What do you want to be saved?
NotImplementedLife
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Hi! Are you using the Nitro version: https://notimplementedlife.github.io/FSPDSNitro/ ? The normal version is known not to work with emulators.
Additionally, you could try this homebrew to see if it loads assets and runs properly: https://samael-kethill.itch.io/hidden-palace . If it doesn't work with your emulator, neither will FSPDS.
Hi! Maybe this works for you:
https://notimplementedlife.github.io/FSPDSNitro/
You can make FSPDS not depend on the filesystem if you include the flipnotes in the NDS ROM itself. The link above directs to a page where you drag-drop a bunch of PPM files and download a NDS file that should see and play them. If that was the cause of incompatibility with the Wii U, then this should solve it. Please let me know whether you succeed or have any issues with it.
Good news! I found a way to make it run on phone emulators. You have to create your own NDS file that contains the flipnotes you want. Here's a drag & drop tool to do that (only desktop browser support for now):
https://notimplementedlife.github.io/FSPDSNitro
And here's the app running on DraStic emulator:
I don't have experience with any of the Wii hardware. The requirement for FSPDS to run is a DS system/emulator/virtual console with access to a FAT filesystem. For now, if we can't make stuff work on things they weren't designed for, let's just hope a flipnote viewer is ported to a wider variety of devices in the near future!
Doing it as Scratch project is what makes it the most unique Flipnote Studio related project I've ever found. I believe that rounding the computed number of frames up to the nearest integer would make more sense. If you' re up to a challenge and want to give it a deep thought, there is a more sopisticated frames-related problem addressing the sound issue:
Knowing the target length of an animation in seconds, one needs to find the correct combination of animation playback speed and bgm recording speed in order to improve the sound quality while keeping its size under acceptable limits (~249KB, <60 seconds).
Overall, it was fun messing with your "game"/tool and that really made my day!
That's how the perfect testing playground looks like! Chaotic randomness and things that may seem out of place, but their main purpose is only to do their job. I can't stop watching the cool character animation. It looks so much like a 3d model that it first tricked me into thinking it is a bunch of geometric shaped sprites stacked on top of each other, like I saw some people simulate their 3d on retro platforms.
Thanks a lot! I threw in some random playable screens because I didn't really want to deliver a "game-less" ROM. The chess metaphor illustrates how the human brain can make up things in dire situations in order to make us feel assured, but later we discover it was just a volatile thought and the only thing you can do is to face your actual fate. I refrained from explaining too much in the game because I wanted to give players the liberty to interpret this in any way they want. Glad you were curious about it!
I understand. Being a bit struggling to read was kinda part of the design, but it shouldn't have been that hard. The text you're showing says "survive". I may rethink the font choice in the future. The rotation would distort some letters anyway, but hopefully would be much more clear that way. Thanks for remarking this issue!