Code a game competition Nov-Jan 2018 - Minimum £500 prize fund

Started by Qube, November 15, 2017, 04:44:30

Previous topic - Next topic

3DzForMe

BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1

Conjured Entertainment

Quotewould be nice to see the UFO's explode though
Are you trying to tell me that you don't already know that with their advanced technology they have a force field that prevents substantial damage?  :P (hence the deflection of energy from the impact of my missiles)

QuoteStevie G raises the bar
Yes, very nice and very retro.





ahuang

Quote from: Conjured Entertainment on January 13, 2018, 18:58:48
Are you trying to tell me that you don't already know that with their advanced technology they have a force field that prevents substantial damage?  :P (hence the deflection of energy from the impact of my missiles)

i had no idea, my bad!


Qube

Sorry Stevie G, your entry is invalid. I forgot to mention in the rules that racing games are banned... *shifty look* did he fall for it? :P
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

iWasAdam

okay doky. First i've turned off autocorrect < cause is creeps chinging whot ove ritton...

Got an Icon and changed things:


@ Stevie G I Love that track selection screen - Sweet!!!

STEVIE G

Quote from: Qube on January 14, 2018, 01:38:57
Sorry Stevie G, your entry is invalid. I forgot to mention in the rules that racing games are banned... *shifty look* did he fall for it? :P

Wait until you play it first - it can be quite tricky for beginners but it is easier to play than the original Super Sprint on the Atari ST.

Actually, I've just checked the colours on all my graphics and it flagged that all my tree stumps are 90,70,45 but should be 95,70,45 so it nearly was invalid  :o




Derron

Screenshot your app and run "$ identify -format %k screenshotname.png "
It will print the amount of colors used - helps quickly identifying some trouble.


Of course you always could do a static palette in your game and check all loaded assets if they comply.


bye
Ron

Qube

Disaster strikes...

Looks like I won't get a chance to finish my game in time :( - Since after Christmas work has piled in from clients resulting in very little time spent on my game. With only 5 days left I'd be really struggling to finish it even if I had those 5 days free. I'm pretty peeved to say the least but you have to pay the bills first I guess.

I will finish my game and post it here but it's 99% looking like it's not going to be part of the comp :'( #bollocks
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

BasicBoy

Quote from: Qube on January 15, 2018, 05:09:17
I will finish my game and post it here but it's 99% looking like it's not going to be part of the comp :'( #bollocks

Same here  :(

Mine's far from completed.

The WIP screenshot of your game 'The Last Ginger Ninja' looks really good; you've already put a lot of work into it. But, as you said, sometimes other demands on one's time can and must take precedence.

In a few days I'll upload a video of what I've done so far. For me, it's not for lack of time - I've had plenty of that. It's just I've been low on energy and enthusiasm this time around. No other excuses!


BasicBoy.
--


iWasAdam

OK. I think I've got an issue as well! Possible 17 colors in the sprite sheet. I'm doing some analysis and will report. Also writing a quick color count and replace system for the sprite editor.....

Derron

@ Adam
If you are able to read BlitzMax-Code - and I assume so, then just check out my color-algorithms in the SantaGame-github-repository. This allows to programmatically fit colors to the given 16 color palette using CIE L*a*b color difference (perceived color difference rather mathematical RGB-distance). Should be easy to translate into Monkey2-code.


A pity it seems nobody was interested in adding fake-colors as I described some thread-pages ago (alternating 2 colors results in a "maybe flickering"-color mix - the more "perceived color"-similarity they have, the less it flickers)

bye
Ron


iWasAdam

It's a palette issue with the sprite editor. I'm working on a fix, just got the color counting operational. now doing the palette lookup.
Just been checking the palette code and I've already written a FindNearestColor YAY!!!!

Final report. Color counts are now correct, with added routines to sprite editor :)

Qube

Still plugging away regardless on me little game. Thought I'd share a video of world 1 level 1 :

For some reason it recorded the colours a little washed out... typical.

https://www.youtube.com/watch?v=c5I6isxhdRQ
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

therevills

Looks cool Qube, lol@GN climbing the ladders! Love the little animations! ;D

I'm still plugging away, but having to cut features etc. Added my HUD last night.

I've got issues with my scrolling and ints, for some reason they are now jumping a bit but I dont have time to fix it  :o

iWasAdam

Qube that looks very stylish - more like an Amiga game! How many map cell width and height do you use for each level?

Definitely looking forward to all these new toys to play with :)