Languages used in Movie & TV theme game comp (Jan 30th - Apr 10th 2018)

Started by round157, April 19, 2018, 17:58:36

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round157

Hello, here:

1st place, winner of erm: ExBiEn                                               
                                   (AppGameKit 2, Tier 1)

1st place, winner of £250: Blue TIGAR
                                    (BBC BASIC for Windows)

                     2nd place: Pipanic
                                    (Cerberus X)

                     3rd place: Envahi
                                    (GameMaker Language, GameMaker Studio 2)

                     4th place: Inferno 
                                    (Monkey2)

                     5th place: Creature Corp
                                    (BlitzMax NG)

I made two similar posts for the two previous competitions:
https://www.syntaxbomb.com/index.php/topic,4000.0.html
https://www.syntaxbomb.com/index.php/topic,3592.msg8567.html#msg8567

Bye...

Steve Elliott

A worthwhile thread - thanks.

Always worth seeing what language is actually delivering completed games projects.
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Qube

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Until the next time.

Derron

Quote from: Steve Elliott on April 19, 2018, 18:05:09
Always worth seeing what language is actually delivering completed games projects.

Think that is no language issue but a project specific issue.

bye
Ron

Steve Elliott

Quote
Think that is no language issue but a project specific issue.

No.  Because round157 is posting after every competition, therefore a consensus can be reached.
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Derron

This would be true if people got assigned a random programming language to use (ohh that would become interesting :p "Welcome Ruby" - or "Ohh coding in Haskell").

If the same people enter and still use their languages, then it becomes more likely people or project specific. In my case it is just "too ambitious project goals" (I am not willed to do "too simple done games") and less spare time than expected.


bye
Ron

Xerra

Very interesting thread. I'm always curious about the development of a game if I like it. I do like the spread of languages used for this competition. Seem to recall the last competition also had a pretty varied list.

Who's going to be the first to give away their source code, though? I'd be tempted - just to show that there still is a lot of code to be done even using something like Gamemaker 2. I'd have to resist the urge to tidy it all up, however. I got a bit messy at the end getting it all together.
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Steve Elliott

Quote
This would be true if people got assigned a random programming language to use

I'm not saying this is an exact science, but people doing well in the competition must be using a language for good reason.  And it's good that the competition is opening people's eyes to other languages.  Who'd have thought BBC BASIC would be used?

Quote
In my case it is just "too ambitious project goals" (I am not willed to do "too simple done games") and less spare time than expected.

Then why not work on a 'long term project' and complete it to a good standard?  Creature Corp has a solid foundation.  But, *also* enter the competition with something less ambitious, that you can complete.  Something simple and fun.
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Xerra

Quote from: Steve Elliott on April 19, 2018, 20:13:15

Quote
In my case it is just "too ambitious project goals" (I am not willed to do "too simple done games") and less spare time than expected.

Then why not work on a 'long term project' and complete it to a good standard?  Creature Corp has a solid foundation.  But, also enter the competition with something less ambitious, that you can complete.  Something simple and fun.

I think Ron's trying to say that he specifically doesn't want to do that. I think he should reconsider.

As I recall his entry was still very appreciated and he could have put it into a serviceable game. I don't think he started work on it right at the beginning of the competition, so he possibly would have had enough time.
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Steve Elliott

Quote
Who's going to be the first to give away their source code, though? I'd be tempted - just to show that there still is a lot of code to be done even using something like Gamemaker 2.

Qube actually gave an extra £50 I think to people that submitted code early in the competition days.

I think this is a good idea.  We all learn from each other and see how simple (or not) it is to produce a game in a particular language. 
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Derron

If there is interest I could put up a github repo for the current revision of "Creature Corp". Last unfinished one (Santa one) is on github too - same for my long-term-project (since the very early 2000s ;-)) TVTower.

https://github.com/GWRon/Santagame
https://github.com/TVTower/TVTower


So this means I already have my "long term project" but from time to time want to do something different - to eg. learn something which "somehow" could help TVTower. Mostly this is to enhance my Dig-framework - or to fix bugs I made.
Staying with "BlitzMax" allows me to reuse existing code without having too much "to think about". I even use my framework in stuff I do for serious business tools. All these little thingies converting stuff, crunching some numbers. Things I code for "them" could this way halfly go back into the framework under an FOSS licence.
On the other hand I understand that tackling with sound engines (read "streaming ogg files" in BlitzMax) and other bugs can be time consuming while other languages might offer (for now at least) working solutions out of the box.

As described in my worklog and other entries I try to _not_ "prototype" games as much as possible (albeit I tried for Creature Corp and disliked the big "main.bmx" file ;-)). If your game is just created for this competition then you will do things differently: code as much as needed to make it work, not more, not less. I already try to make things "reuseable" or "extendable beyond". This takes much time and creates a potential for bugs. But hey, as long as I had some enjoyable hours during the competition then it already paid out - doesn't it?


bye
Ron

Steve Elliott

I've not played TV Tower, but what I do know is Creature Corp was very well received here, and maybe could evolve into something profitable?

For me and therevills I think it was, we saw similarities to Theme Hospital.  But it could be taken to a 'Sims' game or a Roller coaster tycoon game, or a food establishment of some kind, game.  I would go for the last suggestion.
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Xerra

Writing code to be reusable is definitely the way forward. As I'm newish to GameMaker 2 - had it around a year or so - I've got a few projects on the go and found stuff that I basically did the same no matter what the actual game I was working on. Stuff like a game state controller, Hud object, global setup script, blah, blah. Most games I've done with it have used pretty standard keys as well because I've yet to replace my broken gamepad and write a controller for that.

Since finishing Envahi I've been through everything I have and created a kind of framework project now which sets up stuff like the default rooms, keyboard events for stuff like exit game, quit to title, pause game, switch to full screen, toggle music/sounds, file i/o for saved data and, most importantly, some kind of event driven reporting system for debug information.

I used it for the first time yesterday when I decided I wanted to knock up a Space invaders clone just for the hell of it. Because I'd done all this stuff already I was getting into the good stuff like aliens and shooting almost straight away. Definitely a great time saver doing something like that. I'd expect most people do something similar already.
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