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

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

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muruba

Quote from: Steve Elliott on November 25, 2017, 11:46:42
Interesting concept muruba.

Mr Wright did it with 48kb and it is f@cking crazy :) Never felt more dumb...

iWasAdam

Quote4MB PNGs... better upload them as BMP :p
Bad Derron, no Santa hat for you.

I'm currently at a whopping '111k' for all resources probably add 100k-200k for the maps when done

Sound won't use any disk resources as it is all synth based, so created on-the-fly when needed

Derron

I as talking about the forum attachments by steve ;-)


my assets currently need 12kb (including some unused stuff).




bye
Ron

Steve Elliott

#138
Quote
I as talking about the forum attachments by steve ;-)

lol my actual game screen image is only 20.7 Kb.  Remember I'm scaling up (in-game) by 4 to fill a 1920 X 1080 sized window.  I took a screen grab and saved uncompressed just to give a clear and full size image for you to see.

I could reduce that further if I used tiles.
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 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

Derron

Do not feel attacked Steve. You can compress PNG without loss - it is a losless compression (at least if you do not reduce color count - which is non "standard" so it should not happen by default).


Even if I have a 250mbs connetion a 4MB picture is something I would avoid. Your original resources are of course smaller, no doubt there.




bye
Ron

Steve Elliott

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 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

iWasAdam

Well, I really liked the pixel version. nice color palette and great feel :)

I like my whine mulled...

Steve Elliott

Cheers Adam  :)

Well it's the right time for mulled lol.
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 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

col

I wouldn't use any kind of smoothing in your games as it increases the colour count tremendously in the final output image ;-)

Theses screenie look really cool and so remind me of my youth.
I even remember the Burger Time game from when I was a kid  8)
https://github.com/davecamp

"When you observe the world through social media, you lose your faith in it."

therevills


Qube

Quote from: therevills on November 26, 2017, 05:13:29
Weapons and explosions update!  ;D
Looking real nice ;D

Not to be a stickler for the rules but...

1.. When the chopper changes angle it uses the native res and breaks the virtual 320x200 resolution so you end up getting super smooth angle rotation
2.. Same applies to the missiles
3.. Your clouds are also not falling into the 320x200 resolution
4.. The missile trail also falls outside the 320x200 resolution ( some pixels are half way between for example )
5.. Your little dude is also out of spec
6.. Bullet fire the same too

Sorry to point all this out, such a pain in the butt I know :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

yep. I noticed this too. it's 320x200, no hardware rotation, or scaling or more that 16 colors used in the whole game

therevills

Quote from: iWasAdam on November 26, 2017, 07:07:07
yep. I noticed this too. it's 320x200, no hardware rotation, or scaling or more that 16 colors used in the whole game

Comp Rules: retro virtual resolution of 320x200 and up to a 16 colour palette of your choice..... nothing about hardware rotation.

Quote from: Qube on November 26, 2017, 05:55:49
1.. When the chopper changes angle it uses the native res and breaks the virtual 320x200 resolution so you end up getting super smooth angle rotation
2.. Same applies to the missiles

We did say virtual resolutions were allowed... I'm just using the built in virtual resolution stuff in Monkey2, not sure how to disable it... I'll submit the game running a native 320x200 resolution and you guys can use a magnifying glass to view it :P

Quote
3.. Your clouds are also not falling into the 320x200 resolution
Clouds are place holders at the moment.

Derron

Couldn't you render to a texture and then render the texture scaled up (*2 or *3 ... so not *1.5 or *1.2) ? Think 320x200 is even small enough for software rendering (grabPixmap in BlitzMax).




bye
Ron

iWasAdam