.
 
Presentation 7/10
The graphical interface of the game contains merely of  a simple ABC keyboard and a static image with simple letters in the top screen. The static image changes on each wrong answer. There is also text to that represent what letters have been revealed
 
Execution 7/10
The execution wasn't that excellent, but rather very simple. There are no other features or menu other than the game. The game was clearly rushed. The game only has few number of words to play with. There are also major glitches in the game, like that the revealed letters in a word that you have failed to complete. Will not reset the next time you get the word. There is also a problem in this one word, that you cannot finish it as the last letter cannot be revealed.
 
Overall 7/10
Great game the homebrew scene needs more of these games. Sadly not all of the word homebrew games that I've tried on the DS aren't that very good in terms of execution. I do wish that the author will continue this and polish it until it becomes a gem. Although, it wasn't that executed perfectly the game was still damn fun.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Too Early

http://tinyurl.com/NEOHANGMAN


Around The Clock
(http://i27.tinypic.com/2q1t84n.png)
Concept 7/10
Aim and throw the darts, using the d-pad and the A button. The cursor shakes while you do try to aim.
 
Presentation 6/10
Bland graphics, which would remind you of those old great early-DOS games. Not much but it does the job just right.
 
Execution 7/10
It's not much of a surprise that the author could pull off such a simple concept. But there are some tricks that would make your next shot stay very near to the previous. You can do this by spamming your darts by rapidly tapping A. The hi-scores, are also too high which could easily break motivation of the player.

Overall 7/10
It's pretty much complete, but it isn't much of a game that everybody would like. It's merely a minigame.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Passable


http://tinyurl.com/NEOCLOCK

Xplosive Combat
Concept 7/10
A basic Vertical Shoot em up game. All basic, but not more.

Presentation 9/10
Reminds me of those great nokia and capcom SHMUPs. Pretty nice and smooth looking. Very well presented.

Execution 8/10
A very well executed demo of his shooter engine. Not much to say, there's not much innovation.

Overall 7/10
A very beautiful techdemo. Too bad it's incomplete. I just hope the author will not cancel this project and give great game play. I'll be watching this project. Kudos to the author.

Not Motion Supported
Original entry .5

Final Score 7.5/11 Sneak Peek

http://tinyurl.com/NEOCOMBAT


Stargrazer
(http://i833.photobucket.com/albums/zz258/SwedishFish0/Stargrazer/stargrazer3.png)
Concept 5/10
In this current build, the concept is to defeat the incoming waves of enemies while trying to stay alive. A plain simple shmup game.
 
Presentation 7/10
A pixilated menu that tries to imitate the interface of Smash Bros Melee or
Meteos. The in-game sprites in the other hand uses a random sprites from various games. The Presentation wouldn't astonish you, but it does the job quite fine.
 
Execution 6/10
For this build it has simple controls, no stylus, etc. Hit box is quite unfair and something what shmups players wouldn't want. Not much to say, as I believe that this game is yet to be finished.
 
Overall 6/10
As a game it is very plain, as it is yet to be finished. But as a tech demo, it's quite good. Its yet too early to judge this game. The game's core game play is yet to be finished, and there are a lot of place holders.

Not Motion Supported
Original entry .5

Final Score 6.5/11 Too early
http://tinyurl.com/NEOGRAZER
Title: Re: Soulanger's NDS Games
Post by: M. Lucanius on September 05, 2009, 12:14:33 AM
So.... there's a 3-way tie for 1st, 2-way tie for 4th, and a 9-way tie for 7th?
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 05, 2009, 12:36:00 AM
Unfortunately yes. By only by score. It is imposible not to tie with scores, especially with  this number of entries. The entries are already aligned from best to top tho. Its what i think what the list will be. I selected which ones is better, with my personal opinion.
Title: Re: Soulanger's NDS Games
Post by: M. Lucanius on September 05, 2009, 12:56:32 AM
ok. That makes sense.
Title: Re: Soulanger's NDS Games
Post by: leinad on September 05, 2009, 01:14:48 AM
Very detailed review.
just one request: please add some [.hr.] things and change the size or/and bolt the game-names so you can seperate the replays better :x

@Bouncy Marble.
Quote
The game's graphics feels very rushed,
Woah, how did you point out that ^^ ? Well, there were 2 things I during the last days before 20th: I didnt had that much time anymore and I sux at GFXing xD

Quote
, the game says that the connection is a failure.
GOD DAMN IT! WiFi can be a real b***. Why does the feature work for some
(Already over 10 different ppl submitted highscores. 80 highscore entries in total) but then fails for other =_= ? I hope I can get it work for everyone next time...

@ DronS:

Quote
..., found out that the colors of the menu is really bad.
Hmm, yeah I realy should add a arrow pointing at the selected entry at least =$

Quote
There are collision bugs which can easily be done by turning simultaneously. There is also this one game play breaking bug that will cause your light cycle to stop creating lights which can also be done by simultaneously turning before the start of the next game.

Huh ? Right now Im smashing on my D-Pad as much as possible trying to find the bug x( I remember that it happened during WiFi play once, but I never could reproduce it. I would be realy happy if I can find the bug =$

Quote
it can do antialiasing (disabled by default)
What do you mean with "disabled by default" ?
The AA feature is enabled in DronS o_o
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 05, 2009, 01:25:01 AM
Hi Noobey.
About marble? Yap libwifi is quite annoying, at times. I'm not sure why it does that tho, but I assure you my wifi settings works.

As for DronS:
Its really hard to see the highlighted menu.. Sorry im color blind. Its only now that I know. As I did a research if I was the only one have problems seeing it.
As for the bug, it easier to reproduce it using. The config "Left Dpad - Left turn A button - Right Turn", then do a circle then loop around it. It takes practice to master the trick tho. ;)
And for the Antialiasing, its not activated by default, in my version. I had to activate Perfomance Mode first.

As for the layout.. I'm fixing it. ^^"
edit: Oh btw, thanks for the appreciation. :3
Title: Re: Soulanger's NDS Games
Post by: smealum on September 05, 2009, 02:09:58 AM
From what I read (not all of it), very nice review. Most of what you say about my game is true, and even though that kind of makes me sad, it's true that it's very incomplete, buggy and there's still a lot to do... But thanks for the positive and detailed feedback. :)
About the lighting : in the demo, the dynamic lighting effects deactivated. That's why it might not look as good as the video from last year. Also, as you pointed out, there are now dark rooms, so lighting isn't really shown off anyway. But yeah, the engine still has tons of remaining potential. :)
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 05, 2009, 02:15:57 AM
Thanks smealum. :D
I always try to give the authors some extra boost to motivate them, and no matter how hard it is at times, I try not to be hostile.  ~sm-40.gif~
Oh and I review through things most reviewers dont, which is how the program is coded, and maybe how graphics are created also. ^^"
Title: Re: Soulanger's NDS Games
Post by: samel on September 05, 2009, 03:42:37 AM
soulanger: are you a programmer or a grephics artist?
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 05, 2009, 03:44:14 AM
Both. ^^"
Title: Re: Soulanger's NDS Games
Post by: Placeholder on September 05, 2009, 05:53:22 PM
Nice review, it's laid out really neatly.

Well written, and marked fairly. Everything written seems true enough. It gives a good idea of what is good and bad about each item. Pictures were a nice addition too. Helped explain some of what you were describing.

These penguin emoticons are awesome!  :-*
Title: Re: Soulanger's NDS Games
Post by: Gaz on September 05, 2009, 05:56:29 PM
Hiya Soul Langer,

Nice contradiction!

Gems Artwork
------------------

Presentation 7/10
The game got a retro style graphics to it, it's quite like those old DOS games and NES games that we love so much. Retro graphics are awesome. What's an F Gem? I dunno, but I love to believe it's his home. I also like to believe that the alien is ET. Sadly not everybody appreciates these kind of graphics. It's not incomplete I believe, the retro like graphics is indeed the art direction the author wanted. But other than that the other sections of the games are very disappointing, I would rather have the whole game having retro style art. Instead the game has yellow and green interfaces, that isn't very good.

My Artwork
--------------

Presentation 6/10
Bland graphics, which would remind you of those old great early-DOS games. Not much but it does the job just right.

---------------
I am very poor at art, but I do my best  :'(

Concept 7/10
Aim and throw the darts, using the d-pad and the A button. The cursor shakes while you do try to aim.

Cursors to move dart
B = Throw Dart
X = Toggle music on/off

You obviously didn't play the game, try it; you might like it!
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 05, 2009, 10:42:11 PM
Haha, langer. XD

I never said the art was bad. Some people who grew up in the Early-DOS era like me will perhaps actually find the style, rather pleasing. But not everybody would like it.

B button? Whoops! XD
Its a typo, sorry. ^^"
I did played the game, it was one of my first homebrews that I reviewed. I had a hard time getting a 100 score. I took quite a while, afterwards I then stopped playing, I thought my score was impressive, it turns out the hiscores are 600+. o_o Like I said it broke my motivation to get a higher score. And yes, it is quite a fun minigame.
So please dont say that I didnt play it. ^^"
Title: Re: Soulanger's NDS Games
Post by: M. Lucanius on September 06, 2009, 01:14:25 AM
Thanks soulanger for the review. I think it's really decent, but I had just a couple things to say.

Quote from: soulanger
Sadly though that he left the dice roll static. It's pretty boring to see the roll result instantly without suspense.
Yup, that was something I should have done (and made a user preference)  :D

I'm glad you liked the interface, though.

But with regard to this statement:
Quote from: soulanger
I believe the author just made this project just to try making a great interface.
I say ha! I would never embark on a project with set goal in mind.  ^-^



psst everyone kinda needs to lighten up a bit
Title: Re: Soulanger's NDS Games
Post by: x711Li on September 06, 2009, 01:37:23 AM
Operation Libra
(http://i31.tinypic.com/2n1i8fm.jpg)(http://i25.tinypic.com/28lcsj7.png)

Concept 9/10
A point and click adventure game, where the idea is to escape the room. A typical foundation of the genre, and like all adventure games this one has puzzle elements into it. Not everybody likes adventure games, but fans do know that it's all about the story and execution of concept.

Presentation 8/10
A grainy yet stylish kind of art. It has that adventure game, standard feel. Which may not be loved by all.

Execution 10/10
Very impressive. I'm quite fascinated with this game. The both the story and puzzles of the game is quite amazing. There are not much stuff to complain about it. It's a well executed game, which can be easily compared to other adventure game classics. It's pretty hard to review a game which primary focuses on both story and puzzles. Saying a lot might spoil the fun.

Overall 9/10
A lot of effort and love was given to this game. This game is certainly, a gem in both the Adventure Game and Homebrew community. I may not appeal to all but to those who love adventure games this is a must play.

Not Motion Supported
Original entry .5

Final Score 9.5/11 Try It!

http://tinyurl.com/NEOLIBRA

Operation Libra has Motion Supported... tested and working on an R6 Gold motion card.

Appreciated the review though. Good stuff.
Title: Re: Soulanger's NDS Games
Post by: arrpirate on September 06, 2009, 02:57:19 AM
Quote
Its Tetris but there are also a lot of game play modes that gives the general game some minor twist. Minor in the fact that it doesn't affect the game play that much, unlike the commercial Tetris DS that has features that are very major. I also have problems with how the game does Tetris's natural game mechanics. Tetris DS players will take notice of the missing Up button and rotate block trick. The game also failed to imitate the collision of other Tetris games. You also have to wait a few seconds when the block touches the ground until the game will move on to the next block.
 
Overall 7/10
It isn't a perfect Tetris clone. It has some pretty fine features and a impressive soundtrack, but the imitation of Tetris' mechanics isn't that very comfortable and fun for those who have already played other Tetris games.


What? You're knocking off points for me not directly copying Tetris DS? If you want to play Tetris DS, play Tetris DS. This is my game. I have things the way I do because I like it that way in my game. For example, the last sentence  int hte first paragraph I quoted... "You also have to wait a few seconds when the block touches the ground until the game will move on to the next block." ... That's a feature, not a big. I like that feature. And it's not a few seconds. It's actually a fraction of a second. I could tell you exactly how long it is, but I don't want to open my source code right now. All tetris games I've come across have this feature. It's what allows sliding tricks. I have it set to how I like it. You know why? Because this is my game, not Tetris DS.

Thanks about the music, though :D
Title: Re: Soulanger's NDS Games
Post by: arrpirate on September 06, 2009, 03:01:27 AM
Oh, and on my Lights Off! game... If it hurt your eye, you may want to get your eyes checked. Also, it is not fair for you to compare my work to another game. I didn't clone 'Lights Up!'... I cloned an old handhold game I had when I was a child. You know why it didn't have a menu or a reset button or a 'new puzzle' button (what I assume you meant by level skip)? Because the original handheld didn't have those features. Also, it shall never have a menu. The goal was to emulate the real life handheld, which looked exactly like that with exactly the same features, minus the extra colors of light. The original had these dim blue lights that barely lit up and you could change difficulty with these little sliders. You just turned it on and played. No extra features.
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 06, 2009, 03:43:08 AM
Thanks for the comments guys I appreciate it. :)
Thanks soulanger for the review. I think it's really decent, but I had just a couple things to say.
Yup, that was something I should have done (and made a user preference)  :D

I'm glad you liked the interface, though.

But with regard to this statement:I say ha! I would never embark on a project with set goal in mind.  ^-^
Thanks lucanius! Hmm, Really? Your presentation is very impactful, even tho its quite a fun little game I still kinda thought this was just an excuse to show your graphical skills. :D

psst everyone kinda needs to lighten up a bit

Who? o_o

@B12Core: Holy ****, how could I forget that! I know this game got motion support. I really knew that! >_< Dang but I forgot to put it. I'll edit up the review, its pretty major. For that it flanks out DawnSeekers for the top1. If Dr. Neo says it isnt allowed, mods please revert it to the original version. I will not edit the my other review threads just to make sure, if i did break the rules. >_< Anyway, thanks B12.

@Arrpirate: Thanks for the replies Arrpirate! Hmm, I see. I'm not knocking off points just because its not a direct copy of Tetris DS. The concept of the game was a clone of Tetris. I lowered some of the points in the execution area because some of it lacks some of Tetris's features, that are in "The Tetris Company's official guideline". Features such as the, infinite spin, easy spin/tight spin,  hard drop, etc. More of them are found here, http://en.wikipedia.org/wiki/Tetris

If you havent seen it yet the guidelines for my review is on top of the thread.
Hmm about your lights off game. ^^" I'm sorry if it hurts my eyes. I'm actually color blind... You can't blame me. :( Alot of people are color blind also, and I'm having a hard time distinguishing the lit rooms to non lit ones. Altho I'm not sure if its because im color blind or maybe because the darkness and brightness of the non lits to the lits arent that far off. Oh ^^"
Hrmm, I was actually comparing to the original concept. "Lights Up!", is also a similar game. It is until now that I knew the name of the original game is, which is, Lights Out. http://en.wikipedia.org/wiki/Lights_Out_(game) ^^"
If I knew sooner I could have replace all the "Lights Up!",  to "Light Out". I'm comparing it to the gameplay, so it wont change anything except the name.

Thanks for the replies. :D
Title: Re: Soulanger's NDS Games
Post by: x711Li on September 06, 2009, 04:06:50 AM
@B12Core: Holy ****, how could I forget that! I know this game got motion support. I really knew that! >_< Dang but I forgot to put it. I'll edit up the review, its pretty major. For that it flanks out DawnSeekers for the top1. If Dr. Neo says it isnt allowed, mods please revert it to the original version. I will not edit the my other review threads just to make sure, if i did break the rules. >_< Anyway, thanks B12.

It's still September 5th, should be no problem ^^
Title: Re: Soulanger's NDS Games
Post by: M. Lucanius on September 06, 2009, 04:08:02 AM
Quote from: soulanger
...Who? o_o

It's just my observation that many people can't take a review from another finite being. A lot of people take it too personal. I suggest we accept the reviews in light of the (real) people who write them, while presenting errors in a professional manner (e.g. B12Core). That's all.

Quote from: soulanger
Alot of people are color blind also

Actually my uncle is too.
Title: Re: Soulanger's NDS Games
Post by: arrpirate on September 06, 2009, 04:59:50 AM
My goal was not to clone Tetris. I only included the features I liked (for example, I don't like it when bricks 'push off' from walls, like what happens in certain games when you rotate a block) and my goal was never to include ALL features in any other tetris game, even the official one. To knock off points because of that or because of me not including features you liked in other games is wholly wrong.

As for being color blind, well, sometimes you have to deal with it. I'm deaf and yet I get points knocked off by some reviewers because I didn't include lots of sound effects or music for Lights Off!.
Title: Re: Soulanger's NDS Games
Post by: Kasumi on September 06, 2009, 12:24:49 PM
All tetris games I've come across have this feature.

Not Tetris for Game Boy. Or Tetris for NES. They don't allow sliding tricks. And considering your game lacks a hard drop and wall kicks, I'd think that would be the style of game you're going for.

Edit: I prepared a three diagrams for you, since technically it LOOKS like the Game Boy and NES Tetris support sliding. The reason for this is that the blocks don't fall down smoothly. They go cell by cell. But code wise, the blocks are going pixel by pixel. That's how the falling is "timed". Look at this gif which shows how NES Tetris behaves. On the right it shows how things look. On the right is shows how things are done.
(http://img214.imageshack.us/img214/6366/tetrisarr1.gif)

You'll notice that even though the left block is "touching" the bottom, it is still free to move because the right block has not hit the bottom yet. If this was not the case, it would be as if the block fell two cells instead of one when it touched the stack. This is NOT lock delay and no sliding is occurring. Only the block on the right matters. That might lead you to another observation. "Why don't let they us see it the way it is? That's dumb." The next gif should explain that. And it has to do with a move that looks like a slide. (but is not). Once again, the piece on the right is the way things are. On the left is the way things look. I added a pause where the piece "slides" in.

(http://img40.imageshack.us/img40/827/tetrisarr2.gif)

Notice how strange that looks on the right? The pieces are overlapping. That's why it's not displayed this way. Again no slide has occurred. The piece was just moved left before it actually touched the ground.

The next gif shows how Tetris for NES behaves and how your game behaves in one situation. I reported this as a bug in my own review, and I stand by that. The left two spaces are how Tetris NES behaves. The right two spaces are how your game seems to behave. I put a pause where lock delay begins for your game. Keep in mind Tetris NES does not have lock delay, so while the first t piece in your game's field is still active, another block is given to the spaces on the left. Both games get the same input for clarity.

(http://img197.imageshack.us/img197/5299/tetrisarr3.gif)

This is what I meant in my review by you can lock a block in the air. This should not be possible. It should lock one block lower than it does in the gif. (And sometimes this DOES happen. But if you constantly "float" a block over a space, occasionally it will lock in the air like that. )

I also recommend checking out this link: http://www.tetrisconcept.net/wiki/Lock_delay and reading some of the wiki there.

If you want lock delay (http://www.tetrisconcept.net/wiki/Lock_delay) with Game Boy or NES rotation (http://www.tetrisconcept.net/wiki/Nintendo_Rotation_System), and no hard drop or wall kicks (http://www.tetrisconcept.net/wiki/Wall_kick) that's fine. I'm just pointing out the fact that actual sliding is not possible in old Tetris games. One last thing, is that games that DO have lock delay usually have a way to cancel it and lock the piece so you don't have to wait for it every single time when you already have the piece in the right place. If you choose not to have that for your game, I agree it's your choice not to have such a mechanic, but it makes it less appealing to me.

I apologize soulanger for posting this here, but I am a big Tetris fan and I felt the need to cover this. If you dislike this, I will remove them.
Title: Re: Soulanger's NDS Games
Post by: arrpirate on September 06, 2009, 08:36:21 PM
Actually, it should be quite impossible to 'lock in thin air' in my game. See, I have each block checking for a downward collision of any piece of the block at every frame. It also checks for a downward collision just before it locks into place. It resets the stick timer every time there is no downward collision.

I chose to do it cell by cell rather than pixel by pixel because that's the way I saw as the most efficient way of doing things with my code. As such, it is necessary to have a stick timer, for if you don't, then you'll stick instantly.

I'm getting very irritated with people judging my game based on other tetris games. My goal was never to copy another tetris game but instead to make a tetris game that behaves in the way I like a tetris game to behave. I like it as it is. I like how blocks slide. I like how blocks fall. I like everything about it.

The only bug I think is an actual bug I'll be fixing in the next release is the garbage mode. For some reason, I forgot to clear the garbage creation variable in my tetris class' constructor. It's a very simple fix, but for that reason if you play Garbage, then go back to the main menu, garbage mode no longer works. You have to reset the game.
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 06, 2009, 09:28:24 PM
I apologize soulanger for posting this here, but I am a big Tetris fan and I felt the need to cover this. If you dislike this, I will remove them.
Thats one damn interesting post kasumi. :D
I love how explained it. So thats why it felt a different.
Like you im a fan of tetris, but after reading that. It looks like I have a long way to go. Right now I feel like a fighting game fan who doesnt know hitboxes. o_o

@arrpirate: I'm sorry but thats how all reviews go. :( Most people are proud and satisfied to what they have made. There was this homebrew release thread, that you know of. The author also tried to defend it, sadly not everyone who commented wasnt the audience he was aiming for. That was the purpose why I made this review system. I thought your game was aimed for tetris fans. Sorry if you think, I was wrong. :(

Edit:
@Kasumi: Oh I forgot to tell you, but have you tried this really really good tetris homebrew game, which is based from TGM3? Its named right from the bat, ^^" its called Tetris Grand Master 3 DS / TGM3DS. Its very similar to the original, infact the japanese author who made it was forced to remove the link from his site. Go google it, its very very excellent.
Title: Re: Soulanger's NDS Games
Post by: arrpirate on September 06, 2009, 09:59:19 PM
There is a difference between tetris fans enjoying my game and people going 'omg, your game sucks, because it doesn't behave exactly like this other tetris game I like!'
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 06, 2009, 10:28:57 PM
Just to defend me and fellow reviewers, this is just how it goes. :(
And I never said it sucks. You already know how much I love the music, the name, etc. If you you like it but others dont, live your life. We just tried to be detailed with our reviews. Please dont exaggerate and make your self sound like a sour grape. :( Well I actually like the taste of sour food. :P But that's besides the point. ^^" PUNCHLINE~ XD
and dont make the reviewers are sounds like they are all wrong. If you really think we are all wrong, do what I do and go to another site with a release thread with your games. I did remember correctly that alot of people dislike MENUdo here at neoflash. It was reviewed badly at 2008's demo and quite recently my 2009's tint releases, and you know that.  But  it turns out it had AMMAZING comments and receptions from  other sites such as GBAtemp and DCemu (thank you guys). As far as I know even tho I got a 0/10 from most reviewers last year, even after a year MENUdo is still in progress and is near completion. :)
Title: Re: Soulanger's NDS Games
Post by: x711Li on September 06, 2009, 10:38:40 PM
Operation Libra
(http://i31.tinypic.com/2n1i8fm.jpg)(http://i25.tinypic.com/28lcsj7.png)

Concept 9/10
A point and click adventure game, where the idea is to escape the room. A typical foundation of the genre, and like all adventure games this one has puzzle elements into it. Not everybody likes adventure games, but fans do know that it's all about the story and execution of concept.

Presentation 8/10
A grainy yet stylish kind of art. It has that adventure game, standard feel. Which may not be loved by all.

Execution 10/10
Very impressive. I'm quite fascinated with this game. The both the story and puzzles of the game is quite amazing. There are not much stuff to complain about it. It's a well executed game, which can be easily compared to other adventure game classics. It's pretty hard to review a game which primary focuses on both story and puzzles. Saying a lot might spoil the fun.

Overall 9/10
A lot of effort and love was given to this game. This game is certainly, a gem in both the Adventure Game and Homebrew community. I may not appeal to all but to those who love adventure games this is a must play.

Motion Supported .5
Original entry .5

Final Score 9.5/11 Try It!

http://tinyurl.com/NEOLIBRA

uh, 9 + .5 + .5 != 9.5. Just a heads up.

Title: Re: Soulanger's NDS Games
Post by: soulanger on September 06, 2009, 10:47:51 PM
Woops. O_o thanks for showing that. ^^"
Now let me divide it by zero. :P
Title: Re: Soulanger's NDS Games
Post by: arrpirate on September 06, 2009, 11:05:43 PM
No, I'm not upset that you didn't like some aspects of my game. If you pay attention, what I am upset about is poor reviewing. Do not mark my game down because it doesn't exactly copy another game you like. It's not fair to me and it is bad reviewing.
Title: Re: Soulanger's NDS Games
Post by: x711Li on September 06, 2009, 11:11:03 PM
No, I'm not upset that you didn't like some aspects of my game. If you pay attention, what I am upset about is poor reviewing. Do not mark my game down because it doesn't exactly copy another game you like. It's not fair to me and it is bad reviewing.

Heather, I think they mean to say that it contains features included in Tetris and therefore feel that you are in some way cloning it?
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 06, 2009, 11:19:36 PM
I defended so much why, again and again,  heck even kasumi explained some.
Sorry arrpirate but you triggered my filter. I'm not gonna take you easy anymore.
I did NOT review your game because it isnt an exact copy of a game.
Read the whole thread again, you might finally understand why.
Read your replies they are starting to become empty. I really feel this is sour-graping now. Stop being so hard headed, and stop reversing it.
Dont make the reviewer is the one at fault.
dont you think this has happened already in a certain thread?
And remember this review doesnt matter. What matters is neo's final list. :(
Sorry about this guys.

@B12core: I'm sorry for this.  :-\ If you want a detailed explaination read the posts.
Title: Re: Soulanger's NDS Games
Post by: x711Li on September 06, 2009, 11:22:17 PM
I defended so much why, again and again,  heck even kasumi explained some.
Sorry arrpirate but you triggered my filter. I'm not gonna take you easy anymore.
I did NOT review your game because it isnt an exact copy of a game.
Read the whole thread again, you might finally understand why.
Read your replies they are starting to become empty. I really feel this is sour-graping now. Stop being so hard headed, and stop reversing it.
Dont make the reviewer is the one at fault.
dont you think this has happened already in a certain thread?
And remember this review doesnt matter. What matters is neo's final list. :(
Sorry about this guys.

@B12core: I'm sorry for this.  :-\ If you want a detailed explaination read the posts.

No need to feel sorry haha, stuff like this happens in compos time to time...
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 06, 2009, 11:26:04 PM
Thanks. :) It actually happened twice right now. ^^"
Title: Re: Soulanger's NDS Games
Post by: Kasumi on September 07, 2009, 02:45:33 AM
Actually, it should be quite impossible to 'lock in thin air' in my game. See, I have each block checking for a downward collision of any piece of the block at every frame. It also checks for a downward collision just before it locks into place. It resets the stick timer every time there is no downward collision.


Do you really, REALLY think I would report a bug, if I didn't see it with my own eyes? If I wasn't able to repeat it? This happens in your game! You want proof? Check out how the t piece locks here: http://www.youtube.com/watch?v=wTOYow6LUwo


Like I said it doesn't happen every time. You can even see in the video that I tried to make it happen a few times and failed. Heck I even failed once, and succeeded with the same block. But when your game does something you as the creator cannot explain (as you said, it SHOULD be quite impossible. But it isn't!) that is a BUG!

Here's my guess as to why it happens. (Don't get too upset if I'm wrong, it's a guess) You said you check to see if any blocks are under the falling block before you make it stick. What's important is WHEN you do this. Right now it seems like your code is checking for blocks under the falling block BEFORE you check for movement.

Frame start
...
stick timer is 0.
block is touching stack.
there is a block underneath it.
block locks.
movement is checked. Block is moved to the left or right.
...

That's the best guess I can make solely by observing, and I could be wrong on this, but I'm just trying to help you get started fixing this.

I chose to do it cell by cell rather than pixel by pixel because that's the way I saw as the most efficient way of doing things with my code. As such, it is necessary to have a stick timer, for if you don't, then you'll stick instantly.


When you say you do it cell by cell do you mean code wise, or graphics wise? Considering your blocks fall at a rate slower than one cell per frame, I think impossible for it to be cell by cell. Whatever you have that's timing when the blocks fall down is what I represented with the block on the right. Say you have a timer that counts down from X to 0, and when it reaches 0 the block moves down. X becomes a lower number when the speed increases, so it takes less time for it to move down. If you do something similar to this, that's doing it "pixel wise". If I'm wrong here, I'm genuinely curious how you did it and would love to see some source code. PM me. I don't even need all of it. Just the part the controls your block gravity. It'd be interesting to look at it.

As I said before, I made a gif based on how your game SEEMS to behave. I would not claim to know exactly how it works. HOWEVER even if you are doing things cell by cell (which to me means the blocks can't fall slower than 1 cell a frame) code wise, You still don't need a stick timer. (or lock delay) Here's a different way to do it if you do it cell by cell which should eliminate the glitch when properly implemented: There is one block in between the falling block and the stack. It falls down one. Like in the first gif I posted and as I explained before, it wouldn't make any sense for it to lock, as it would be like the block fell two cells down instead of one. Rather than starting a lock delay at this point, let the block fall down once more into the stack, detect this, and kick it up a space before the user sees it in the stack. At this point you can either lock it. (like NES and game boy Tetris games do) or start lock delay if that's what you really want. Lock delay does NOT start when the block touches the stack. It's a bad design choice, because again it's like the block fell down two cells when it's done like this.

I'm getting very irritated with people judging my game based on other tetris games.


How could you make a Tetris game and not expect to be compared to other Tetris games? If I make a platformer I expect to be compared to other platformers, even if they are NOTHING like my game.

My goal was never to copy another tetris game but instead to make a tetris game that behaves in the way I like a tetris game to behave. I like it as it is. I like how blocks slide. I like how blocks fall. I like everything about it.


I respect your goal not to copy all Tetris mechanics from any one game. There have been some GREAT games made this way. But that fact that you like everything about your game does not change my opinion of it. That's the whole point of a review. To state how I feel about your game. How SoulAnger feels about your game.

Reviews are only constructive criticism to say what we liked about your game, and why we liked other games better or worse. You are free to ignore any suggestions we make. Honestly, I'm only trying to help you make the game better. Would I have spent time making those gifs (which yes, I actually did make myself frame by frame) if I wasn't? I could've just told you you're wrong. I don't care that you don't want new Tetris mechanics. I LIKE the NES and Game Boy Tetris. But I'm not as big a fan of your game. If you don't care about that EITHER that's fine. I'm trying to help with WHATEVER your goal is with your Tetris game. And I'm trying to let you know about different ways to implement and think about Tetris. If you want to ignore everything I say as you already like your game, that's cool too. But I know a fair amount about Tetris and I'm just trying to get a feel for what you're trying to accomplish, and help you reach that goal, or at least fix the bugs. PM me if you want my help or have Tetris questions, or at least take responses to this post to my own review topic.

I apologize again soulanger. If I get another response here, I will take it to PM.

Edit: soulanger Yes I play NDS_TGM. It's my main Tetris game.  I alluded to it in my review when I said I play a game where the blocks fall 20 cells in one frame. I could play 20G ALL DAY, and I'm getting pretty good at Shirase. I can survive indefinitely at 20G's 0 level. (You can set a constant speed in the training mode) If you want to know some stuff about Tetris, check out that wiki. Read about SRS and TGM rotation at least. That will let you know the different between Tetris DS and NDS_TGM. Beside the rotation system, I also LOVE TGM's randomizer. Tetris DS' "random" is a joke. I also play lockjaw which lets you customize ALL the options, like rotation system lock delay. You can choose how long the delays are, whether or not you can hold a piece, whether or not there are floor kicks, what hard drop does. It's only worth it if you know about Tetris and what all the options do though. But there IS a wiki for that.
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 07, 2009, 03:52:59 AM
Like I said before kasumi, I love your posts. They're very educative. :D
Awesome about NDS_TGM, I'm so happy that im not the only one who plays that gem. XD And shirase mode? Damn dude! XD Your inspiring me too much!
Title: Re: Soulanger's NDS Games
Post by: arrpirate on September 07, 2009, 04:27:32 AM
I'm done arguing. It makes no sense when you guys are not getting my point. It was specifically mentioned that my game lost points because it was not enough like another tetris game the reviewer enjoys. That's unfair reviewing. Period. I'm done talking about it.

And yes, codewise and graphics wise, I do my block movement one cell at a time. It is moving less than one cell per frame because, gasp, that's how I wanted it to behave. I have a simple timer that controls how fast each block falls and each block actually falls a little faster with every level of the game.
Title: Re: Soulanger's NDS Games
Post by: Conle on September 07, 2009, 12:05:47 PM
Soulanger , please forgive me for hijacking your thread , but the subject seems to be a bit general :

I have noticed that many coders think that the results in reviews are either finals or they can actually add some extra points.

This is wrong! ~sm-41.gif~
The only thing that the reviews do is to actually help the Neoteam to do a couple of comparisons and playtest all your projects until they decide who should be the final winners.

Reviews are also judged , so this system is really fair and "clean".

Good luck all. ~sm-42.gif~
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 07, 2009, 01:56:16 PM
Thank you conle. :)
I kept on trying to stand up for us reviewers, and I appreciate it that you feel the same also. ^^
Title: Re: Soulanger's NDS Games
Post by: M. Lucanius on September 08, 2009, 07:41:53 AM
I like your review best.  ~sm-41.gif~
Title: Re: Soulanger's NDS Games
Post by: soulanger on September 08, 2009, 10:48:52 AM
Thanks lucanius.. ^^
that means alot. :D