Showing posts with label _RGB-DS. Show all posts
Showing posts with label _RGB-DS. Show all posts

Saturday, August 22, 2009

Archive: RGB-DS

RGB-DS is an inventive 2D puzzle platformer intended for the Nintendo DS console. The game was developed by Jeffrey Gaither (director, game concept, programming), Nick Parisi (programming), Dan Andrino (programming), Akshay Joshi (programming), Matt Yu (level design), and Steven Mond (programming, level design). RGB-DS takes advantage of the DS' unique dual-screen feature by placing two connected worlds on either screen, with gravity reversed in either world. Players must take advantage of this reverse gravity concept, conservation of momentum, and various other power-ups to navigate the puzzles each connected set of worlds offers.



You can download RGB-DS by clicking here.

Wednesday, July 1, 2009

RGBDS Trailer Available

The trailers for RGBDS is now available. Link after the jump.


The trailer is embedded below. You can also use the direct link.


Wednesday, May 13, 2009

Release: RGB DS

RGB DS is now available for all to enjoy. Although it has been designed for the Nintendo DS, you can also play it on a PC with an emulator (which is provided).
Download link after the jump.

RGB DS was developed using PALib and C++ for the Nintendo DS. It's fairly simple to figure out, but hard to master - be sure to check out the readme if you need help setting up.
Download RGB DS here.

Sunday, April 5, 2009

RGB DS Mechanics 1 - The 4 colors

This is the first of a few posts in which I will outline the different mechanics found in RGB DS. In this post I'll outline the basic mechanic behind the game - the 4 colors of objects and how they interact with the two different worlds.
RGB takes advantage of the 2 screens on the DS, placing the blue world on the top screen and the red world on the bottom screen. Objects in the blue world fall downward, following gravity as you would expect in any other platformer. On the other hand, objects in the red world have gravity pull them upwards, causing them to "fall upwards."

Video and more after the jump.

A green object will perform just as you would expect - it will fall down in the blue world, and fall upwards in the red world. However, a blue object will continue to fall down even when in the red world, and a red object will continue to fall upwards even in the blue world. There are also yellow objects, which are "neutral," meaning that they are not affected by gravity, no matter where the object is.


This video gives a brief demo of how the player, a green object, can make use of traveling through the two worlds to reach the goal of the level, a shiny star. In particular, notice how speed is conserved when traveling through the two worlds, allowing you to reach higher locations by not touching the floor.
Stay tuned for the next update when I'll talk about blocks, buttons, and doors.

Thursday, March 26, 2009

RGB entered in Neoflash Competition

RGB DS was entered into the 2009 Neoflash Spring Coding Competition, where it will compete against 17 other DS games. Prizes will be given to the top 10 games, and we hope to win a DS flash cart for SGD to use for future DS development.
Check out the entry post here.

Since entering the competition, we've received a lot of feedback for RGB DS, which is a great thing! There are many complaints that the game is too hard, but they like the idea behind the game. It certainly gives us something to consider as we wrap up development.
Reviews will be coming in shortly (they're open to the public), and prizes will be sent out April 20th.
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