Bubble Fight Neo

Instructions:

	1. Unzip
	2. Copy "BubbleFightNeo.nds" to your flashcart and enjoy!!!

Tip:
	* Your collision area is smaller when you are not in "Burst Mode"
		Try to abuse that feature.
	* No, you can't damage those electric sparks.
	* You can use bursting for defense.
	* Use your homing lasers whenever it becomes available
	* Laser gauge is auto filling but fills faster when you hit an enemy in burst mode.


Bubble Fight Neo


GameType: EXperimental game for your DS
	  Compo Entry for the "2012 Neoflash Competition"


Features:

	* 2d gameplay
	* Non-standard control system.
	* Animated 2d/3d background
	* Optimized texture use via texture packing
	* Oldskool 8-bit sprites
	* Source included 

Development:

	Official Site: http://rel.phatcode.net

	Programming: Richard Eric M. Lope BSN RN (relminator)

	Design: Anya Therese B. Lope
		Relminator

	Art: Marc Russel 
 	     Adigun A. Polack
		 Konami
		 Taito
		 Nintendo
		 Irem
	
	Music: VGMusic

     	     
Toolchains: DevkitPro,libnds, Easy GL2D and MaxMod

Additional code: 1. Jasper Vijn (cearn/coranac.com) for atan2 and qran/qran_range
		 2. libnds example files.


Greetz:

DR_D
WinterMute
Cearn
Steven
Immibis
zeromus
Plasma
L_O_J
v1ctor
Headspin
Jinroh
Elhobbs
Dwedit
Dheart
HellFire

All the guys at Neoflash.com
All the guys at devkitPro.org and gbadev.org
All the guys at dbfinteractive.com
All the guys at blitzed: #dsdev
All the guys at freebasic.net
All the guys at shmup-dev.com
VGMusic for the BGMs (I'll credit the composers in the final build)


What's New:

Added another stage
New Boss
Ikaruga-like lasers
Particles
Eye candies
Fixed gameplay
Boss Life meter
Cleaner and beddar sub screen
Metaballs



Changes:

	
v 2.0 = (08/10/12) 
	* Boss life meter
	* Cleaned up title screen and subscreen
	* New FX for neoflash text

v 1.7b = (08/9/12) 
	* PQ torus FX on the title screen

v 1.6b = (08/08/12) 
	* New Level and Boss!
	* Moar eye candies.
	* Fixed up gameplay elements

v 1.5b = (08/06/12) 
	* Eye candies.


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------->  Typhoon;*( Can't code with no electricity
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v 1.4b = (07/27/12) 
	* Added Homing Missiles.

v 1.4b = (07/25/12) 
	* Added particles.

v 1.3b = (07/23/12) 
	* Updated some codes.

v 1.2b = (07/22/12) 
	* Yay! code compiled to latest DKP/Libnds (Why did they ditch glColorTable?!).

v 1.1b = (07/21/12) 
	* started porting code to latest DKP/Libnds.

v 1.0 = * (12/30/10)
  COMPO RELEASE! Yay!
 
	* Enemy sequencing (I should have made a tool.)
	* Added more explosions
	* Fixed some bugs

v 0.10 = * (12/29/10)
	* Added smaller enemies
	* Added more BGMs.
	* Fixed some bugs
	* Redid the ending and intro

v 0.9 = * (12/28/10)
	* Guess what? (Coded for 7 hours! but brain feels like a mush)
	* Added bosses (4 of them)
	* Added more music and sfx
	* Explosions
	* Finalized gameplay
	* Bug fix here and there

v 0.8 = * (12/27/10)
	* Coded for 6 straight hours (I'll never do it again)
	* Recoded intro
	* Cleaned up gamestates
	* Recoded the centipede enemy
	* Added ending screen
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------->  Holidays ;*)
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v 0.7 = * (12/23/10)
	* First Public Release
	* Finalized Intro

v 0.6 = * (12/22/10)
	* Fixed the "white texture bug". Forgot to add another VRAM bank.	* Made texture using my splatting tool and Paintshop Pro
v 0.5 = * (12/21/10)
	* Found out splash screen FX does not work on real Hardware (4 Hours of work wasted!)	* Recoded Top screen Splash intro	* Added some stuff on Fx2D.cpp
	* Added some stuff on Fx3D.cpp


v 0.4 = * (12/20/10)
	* Squashed Tentakill No$ bug (Okay on real hardware)	* Coded Splash screen	* Sound FX


v 0.3 = * (12/18/10)
	* Added ability to attack (bursting)
	* Added more enemies

v 0.2 = * (12/17/10)
	* Fonts
	* BG Sound

v 0.1 = * (12/16/10)
	* Added 3D and 2D FX
	* Collisions
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------->  Too many parties here ;*)
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v 0.0 = * (12/12/10) started coding.
	* Experimented with Container based Polymorphism and found out it's very fast
	* Coded the enemy handler and Player stufff
	* Coded the scroller