Let's do this on Nintendo DS.

This is not a noob thread. I will take some time to introduce myself. My name is James Garner, I am 15, and I am a Nintendo DS programmer and games designer.

For a long time, I have always loved Half Life and the whole concept of Black Mesa. The first video posted on BlackMesaSource.com made me really excited and made me want to join in.

Thing is: You are doing a fantastic job at creating it on the PC. So, I think to myself: Let’s chip in somewhere else. Well, this, is going to seem like a rather seperate project to BMS, for I cannot port HL2 source, DirectX or anything like that to a console with 4mb of RAM.

Therefore, my plan is to create Black Mesa DS, from Scratch, using a 2D engine.

I know you are all going to LOL at me for posting this… thinking OMG WHAT A N00b! Well, I want to prove you wrong. I have experience to hand, the will to do this, self confidence, and I know it is all possible. So, don’t expect wonders, but expect something very playable and of quality. I will use this topic to post updates and screenshots. I have attached 2 “teaser” images. BTW, if you complain about the pink in the picture, go learn some stuff about DS dev.

  • James
    BlackMesaLogoIntro.jpg
    BlackMesaPrint.jpg
    ValveThing.png

I think you should use the original hl1 assets for your project because otherwise you’d have to wait until the mod gets released.

Also have a look at the “codename gordon” 2D game, it shows how it can work.

I put: “for I cannot port HL2 source, DirectX or anything like that to a console with 4mb of RAM.”

It’ll be a good quality 2D remake, using original maps, sprites and textures (I have those arcane tools like “GCFScape” which I have ran on Vavles compressed archives to get all the game files). Plus material for BMS posted here, subject to copyright and request, of course…

[EDITS] Yep, seen Codename: Gordon, didn’t like it personally, but yeah, it’s a way to do it. And I will be using HL1 stuff.

hasnt dsi enogh power to run hl1 ? meybe its easier to just code te oryginal hl1 for ds;]

No, and all DSi homebrew at the moment is run in DS Lite mode with access to just 4mb of RAM.

It’s much more fun for me to recreate the game manually though: I get to “replay” HL, an build my skills… so I’m saying No to porting anything. (can make a collision, player movement, health engine in 1 hour… hehe)

dunno what qualitty you aiming for, but i still think it will take many years to make ;]

I disagree, I am using a development IDE I built and sell myself. Here’s a screenshot of development:

I always thought that coding remakes of games was easier on the GBA (look at the amount of tools and already-made ROM hacks one can find online). I was, in fact, thinking about it yesterday. It would have been a nice way to waste time :wink:

However, if StrikeBeam is up to such a challenge and wants to remake Half-Life for the DS, that’s cool too. It would certainly be awesome.

even a 2d game as braid took 1,5 year to make by a person with a lot more experience. So how much time do you expect to spend on it ?

The psp is a more powerful handheld. I think someone already ported HL1 on to it.

I wanna see HL for iPod Touch/iPhone in 3D
and you can make HL1 in 3D for DS.( have a look at the quake port )

If you can pull it off, it’ll be pretty awesome. But I think you should drop the valve logo.

an iPod version wouldn’t work. At least the jumping parts wouldn’t. Believe me, I’ve thought long and hard about it. :frowning:

Also, HL uses a LOT more resources than Quake does.

EDIT: CRAP double post. My bad.

actually its the same engine, rescale text, dorm tris count on models and its ready.

cube for ipod works very good…

I know, and I love it. But you can’t jump with the accuracy needed for the jumping puzzles. You also don’t have secondary fire or crouch, which is needed for the long jump engine.

@Blue: they’re the same engine in the same way that gldsrc and Source are the same engines. goldsrc is an extremely heavily modified Quakeworld engine, which is a modified Quake engine. It also incorporates elements of the Q2 engine.

hmm this seems like a decent idea if your honestly willing to give a load of time and effort into it.

I’d rather see a remake of HL1 in full 3d on the DS. It wouldn’t be a carbon copy obviously, but I bet it could be done pretty faithfully to the original.

If I hadn’t of mentioned my age, I think the response would be different :stuck_out_tongue:

Do not underestimate my ability: That game design program you saw ‘DS Game Maker’, I programmed entirely myself and my parents know nothing about computer programming. I’m not about to go proove I’m not a Noob, because I have to deal with other noobs who use DSGM every day who think they are not noobs.

I knew already about the Quake engine, but using an engine gives very little scope, it’s daunting going in there to change anything, and without going into technical details, the last release of that engine was for devkitARM r20, which isn’t good news as the homebrew scene develops so fast. I was actually going to mention it, but did not want to relate the 2D HL port to some 3D engine, when it would only be a meanss of comparison, and many users would think that I linked to something that would somewhat represent the final game, which is of course not true.

I think a 2D Half life would be rather groovy, No? I could certainly make up for the other areas with emmersive sound and other things I have done before.

I will defo. keep you updated with this, posting screenshots, resources and the like.

Half Life… on the DS?..
…yeah, yeah you go ahead and do that (nods and walks away.)

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.