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

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

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Qube

Theme :
Any game style using a retro virtual resolution of 320x200 and up to a 16 colour palette of your choice.

Rules :
1.. Must be all your own ( or teams ) work. I.E. no copyright media or available modified pre-built game templates.
2.. Game frameworks are allowed as are free / purchased media.
3.. Provide a Zip download with at least a Windows exe ( or link if an browser based game ). You can include other OS's too if you want.
4.. Syntaxbomb has zero rights to any work posted here. You / your team hold total control.
5.. Choice of language is totally up to you.
6.. * UPDATED * All entries must be in by 23:59:59 on the 20th of January 2018 GMT.
7.. Your retro style game does not have to fall within the capabilities of retro hardware. If you want to do a full on 3D game in a 320x200 res with 16 colours, then good luck.
8.. Prize to the winners payable via PayPal only.

UPDATE : Clarification on 320x200 virtual resolution
1.. 320x200 virtual resolution with up to 16 colours maximum for your entire game.
2.. Borders are allowed for retro / authentic reasons but gameplay must be within the 320x200 virtual resolution.
3.. Scaling up is allowed, for example 2x ( 640x400 ) 3x ( 960x600 ) etc.
4.. Scaled up images, movement and rotations MUST still act as if in a native 320x200 resolution. For example at 640x400 resolution each pixel is 2x2 and movement would also be x 2.
5.. Take extra care if applying rotations to avoid both bilinear filtering or native resolution rotations.

The minimum prize find is £500 split over the top three winners ( 50% for the winner, 30% for 2nd place and 20% for 3rd place ). If any members wish to contribute to the prize fund then please send donations via PayPal to qube@syntaxbomb.com. I will update this thread with donations and the totalling prize fund. Members are under no obligation to add to the prize fund.

Side note : I will be entering the competition but will not be part of the winners prize fund. If my entry does get votes then they will just be proxy votes and classed as an honourable mention. This way I can play along and have zero effect on any entries or winners placements.

I can't wait to see what you come up with. Just don't do a perfect clone of Blitz from the Vic-20 or Parsec from the TI-99/4A or I'll have trouble with grit in my eyes.

Righteo... Over to you mad lot. Code, code code and lets create some great retro style games.

Prize fund donations :

David Williams donated £50 ( 2017-11-15 ) - Special bonus thanks for being the first :D
Flanker donated £25 ( 2017-11-16 ) - Thanks :)
Dabz donated £30 ( 2017-11-22 ) - Top bloke ;D
ThickO donated £18.26 ( 2017-11-28 ) - Super, thanks :)
RemiD donated £20.33 (2018-01-21 ) - Cheers bud :)
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MSI MEG 342C 34" QD-OLED Monitor

Until the next time.


Yue

"Popular retro games include those produced in the 1980s, including games for Atari 2600, Commodore 64, MSX, ZX81, ZX Spectrum, Amstrad CPC, and the Nintendo Entertainment System." -Wikipedia

Okay, I know it's a retro game.

Qube

Quote from: Yue on November 15, 2017, 04:52:51
My forklift truck is not valid to participate?  :-X
If you can fit it into a 320 x 200 resolution / 16 colour palette and make it into a game then super duper.
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

here's my first in-game dev shot:


What you're seeing is the first test of the base collision and base map display. Movement will come next.

And for those that are interested here is the 16 colors I am using:


My aim is to work on getting everything fluid and fun...

Qube

Quotehere's my first in-game dev shot:
You have dev shots already? :o
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

in the words of Scooby Doo... hehehehehhehehe

I've also got a chip synth I've been itching to seriously play with. so I'll be giving that a whirl too...

Steve Elliott

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Rooster

Quick question. Is it legal if I set a resolution that has the same proportions as the screen and then draw the game on a 320*200 view port?

Qube

Quote from: Rooster on November 15, 2017, 16:27:07
Quick question. Is it legal if I set a resolution that has the same proportions as the screen and then draw the game on a 320*200 view port?

QuoteAny game style using a retro virtual resolution of 320x200 and up to a 16 colour palette of your choice.

As long as the the play area is the equivalent of 320 x 200 then all is good. I think most will be scaling up.
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.

Steve Elliott

#10
Yes, if we ran 320 x 200 on say, 1920 x 1080, the game would need a magnifying glass to play  ;)
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Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
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Steve Elliott

Quote
here's my first in-game dev shot:

Cool.  I'm still deciding on a game.
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
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Rooster

Quote from: Qube on November 15, 2017, 16:41:01
As long as the the play area is the equivalent of 320 x 200 then all is good. I think most will be scaling up.
Quote from: Steve Elliott on November 15, 2017, 17:01:11
Yes, if we ran 320 x 200 on say, 1920 x 1080, the game would need a magnifying glass to play  ;)
I am going to scale it up. I just wanted to add some padding to prevent stretching issues. ;)

Steve Elliott

#13
There are no stretching issues - the pixels will simply look bigger.  You work on small graphics and use your graphics program to work in a magnified view.

There might be filtering issues if you have that turned on when you run your game - ie blurring.
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS Sonoma 32Gb Apple M2 Max
Spectrum Next 2Mb

Steve Elliott

#14
ok I have a game.
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Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS Sonoma 32Gb Apple M2 Max
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