SyntaxBomb - Indie Coders

General Category => Game Coding Competitions => Topic started by: Qube on January 25, 2019, 10:33:00 PM

Title: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 25, 2019, 10:33:00 PM
(https://www.syntaxbomb.com/images/SBJan2019CompLogoRev2.png)

During the 1980's a war raged in every school playground. Locked in constant battle of who was superior and had the better games. To this day the argument simmers but never goes away.

Time to break the deadlock, reignite the flames and see who wins the 8-bit wars in 2019.

Chose your computer :

ZX Spectrum / Commodore 64 / Amstrad CPC / BBC

Theme & limits :

Create a game which matches closely the look and feel of your chosen 8-BIT computer. How technical you get is up to you but keep in mind that during voting one of the categories is "Authenticity". It's not a primary category but could be the decider between 1st, 2nd or 3rd place. You could make an HD Spectrum game if you want so long as it looks the part. The only real limit is the colour palette and primarily making a game that wouldn't look out of place on your chosen computer.

Brief graphical / audio outline of the computers ( for those wanting to match the tech specs ) :

ZX Spectrum :
 
Resolution : 256×192
Colours : 16 ( 8 bright and 8 half bright )
Audio : 1 channel / 10 octaves
Graphical limits : Maximum of 2 colours in an 8x8 block.

Colour palette ( must use ) :

(https://www.syntaxbomb.com/images/SBJan2019Comp-ZX.png)

** The ZX Spectrum 128 had better audio so if you are emulating the sound of the Spectrum then you do not have to stick with the original.



Commodore 64 :

Resolution : 320x200 / 160 / 200
Colours : 16
Audio : 3 channel / 8 octaves
Graphical limits : Although the C64 had a resolution of 320x200 most games were in fact 160 x 200 resolution

160 × 200 pixels with a maximum of four colours per 8 × 8 character block ( most common resolution for games )
320 × 200 pixels with a maximum of two colours per 8 × 8 character block ( rarely used for games )

Colour palette ( must use ) :

(https://www.syntaxbomb.com/images/SBJan2019Comp-C64.png)



Amstrad CPC :

Resolution : 640×200 / 320x200 / 160×200
Colours : 27
Audio : 3 channel
Graphical limits : Had a palette of 27 colours but only a maximum of 16 could be used on screen.

160×200, 16 colours ( from a palette of 27 colours )
320×200, 4 colours ( from a palette of 27 colours )
640×200, 2 colours ( from a palette of 27 colours )

Colour palette ( must use ) :

(https://www.syntaxbomb.com/images/SBJan2019Comp-AMS.png)



BBC :

Resolution : 640×256 / 320x256 / 160×256 ( plus 480x500 teletext mode )
Colours : 8 colours ( +8 flashing colours )
Audio : 4 channel ( 1 white noise )
Graphical limits :

160×256, 8 colours
320×256, 4 colours
640×256, 2 colours

Colour palette ( must use ) :

(https://www.syntaxbomb.com/images/SBJan2019Comp-BBC.png)



Youtube links to how these machines looked and sounded :

ZX Spectrum (https://www.youtube.com/watch?v=oUvzYqPztho)
Commodore 64 (https://www.youtube.com/watch?v=MUsAW7b8vMQ)
Amstrad CPC (https://www.youtube.com/watch?v=WH1rdtsSnSg)
BBC (https://www.youtube.com/watch?v=Q8VQIT-0_YA)


Prize fund : £750

Competition length : From Tuesday January 25th 2019 to Sunday March 31st 23:59:59 BST

Rules :

1.. No copyright media or modified pre-built game templates allowed.
2.. Game frameworks are allowed as are free / purchased media.
3.. Individuals and teams are allowed to enter.
4.. Provide a download with at least a Windows executable ( or link if a web browser game only ). Include other OS's too if you want.
5.. Choice of language is totally up to you. You do not have to provide the source code.
6.. One entry per person / team.
7.. Syntaxbomb has zero rights to any work posted here. You / your team hold total control.
8.. Prize to the winners payable via PayPal only.
9.. All entries must be in by 23:59:59 on the 31st of Mar 2019 ( GMT ). No extensions to the deadline will be granted.
10.. Games must be of a complete status and not merely a demo.
11.. No remakes allowed. Sequels are allowed but the game must be clearly original and not a copy with different levels.
12.. There will be a one week gap after the comp ends before voting starts to allow members to play the games and for developers to fix any bugs in their game and re-upload. Once voting commences then no further bug fixes can be submitted until after voting has been completed.

How to submit your game :

Game submissions must be made in this thread. You may link to your external webpage or showcase post about your game. If you have no means of hosting your game then please PM Qube and arrangements will be made.

When submitting your game please adhere to the following format ( if relevant ) :

Game Title
Download link and OS requirements
Required dependancies
Brief info about your game
Media information ( If using free / purchased media then please state where you obtained said media. )

How are the winners picked :

Voting will take place from the Monday the 8th of April 2019 for one week and a dedicated thread will be made and relevant voting information provided.

Voting :

Voting will take into account the below 3 categories.

1.. Playability - The main reason we kept playing those games over and over again.
2.. Completeness - No tech demo's or proof of concept. We're looking for full and complete games only.
3.. Authenticity - How close does it match how a real game on that computer would look, act and sound.

Note about category 3 : You do not need to go into crazy minute detail emulating your chosen 8-bit computer. You also do not need to use the resolution of your chosen computer. However, your game must clearly be recognisable as a game of that chosen computer.

Who will win the 8-BIT WARS?... Good luck :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on January 25, 2019, 10:36:46 PM
Cool.  I'm in.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 25, 2019, 11:00:29 PM
Cool.  I'm in.
Me too ;D - Think I'll be picking the ZX Spectrum even though I preferred the C64 but fancy a challenge to figure out if I can code a colour clash routine ( which is optional of course ) :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on January 26, 2019, 12:44:06 AM
Obviously I'm in too.

I have a sneaky feeling the competition is going to be really fucking competitive this time round.

GOOD !!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: blinkok on January 26, 2019, 06:30:53 AM
Is the Amstrad CPC 2 colors plus the black background or just 2 colors. Sorry for my ignorance
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on January 26, 2019, 07:30:18 AM
OK. I'm In....  ;D

I'm with Qube - Spectrum was my first (owned) computer... So I'm looking at £110 + £80 for the microdrive, 128k, no color clash and sound emulation.
Can I plug it into my monitor <methinks>?

@blinkok - black is a color
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 26, 2019, 11:26:35 AM
Is the Amstrad CPC 2 colors plus the black background or just 2 colors. Sorry for my ignorance
The hires *cough* mode on the CPC was 2 colours which includes black. As Adam says, black is a colour. So black / white or green / blue etc etc. I don’t think many, if any games used that mode though.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: TomToad on January 27, 2019, 12:55:49 PM
Question.  Could I make an actual C64 game and run it in an emulator to meet the Windows requirement, or does it need to be a standalone Windows executable?
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 27, 2019, 01:29:58 PM
Question.  Could I make an actual C64 game and run it in an emulator to meet the Windows requirement, or does it need to be a standalone Windows executable?
Sure you could :) - just link to the emulator and provide instructions on how run the game.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on January 27, 2019, 02:32:30 PM
Question.  Could I make an actual C64 game and run it in an emulator to meet the Windows requirement, or does it need to be a standalone Windows executable?

Much kudos if you do that one. I did kind of consider that myself but I was never that good at 6510 assembly even as a teenager and would struggle to try and learn all that again now. No way I'd want to try and get a reasonable game speed doing it in basic.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: TomToad on January 27, 2019, 04:58:50 PM
Been a while since I've programmed for the C64.  I will need to do a quick refresher. 

Actually found a wrapper that imbeds an emulator within an .exe.  Not sure how well it works, but might give it a try so no one would need to install an emulator themselves.
https://c64emulator.111mb.de/index.php?site=pp_make&lang=en&group=c64 (https://c64emulator.111mb.de/index.php?site=pp_make&lang=en&group=c64)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: blinkok on January 28, 2019, 07:15:31 AM
So if my resolution is 160x200 can i scale it up?
160x200 is just s spec on my monitor and probably unplayable on any monitor
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on January 28, 2019, 08:05:46 AM
yup, scaling no problem. Use a bitmap or canvas at the res you need and scale it up :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: TomToad on January 28, 2019, 11:20:25 AM
You definitely want to do some scaling, or else your image will look squashed.  The 8 bit computers did not have square pixels like modern computers do.  A rectangle on a C64 in multicolor mode at 160x200 would have approximately  the same aspect ratio as a rectangle on a PC at 266x200.  I say approximately, as it could vary depending on the monitor/tv being used.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 28, 2019, 12:43:15 PM
So if my resolution is 160x200 can i scale it up?
160x200 is just s spec on my monitor and probably unplayable on any monitor
I'd highly recommend scaling up. You also do not have to use the retro resolution if you don't want to :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on January 28, 2019, 05:17:08 PM
So if my resolution is 160x200 can i scale it up?
160x200 is just s spec on my monitor and probably unplayable on any monitor

I've gone for the 320 * 200 mode for the C64, even though it wasn't used for games much, and then doubled it so I'm running on 640 * 400. I've taken into account what size sprites would have been on the original machine and doubled that too just so the look remains like a C64. Naturally you'd do the same with a font of the characters. I think mine is currently 12 pixels but really needs to be 16 to match the rest of the look.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on January 28, 2019, 05:59:27 PM
This is so enthralling.... It's been let me see, 35 years since I coded in ZX Basic. Need to give it some thought.... ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on January 28, 2019, 06:54:03 PM
This is so enthralling.... It's been let me see, 35 years since I coded in ZX Basic. Need to give it some thought.... ;)

Exactly. There's a huge opportunity to hopefully see some really great games this competition. Can't believe the idea almost got axed.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on January 28, 2019, 08:04:53 PM
Well, i’m Sticking with emulating both the display and sound chip. The sound was the easy bit as i’ve Already got a real-time sound chip system working.

The display is not quite as simple, but the base loader is complete now
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: blinkok on January 28, 2019, 10:50:22 PM
I look at the specs for the amstrad CPC which has 16 colors at 160x200
Then i look at this screenshot.
(https://www.mobygames.com/images/shots/l/119846-rainbow-islands-amstrad-cpc-screenshot-one-of-the-levels-in.png)

When i look at that image is (as far as i can see) it is 256x177. I cannot resolve the resolution with that screen shot. What am i missing?
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 28, 2019, 11:58:40 PM
Quote
When i look at that image is (as far as i can see) it is 256x177. I cannot resolve the resolution with that screen shot. What am i missing?
You're not taking into account the black surrounding and that the width would be double to look normal on a PC.

I'd say that's a screen shot from an emulator running the CPC in 16 colour full overscan mode ( 384×272 is how it'd be represented on a PC ). The game in reality would have been in 192×272 ( if running in overscan mode ) but when a PC is emulating the screen then what you see is double the resolution width, hence the total dimension of the image provided.

Most games were 160x200 ( double width pixels to fit 320x200 ) and I doubt many games used the full screen trick. You can if you want :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: blinkok on January 29, 2019, 12:15:41 AM
Quote
You're not taking into account the black surrounding and that the width would be double to look normal on a PC.
256x177 is after i cropped the image. The smallest shape in that image is one pixel (The serif at the top of the green "1") so i cannot see how it could be rezed up.
Those issues aside, my major question is the aspect. Is the aspect arbitrary? So could i have 160x200 or 200x160
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 29, 2019, 08:06:53 AM
256x177 is after i cropped the image. The smallest shape in that image is one pixel (The serif at the top of the green "1") so i cannot see how it could be rezed up.
The full image you showed was 384×272 which is the full overscan mode of the CPC including black borders. The main game graphic area is irrelevant in this case and is not a representation of the standard resolution of the CPC.

Those issues aside, my major question is the aspect. Is the aspect arbitrary? So could i have 160x200 or 200x160
No, the rules state you could even do a full HD version of your game providing it looks / acts like a game on that computer. So mimicking the resolution is not a requirement but an optional extra. The tech sides are just there if you want to go down that route. The main goal is to emulate the look / feel of that computer and to create a cool game.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on January 29, 2019, 08:15:15 AM
interesting ... though still on the fence whether i'll jump in or not.
namely due to imitating/emulating classic hardware on a modern system with the tool kits and sdk's I use.
remembering back when I use to code on the C64 as a hobby .... good times. 

gotta represent that old skool jank. :D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 29, 2019, 11:43:47 AM
interesting ... though still on the fence whether i'll jump in or not.
namely due to imitating/emulating classic hardware on a modern system with the tool kits and sdk's I use.
The rules state you don’t have to imitate the hardware, just make it look and feel like a game on that system.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on January 29, 2019, 06:24:41 PM
interesting ... though still on the fence whether i'll jump in or not.
namely due to imitating/emulating classic hardware on a modern system with the tool kits and sdk's I use.
The rules state you don’t have to imitate the hardware, just make it look and feel like a game on that system.

We def have to use the specific palettes for each machine though?
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on January 29, 2019, 06:34:07 PM
Quote
We def have to use the specific palettes for each machine though?

Yep, just look and feel and a machine appropriate palette.

As Qube said:

Quote
Colour palette ( must use ) :
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on January 29, 2019, 06:40:57 PM
Quote
We def have to use the specific palettes for each machine though?

Yep, just look and feel and a machine appropriate palette.

As Qube said:

Quote
Colour palette ( must use ) :

Cheers Steve - must learn to read!!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on January 29, 2019, 06:58:00 PM
Quote
Cheers Steve - must learn to read!!

Haha, there's always always lots of questions before (and during) a comp.   ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on January 29, 2019, 07:49:40 PM
I'm in I guess ... just added a worklog
https://www.syntaxbomb.com/index.php/topic,5216.msg22585/topicseen.html#new
hopefully I can tweak what I have so far to match the chosen system.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 29, 2019, 08:55:37 PM
Quote
We def have to use the specific palettes for each machine though?
The palettes are there so everyones using the same colour shades for their respective machine. But we're not going down the line of the other retro comp whereby that was 16 colours maximum. For example if you wanted to do a black outline on a sprite then you could use RGB 0,0,1 to visually look like a black outline colour if you are using 0,0,0 for transparency. Visually it'll still look like your choice of machine. Make sense? ;D

I'm in I guess ... just added a worklog
https://www.syntaxbomb.com/index.php/topic,5216.msg22585/topicseen.html#new
hopefully I can tweak what I have so far to match the chosen system.
Cool, look forward to seeing it in action :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on January 29, 2019, 11:44:04 PM
I'm not going to start a worklog, just (hopefully) a completed game by the deadline.

After deciding on a computer, genre and some game ideas, I begin working on the graphics tomorrow...
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on January 30, 2019, 12:32:44 AM
Quote
I'm not going to start a worklog, just (hopefully) a completed game by the deadline.
Burger Time sequel for the win \o/ :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on January 30, 2019, 12:58:55 AM
Quote
I'm not going to start a worklog, just (hopefully) a completed game by the deadline.

Burger Time sequel for the win \o/ :P

 :P That brings back bad memories (I was really ill when working on Burger Time, so it never got completed).

Working on a maze game.   :D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Kryzon on January 31, 2019, 09:00:53 AM
Trying to group C64's palette per hue and luminance (just by eye, not color science):
(https://images2.imgbox.com/23/e6/tJwwE1BB_o.png)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on January 31, 2019, 01:40:20 PM
Trying to group C64's palette per hue and luminance (just by eye, not color science):
(https://images2.imgbox.com/23/e6/tJwwE1BB_o.png)

Interesting - seems it was a pretty good palette choice.

http://www.aaronbell.com/secret-colours-of-the-commodore-64/
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on January 31, 2019, 04:30:48 PM
@ Stevie G
I did such a thing for my unfinished Santa Game in 2017.

Pay attention that you cannot use all color variants. The less brightness variation between two base colors, the less visible it will be. also: the more area you cover with such an artificial color the more visible will it be on "hickups" (if you eg. cannot guarantee 60fps).

To avoid "sickness"/epilepsy-problems (and problems on 40Hz displays - like set by Windows10 for my HP EliteBook) I added a boolean to disable that color alternation. Also my game code there:
https://github.com/GWRon/santagame
contains some gamesprite helpers which help creating such a "fake color" gamesprite by splitting a given image into two variants - each only consisting of the 16 base palette colors. This allows to paint your sprite without paying too much attention on hitting the absolute correct palette colors - or if you prepare a palette of 16base + some "mix colors" it will take care for correct color alternations to result in a "as much as possible" representation of the original image.

The principle should work on all these retro consoles as long as the colors have a similar brightness - which is why it works so good on the C64 palette (as its less "vibrant").

Here I already use some more colors. Maybe it would be good to create "non flicker colors" based on brightness-difference (so the more equal the "bigger" a painted area could be without artifacts).
(http://i.imgur.com/SJ8ep0i.png)


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on February 01, 2019, 11:54:03 AM
Speaking of which has any one explored the [2 layer multi color] sprite method on old hardware.
this was an old technique for a sonic the hedgehog game on the neo geo pocket of all things.

I've wanted to test this method on something others then any later system or hardware.
just a curious notion.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on February 01, 2019, 06:43:53 PM
Speaking of which has any one explored the [2 layer multi color] sprite method on old hardware.
this was an old technique for a sonic the hedgehog game on the neo geo pocket of all things.

I've wanted to test this method on something others then any later system or hardware.
just a curious notion.

I think there's only one person actually going for a game on the real hardware so probably isn't something that will be done this time.

This kind of thing is what I most admire about the old computers and their limited functionality in certain areas. People did their best to try and find a way round it like it was almost a challenge. Some of the old C64 games were amazing for the hardware they were running on.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on February 01, 2019, 07:45:56 PM
totally ... later game's were almost on par with the 16 bit era in game play and art.
sam's journey,Mayhem In Monster Land and Nebulus are certainly impressive examples.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: blinkok on February 01, 2019, 08:43:30 PM
Not sure if this would help anyone
https://www.codeproject.com/Articles/998595/CPS1-NET-A-Csharp-Based-CPS1-MAME-Emulator (https://www.codeproject.com/Articles/998595/CPS1-NET-A-Csharp-Based-CPS1-MAME-Emulator)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 02, 2019, 07:43:48 AM
I've dipped my toe in, created a work log, obviously the superior format of the Spectrum 16K (with a wobbly ram pack for now) is my weapon of choice.

Worklog and executable (yep already I here you cry) available here:

The Big Adventure Worklog (https://www.syntaxbomb.com/index.php/topic,5222.0.html)



Still a work in progress.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Kryzon on February 02, 2019, 11:23:53 AM
Interesting - seems it was a pretty good palette choice.

http://www.aaronbell.com/secret-colours-of-the-commodore-64/
Great link, tons of variations in there. I wouldn't have thought of using the grays as mid-tones.

This allows to paint your sprite without paying too much attention on hitting the absolute correct palette colors - or if you prepare a palette of 16base + some "mix colors" it will take care for correct color alternations to result in a "as much as possible" representation of the original image.
That's an interesting approach, painting a sprite however you want it (32bit ARGB mode), then using software to map the colors to some palette (indexed mode).
Photoshop has this, I'll take a look into making a palette.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on February 02, 2019, 01:17:25 PM
For you guys working on an entry and need to do your own graphics then you might want to take a look at:

http://multipaint.kameli.net/ (http://multipaint.kameli.net/)

This is a java application, so you can run it on most platforms, that is designed for drawing graphics for retro games. You can select one of the pre-configured palettes when you run it and then draw away with an application that resembles the old Amiga Deluxe paint very closely. It has Spectrum, Amstrad, C64 multicolour and hi-res modes and, I believe, it won't let you draw in colours that would not be possible on the real machine - ie: more than one colour per 8*8 block on a C64 in hi-res mode, for example. I've not yet confirmed this but it's worth a look.

Naturally you will need to be running Java to use it but that's not hard to find.

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MikeDX on February 02, 2019, 01:21:48 PM
I'll be making a spectrum game using div games studio. http://www.div-arena.co.uk
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 02, 2019, 01:59:06 PM
Thanks for the share Xerra,  as a DPaint IV AGA advocate, really appreciate it.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on February 02, 2019, 02:30:24 PM
neat ... im currently using SpritePad 1.8 which does the job I guess.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on February 02, 2019, 03:53:40 PM
@ C64 "oriented" entries:
https://www.c64-wiki.de/wiki/IFLI
https://www.c64-wiki.de/wiki/NUFLI

Both allow more colors than before - with NUFLI you can go non-flicker to 3 colors per 8*2 block while IFLI allows ... for alternating colors (which might flicker with bad timing) and gets rid (a bit) of the 2px-wide stretching by placing a "suiting" image a bit offset to the original one. Means your sprite can become less wide than needed.

In essence this means: you can use the 16 colors in 320x200. If you are doing less colorful sprites then "NUFLI" would be your base and with very colorful ones, IFLI.


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on February 02, 2019, 07:18:06 PM
For you guys working on an entry and need to do your own graphics then you might want to take a look at:

http://multipaint.kameli.net/ (http://multipaint.kameli.net/)

..... It has Spectrum, Amstrad, C64 multicolour and hi-res modes and, I believe, it won't let you draw in colours that would not be possible on the real machine - ie: more than one colour per 8*8 block on a C64 in hi-res mode, for example. I've not yet confirmed this but it's worth a look.
Nice find :) - I can confirm that not only does it have the palettes and resolutions built in but it also matches the tech specs while drawing, for example if you choose ZX Spectrum then it'll recolour cells if needed as you paint.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Imerion on February 02, 2019, 11:37:07 PM
Hi everyone! I'm new here and heard about this awesome competition from another game dev related forum. I hope it's ok for me to join despite not having been part of this community before. It just sounded so much fun! :)

I am a bit too young to have been part of the 8-bit wars this competition is based on. For me the war was between Sega Megadrive and SNES (where I was on the Sega-side), but I did play a few C64 games when I was young too so I believe that is the one I'll choose. ;) Having owned several Amiga computers make me feel a bit partial towards Commodore too.

Either way, it will be fun to follow this and hopefully join with my own entry!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on February 03, 2019, 01:24:17 AM
I hope it's ok for me to join despite not having been part of this community before. It just sounded so much fun! :)
Welcome onboard :) - Sure it's OK for you to join in, more the merrier. Just so you know we've had new members join before and then go on to win the competitions so there's no bias in the voting towards the older members. It's all about the final game :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on February 03, 2019, 07:40:30 AM
I've got free apps for creating, palettes, sprites and maps for download on windows/linux/mac
https://adamstrange.itch.io (https://adamstrange.itch.io)

If anyone needs these sorts of thing :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 07, 2019, 07:52:43 PM
Thanks for sharing Adam, Fontmap looks good ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 09, 2019, 03:56:24 PM
I'm making some 2D art for my Speccy game. I want to make sure the palette is spot on a speccy game, I'd hate to spend 20 - 40 hours (yeah, I know) making a speccy game just for it to fail to make the cut due to a pallette foible.

So.... my question is, can I use microsoft paint to some how figure out the RGB values of the Bix ZX PNG, I'm beginning to think I might need GIMP or Adams Font picker.

[EDIT] Downloading Adam's font /pallette program now, the UI design does look rather good - Adams pallette and font editor is very intuitive. I subsequently realised MPaint does not allow pallette imports - here:

https://lospec.com/palette-list/importing-palettes

GIMP for moi for pavor ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on February 09, 2019, 05:15:20 PM
Quote
So.... my question is, can I use microsoft paint to some how figure out the RGB values of the Bix ZX PNG, I'm beginning to think I might need GIMP or Adams Font picker.
Probably easier to just download the palette provided on the 1st page ( copied below for convenience ) and in GIMP use the colour picker to select the colour you want :)

ZX Spectrum palette :

(https://www.syntaxbomb.com/images/SBJan2019Comp-ZX.png)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 09, 2019, 08:38:00 PM
Thanks Qube, That's what I ended up doing  ^-^
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on February 10, 2019, 01:00:58 AM
I discovered that Gamemaker - a system designed to make games - does not actually have any kind of import palette option, or even a way to save out custom colours so you can use them in another project. Daft, daft, daft.

Anyway, if anyone is using Gamemaker, then I've found the best way to make sure you keep to the target colours is to load as a Sprite the palette image that Qube's put on the first page for your respective 8 bit machine. I then open it for editing, use the pixel grabber to get the colour and then double click on the left button colour square to open up the palette editor. You can then store colour there in one of the 12 empty slots and then go back and do another one. I know there's 16 colours available - including black - but I tend to just pick the ones i'm going to use for the current image because I can't store all of them.

Changing colours in your current image just needs a double click on the square showing the left-button colour and you can pick what you need. Annoyingly these custom colours don't get saved out when you close the editor - or even stored in a saved project - so you'll have to redo it if you are doing more graphics later on. Someone at Yoyo should be shot for not putting in something as simple as this .....

Another thing to be careful of if you're using a scrolling system and overlaying information on a hud is sprites or background graphics going underneath it. Someone else mentioned this to me when they looked at my game and they were absolutely right. With tiles under the score there were times when I was breaking the colours within 8*8 blocks. I've stopped this now by just overlaying the scores and stuff on a red background. Well worth checking for this because someone's going to spot it. Derron probably. Hmmm, Derron definitely :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 10, 2019, 04:35:14 AM
Bearing in mind the general indie's doing this, I'm sure everyone will be trying their utmost to adhere to the pallettes of their chosen eight bit ness. However, I propose that, should someone inadvertently exceed the pallette for their platform of choice, their 'points' (If they get any that is ;, my stuffs generally wooden spoon material:) are reduced in the following fashion:

1. 50 percent extra colours: Reduce entries final scores by 10 percent.
2. Double the pallette colours that should be used: Reduce that entries final score by 30 percent.
3. More than five times the Pallette for the emulated system: Reduce scores by 50 percent.

I know its all a bit of fun.... just my 10p. Only seven weeks to go guys and girls ;)

One thing that surprised me recently, always though Microsoft paint had the same ability to save edited images as GIMP. Yesterday found out GIMP exports edited images in MUCH higher quality, there you go. Was wondering why my eight bit 2D images looked even worse than they should of done when loaded into my executable - Microsoft paint was lowering the quality. So GIMP for using custom defined pallettes easily, and producing better quality images - not that Spectrum format particularly needs Hi-Res. I vote the next compo is 16-bit wars, that should stretch it out to Amiga and ST, possibly even the PC.... Although back in the day, obviously, the Amiga was king. Derail from 8-bit, sorry.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on February 10, 2019, 06:40:45 AM
Quote
So.... my question is, can I use microsoft paint to some how figure out the RGB values of the Bix ZX PNG, I'm beginning to think I might need GIMP or Adams Font picker.
Probably easier to just download the palette provided on the 1st page ( copied below for convenience ) and in GIMP use the colour picker to select the colour you want :)

ZX Spectrum palette :

(https://www.syntaxbomb.com/images/SBJan2019Comp-ZX.png)

yep totally what I did. that way I can't be at fault for any off gradients in color ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on February 10, 2019, 11:01:30 AM
Quote
RGB values of the Bix ZX PNG
black = 0, 0, 0
blue = 0, 0, 255
red = 255 ,0, 0
magenta = 255, 0, 255
green = 0, 255, 0
cyan = 0, 255, 255
yellow = 255, 255, 0
white = 255,255,255

dark blue = 0, 0, 127
dark red = 127, 0, 0
dark magenta = 127, 0, 127
dark green = 0, 127, 0
dark cyan = 0, 127, 127
dark yellow = 127, 127, 0
grey = 127, 127, 127

Those are the exact colors, but on modern systems with different monitors, contrasts, systems, etc you will get slight differences. say +- 5

for floats just /255
for hex, do a simple convert :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on February 10, 2019, 11:06:25 AM
Aren't all these colors "approximations" or "perceived rgb values" ? Thought most of these systems used chroma/yuv and whatever analog signals they had. So every "analog -> digital" conversion is an approximation.

Yet... nobody of us will blame you for using a slightly different RGB code (as long as the difference is neglectable).


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 16, 2019, 11:43:02 AM
@iWasAdam, thanks for these:

Quote
grey = 127, 127, 127

I'm using the following ocmmand for a clscolor in blitzbasic, this helps me get the 'grey' via code.

Code: [Select]

   ClsColor 127,127,127
   Cls

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 16, 2019, 11:58:46 AM
Spectrum Query:

Can I play songs from mp3 files within the executable? Yes I know the Speccy could only manage beepy noises code wise, however stuff played from tapes (i.e. the code) was high frequency stuff.

So, my point is this. I know that a Spectrum game was never released (back in the day) using the loader function to play music recorded on a magnetic tape to 'add to the atmosphere'. (as far as I know)

However, if I was to incorporate text into my Big Dark Adventure, that states 'Load Complete, please remove game tape 1, and insert game tape 2, rewind to the start and reset the tape counter.'

Then.... within the adventure... you will be informed upon entering a room 'In the RW, you fast forward the tape to 009. You press play'.

Back in the day, the sound would come through the Speccy's internal speaker. what do you think? Could this have been feasible back in the day to add to the Spectrums (already......) atmospheric games?

Yeah, I know Commodore 64 graphics may have been (cough) slightly better - I'm sure the loading time was somewhat more protracted on the 64 though.....
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 16, 2019, 12:29:42 PM
Quote
HD Spectrum game if you want so long as it looks the part.

Hmmm, I've been working with the stock resolution of 256 x 192.

Edit, more is not better, I'll be sticking within the authentic speccy pixels, just need to be economic with my UI design.  ^-^
If you say 'HD' does that mean, you could go mad and have four spectrums running at once. I think I'm just being silly here, but as for authenticity - who would have four spectrums hooked up to 4 tellys to take the resolution up to a huge 512 x 394. Some thing like this:

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on February 16, 2019, 07:34:01 PM
Quote
Can I play songs from mp3 files within the executable?
There are no rules regarding sound but do keep in mind that part of the voting is "authenticity". It's not a critical part of the voting though but just there as a bit of fun.

Quote
Back in the day, the sound would come through the Speccy's internal speaker. what do you think? Could this have been feasible back in the day to add to the Spectrums (already......) atmospheric games?
Sounds plausible to me :)

Quote
who would have four spectrums hooked up to 4 tellys to take the resolution up to a huge 512 x 394. Some thing like this:
Multiplayer Jet-Pac ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on February 18, 2019, 07:56:21 AM
Yeah, think I'm getting a little to far outside the authentic land!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on February 18, 2019, 12:32:56 PM
Yeah, think I'm getting a little to far outside the authentic land!

I suppose for an authentic game it would depend on the date of release, or something like that ... Mainly due to later and indie games pushing the chosen hardware beyond which was even though of as feasible back in the day. 

side note ... mother fuzzy whoooo ha!!
I was able to convert my main character to a C64 sprite sheet with the look and animation still intact.
Possible port? could be.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 09, 2019, 08:56:16 AM
T minus 22 days, tick tock!

There is obviously a lot of love for this compo, if say more than 5 of the current entrants wouldn't mind a 3 week extension, which might allow for some 8 bit retro coding fun at Easter too, could we pleeeeeeez extend this compo by a bit? Exceptional circumstances being the shear quality of the entrants to date . Likewise, if 5 of the current entrants said, sod an extension, all good.

Quote
.All entries must be in by 23:59:59 on the 31st of Mar 2019 ( GMT ). No extensions to the deadline will be granted.     
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on March 09, 2019, 09:46:51 AM
T minus 22 days, tick tock!

There is obviously a lot of love for this compo, if say more than 5 of the current entrants wouldn't mind a 3 week extension, which might allow for some 8 bit retro coding fun at Easter too, could we pleeeeeeez extend this compo by a bit? Exceptional circumstances being the shear quality of the entrants to date . Likewise, if 5 of the current entrants said, sod an extension, all good.

Quote
.All entries must be in by 23:59:59 on the 31st of Mar 2019 ( GMT ). No extensions to the deadline will be granted.     

I'd be up for an extension as I've had a lot going on in the last 4 weeks resulting in minimal development time BUT as there are a few entries which seem pretty close to completion I can understand if they'd rather stick with the original deadline. 
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 09, 2019, 04:32:37 PM
An appropriate extension can avoid only 3 or 4 entries at last.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 09, 2019, 05:34:50 PM
Yeah, I could carry on coding in please speccy style after march, but tbh, at 47 years young, I've some other distractions these days, offspring and the like. How about a cheeky 15 days then, be a shame if that didn't get Easter in but hey ho!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 09, 2019, 07:20:32 PM
Deadline is deadline.

Extend one time and you extend each time.


Bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 09, 2019, 07:25:01 PM
Yeah I agree with Derron.  I'm so far behind compared to where I'd hoped to be, but that's life.  If I don't complete on time I know I'll complete the game anyway a little after the deadline.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 09, 2019, 10:47:05 PM
I did extend the comp deadline once ( I think it was a Christmas one ) and it didn't go down too well with some :P - Personally I wouldn't mind a couple of weeks more but the deadline IS the deadline ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on March 10, 2019, 01:10:02 AM
I did extend the comp deadline once ( I think it was a Christmas one ) and it didn't go down too well with some :P - Personally I wouldn't mind a couple of weeks more but the deadline IS the deadline ;D

There was far less competition at Xmas!  Fair doos though - rules are rules!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 10, 2019, 10:01:50 PM
I will finish in time, it's certainly not going to be a never ending story....

Maybe the next compo could be a transition from 8-bit to 16-bit, 50 percent of levels in 8 bit, then treated to 16bits of graphical eye candy for the latter half....

Back on thread, I make it 3 each yays against the he nays, Qube Has spoken, tick-tock, tick-tock.... Time marches relentlessly onwards. 3 weeks to go
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 10, 2019, 10:33:55 PM
Maybe the next compo could be a transition from 8-bit to 16-bit, 50 percent of levels in 8 bit, then treated to 16bits of graphical eye candy for the latter half....

Next was said to be no retro thing but a normal compo with eg. a genre or "keyword" restriction.

Think it is good as extending my framework to stay in 8bit restrictions is ... time consuming. You get 2-3 hours sparetime and what do you code? Tile-support for your 9patches, support for "spritepack based bitmapfonts" rather than creating one from OTF/TTF ... and so on. It's not something I really enjoy doing. Glad the next compo will be of a different kind.


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 10, 2019, 10:50:45 PM
Yes, as much as I love the retro themes in the competitions, a change would mix things up.  Of course everybody could still work on a non-competition game.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 11, 2019, 12:09:55 AM
Quote
Maybe the next compo could be a transition from 8-bit to 16-bit, 50 percent of levels in 8 bit, then treated to 16bits of graphical eye candy for the latter half....
Yeah, the next comp won't be retro based, so no palette or screen resolution limits. Having said that there is no problem with you doing this exact thing with what ever the next competition is. Just because a comp may not have a retro theme doesn't mean you can't make your comp entry a retro styled one :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 11, 2019, 12:55:08 AM
Yeah, was one train of thought I was having, thanks Qube.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 12, 2019, 01:00:29 AM
Thought next theme would be to create a Match 3 followed by an isometric game the next time.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 12, 2019, 01:02:28 AM
Match 3 is not something I've tackled either, and something simpler than an isometric game.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 12, 2019, 04:41:49 PM
Match 3 is not something I've tackled either, and something simpler than an isometric game.

I'm interested in having a go at it too. Probably because i've been playing gardenscapes a bit on the Ipad recently. And I want to see Qube's creation come to life.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 12, 2019, 05:19:45 PM
Quote
Match 3 is not something I've tackled either, and something simpler than an isometric game.
I think a match-3 engine is harder to do than an isometric game? :o

Quote
And I want to see Qube's creation come to life.
Lol, the abandoned Halloween one?. Doubt I'd ever revisit that as I'd rewrite the whole thing from fresh if I were to ever do a match-3 game again.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 12, 2019, 05:42:57 PM
If a contest about isometric game is held, there will be a few entries. The Christmas adventure game contest is a very,very good example. Nevertheless, it is easier for entrants to win because of a few contestants.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 12, 2019, 06:17:34 PM
If a contest about isometric game is held, there will be a few entries. The Christmas adventure game contest is a very,very good example. Nevertheless, it is easier for entrants to win because of a few contestants.
Nothing has been decided about the next comp yet :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 12, 2019, 06:30:03 PM
I'll probably just get my GridFire Game completed instead of entering the next one, so is no reflection of the Competition Category.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 12, 2019, 11:09:25 PM
If a contest about isometric game is held, there will be a few entries. The Christmas adventure game contest is a very,very good example. Nevertheless, it is easier for entrants to win because of a few contestants.
Nothing has been decided about the next comp yet :)

Hello, I want a lot of entries in every contest. Thanks.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 13, 2019, 08:56:15 PM
Yeah, not so sure I'd be on board with the iso metric challenge, keeping the entries to a few.

[EDIT] I am looking forward to using GIMP without such a limited palette - the ZX Speccy pallette is somewhat restrictive - I thought it'd make it easier doing stuff in low rez, wrong again!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 16, 2019, 06:19:59 PM
What do folks think about entries that also submit the source code, say 4 days after the deadline..... Can receive a 10 percent uplift to their Scores on the doors, Miss Ford? (Throwback to the generation game.... I know, it's a while ago now.) Best way for folks to learn is to crib... In some ways?

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on March 16, 2019, 10:18:55 PM
yep I can submit code, but it wont run on anything cause I wrote half the libraries and rewrote the others.

I rewrote the programming language (Monkey2), so you would need all the MX2 files as well. and the ide and the rest.

Do you want to wade through 190,000+ lines of code as well?  :o

Theres about 15,000 lines of code just for the audio subsystem I will be using - if it works. so you will need that, plus the shaders, etc
So synth.PlaySeqence( 128, 13 ) doesn't make much sense

it might be better for people to ask 'how something was done'. that way people can get direct answers and code to help. My current main file for my game is 4000+ lines long. I'm certain that people wouldn't get much help out of it.

But asking how do you deal with maps? how did you do that? What programs do you use to help you do things, etc would give you a much better answer :)

One last thought for you. The best question you can ask is 'why did you it that way...?'
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 16, 2019, 10:29:46 PM
I released sources of most of my projects and wont disagree to release this one too. Others might think so too. But I would not give bonuses for it.

Bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 17, 2019, 11:02:52 AM
Just a shout out to all entrants to please make sure you are using the colour palettes provided please and not alternate ones found on the web / other apps, thanks :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 17, 2019, 02:47:39 PM
This competition has a 65 day deadline and we're now down to 14 days left. At present I think there's 13 games on the go with, as far as I can see, only tomtoad throwing in the towel so far.

How's everyone doing so far? Do you think you're going to make the competition deadline? Are you panicking as bad as me? :-)

Think I'm around 75% sure that I'll get there but I'm unlikely to have everything in it that I imagined when I started it.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 17, 2019, 04:33:43 PM
Quote
How's everyone doing so far? Do you think you're going to make the competition deadline? Are you panicking as bad as me? :-)
I should be OK but I'm hoping I can squeeze in one more thing. No big issue if not.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on March 17, 2019, 05:49:12 PM
Doubtful I'll get mine done on time.  It's all good though - I've never attempted a platformer before so learned quite a few new things which will come in handy for the future.   ;D

 
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 17, 2019, 07:31:09 PM
Doubtful I'll get mine done on time.  It's all good though - I've never attempted a platformer before so learned quite a few new things which will come in handy for the future.   ;D
Noooo! work faster, take days off work if needed ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 17, 2019, 07:36:43 PM
HELP!!! - It's come to my attention that at least one person (not iWasAdam and there may be more ) has used their own palette which is more vibrant than the one the competition states "must use".

They say it would be a lot of work to change the colours over... So, what's the general consensus on this. Do we enforce the rules on this one or simply allow slight palette variations, for example a more vibrant one?

Could someone who uses the provided palette complain that another user was able to use a more vibrant version and say it's unfair?

Over to you lot. I'll go with the majority opinion so fire away :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 17, 2019, 07:53:52 PM
I've schooled myself in GIMP coz msoft paint didn't seem to be able to use a custom pallette. I say that minor infractions on the pallette required is acceptable, perhaps with a 5 to a maximum of 10 percent docking of points amassed to appease the purists.

I'd hate for people to miss out because of minor infractions, certainly not 'dismissed' from the competition due to minor pallette infractions.

Whilst I'd be Happy for no penalty for not adhering strictly to the pallette, I can't see those that have managed to keep strictly to the pallette being content.

We're all indies after all, marvelling at the creations in this, what I think, is going to be the most hotly contested competition yet.

Oh, one last time, then I won't ask again, any chance of a 2 week extender..... I guess not but God loves a trier!

I'm thankful this compo motivated moi to have my first dedicated dev area, even if it is in a twin axle trailer! Cheers.  ;) :D ;D

My 10p  :o
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 17, 2019, 08:35:36 PM
We all could have cheated by using colours that blend better or anti-alias better.  Palette was the only restriction given and even that basic rule seems to have been broken.  ::)

It's completely crazy that people have been going to other web sites to download incorrect colour palettes, when Qube supplied the correct palette with the words 'must use' following it.  It was just a simple matter of downloading that palette image and sample from it in one of the many photoshop-type programs with an eyedropper tool.

Read the rules people, or some get an advantage over others.  I don't think it makes too much difference in this case because there are only 16 colours, so slight variances won't matter too much.  So if it's too much trouble to change then I say leave it as is, change if possible.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 17, 2019, 09:56:40 PM
Variations should be allowed - if we talk about 253,255,255 instead of 255,255,255 - but replacing grays with darker by magnitude ones - should not be allowed.

I teeth grinding accepted to loose a big bit of atmosphere when using the "qube palette" instead of blindly googling for "c64 colors" and use the colors on the first link ("best google hit"):
(http://i.imgur.com/wt1m9FW.png)

but ... I accepted and adjusted my palette to the png provided by Qube.


Quote
They say it would be a lot of work to change the colours over...
- open sprite in your painting programme

- choose first color of the allowed palette
- click "bucket paint" (in Photoshop it eg. allows to uncheck "keep within boundaries" so it fills on the whole image) on a pixel with the "wrong but equivalent" color
- repeat the above two steps for all other allowed colors
As you were at 16 colors before you should be afterwards too

Alternatively: just code your simple image converter which takes your input image and replaces it with "suiting" colors (rgb difference is easy to calculate - I prefer cie_lab difference as it is a "perceived color difference").

Have to say that there is enough time left to replace your artwork's colors. But I understand that it might become cumbersome if you altered the palette in a way which allows gradients a simple "replace" would break. But then it means you would have broken "#1st rule" with intention.


Only exception I can think of is a game which requires a certain color to work - but I think that isn't the case.



So in short:
- I am against extending the time frame (if we do not finish then yeah, that's life)
- I am against allowing "widely varying" colors of the palettes - for this we could have a "16 color compo" (=> custom palettes)


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 17, 2019, 11:35:51 PM
I'm using Qubes colour palette for all the graphic work in my game so not too worried. I'll take a look at the stuff done by Multipaint in case there's some variation in that but I'm hoping it's not too drastic. I'm using RGB macro's for all the text, though, which I posted the code for earlier in this thread. If they're not acceptable then I do have an issue although I'm sure it's not too hard to adjust the numbers once I have the right values.

Be much easier if Gamemaker wasn't such a kludge with using palettes, however.

If we're on a vote, though, then I'm for not penalising someones hard work because of a mistake and to let it go. I reckon I'll be in the minority, though.

If a game looks like it could be played on the retro system it's being created to resemble then that's cool with me. It's only coders who know the machines technical limitations that will know otherwise.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: therevills on March 18, 2019, 12:03:13 AM
So in short:
- I am against extending the time frame (if we do not finish then yeah, that's life)
- I am against allowing "widely varying" colors of the palettes - for this we could have a "16 color compo" (=> custom palettes)

+1

If we're on a vote, though, then I'm for not penalising someones hard work because of a mistake and to let it go. I reckon I'll be in the minority, though.

I agree, maybe just let the author be honest about the mistake and highlight the fact the palette isnt Qube's palette for the system and link to the palette they used.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 18, 2019, 04:45:30 AM
Quote
Variations should be allowed - if we talk about 253,255,255 instead of 255,255,255
Strictly speaking no they shouldn't. The palettes were chosen from the web and stated as "must use". I'm not sure how variations can happen when the palettes are actually provided. Sure if some anomaly caused 255,255,255 to become 253,255,255 then of course that wouldn't be classed as a violation as people wouldn't even be able to see the difference.

Quote
I teeth grinding accepted to loose a big bit of atmosphere when using the "qube palette" instead of blindly googling for "c64 colors" and use the colors on the first link ("best google hit"):
But when the comp rules say here's the palette and "must use" then why are you / anyone Googling for the palette?. It's provided for you in the very first post! Why are you looking for another - Also it's not my palette, it's from wikipedia.

I don't want to penalise anyone after all the hard work they've put in so here's what we'll do... Leave things as they are. If you've used a different palette then OK. However, from the next comp, if any rules are stated as requirements and not adhered to then action will be taken when it comes to voting time. Moral of the story, RTFM or in this case, rules ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: johnno56 on March 18, 2019, 04:48:36 AM
This is my very first competition. My favourite language is Basic, SDLBasic actually... I am not a programmer or an online gamer but enjoy tinkering with Basic. I was given the link to this competition from one of the members on the RCBasic forum. I was hesitant in competing because of my programming skills, or lack of it... lol

I started looking for other entries (just to see what I am up against) but, one week from the closing date, I haven't found any. Several postings on this site indicated expressions of interest, but I haven't seen any entries, as yet. I suppose I should ask if I'm in the right place to start with.... Maybe I have made a mistake?
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 18, 2019, 07:01:07 AM
Variations might come from ... pheeww... rounding errors or use JPEGs for whatever-reason ;-) (bad excuse).

I just wanted to try to "allow" for variations to not sound too harsh/strict. But as you softened the rule now ... it does no longer matter (PS: you could have done that some days earlier - before I spend some minutes to adjust the colors of my sprites ;-)).


@ googling
Dunno, think the rules were on page 1 but the topic already on "page >1" so I was no longer aware that you even provided one - also the other one provided the "text variant" of the colors so I did not have to sample it in a painting programme (as I also define the colors in code - to allow "code wise" palette restrictions). Also I was knowing that I could adjust the colors later on so I thought I better start doing something and fitting it in later. And as said - after some days I never thought the palette would be "wrong" (albeit it did not look like a c64 shot).


@ voting
Think those people who are used to "the machines color palette" and see "impossible colors" will somehow put that into their voting points - willently or "instinctively". And those who do not matter about such things vote unbiased regarding "palettes". Same for sound effects, inputs (remember I use a "mouse" which not everybody had), resolution tricks, sprite count, ...

It's just that now there was the discussion about colors - and some people are aware of the "softening" and that there are (possible) entries around which utilize an altered palette. Nonetheless it does not matter - people vote (more or less) biased in all votings ("friends", "favorite genres", ...). Still most of the times just the "best to-play/enjoyable game" will win so - no worries.


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: johnno56 on March 18, 2019, 07:41:53 AM
Quote
When i look at that image is (as far as i can see) it is 256x177. I cannot resolve the resolution with that screen shot. What am i missing?
You're not taking into account the black surrounding and that the width would be double to look normal on a PC.

I'd say that's a screen shot from an emulator running the CPC in 16 colour full overscan mode ( 384×272 is how it'd be represented on a PC ). The game in reality would have been in 192×272 ( if running in overscan mode ) but when a PC is emulating the screen then what you see is double the resolution width, hence the total dimension of the image provided.

Most games were 160x200 ( double width pixels to fit 320x200 ) and I doubt many games used the full screen trick. You can if you want :)

Being an ex-owner of an Amstrad CPC464 I can tell you that there was a reason for the "border" (which is configurable) around the main image. In those days, either the monitor or other external screen, were CRT's. These screens had the natural side effect of the 'limits' of the display slightly blurring. So, as to attempt to keep the game image as clear as possible, constrict the image to the centre of the screen. If memory serves correctly I think the C64 was similar...

Well... that's my bit of trivia for today...

J
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on March 18, 2019, 07:48:05 AM
Well, I've been all over my graphics and palettes to make sure they comply  :P Odd minor display errors may be present, but hopefully not!

But I can fully understand if people have taken a different route
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 18, 2019, 10:47:36 AM
Quote
@ googling
Dunno, think the rules were on page 1 but the topic already on "page >1" so I was no longer aware that you even provided one
Take a look at the very first post about rules and limits. Is that the part you missed? :P - in fact to even know that you can pick the C64 you’d have already passed one section about the palette. Didn’t know? :))
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 18, 2019, 11:12:53 AM
With the head full of "anger" about "oaarghh another retro compo" one can miss things. or ... or ... or it must be the age. First signs of lost hair means my brains are no longer cultivating them as good as they did before. Pardonnez-moi :-)


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on March 18, 2019, 05:06:15 PM
I know I'm safe, I had to use qube's pallet and the MS paint copy/paste technique.
IE:  open the "Qubes pallet" in ms paint, open a blank ms paint canvas in another window then use the select tool and the colors you want to use from the chosen pallet and copy/paste to the blank canvas then .... start painting using the dropper to select your chosen colors.
easy peasy. :D

even when I needed to edit a few of my sprites/images the technique still worked.
My major conflict was how many colors of the chosen pallet could be used per image/sprite....C64 in my case.
With alittle ... or a lot of R&D and a few 'urika' moments and useful feedback [props to jonza] I learn't a few useful methods to achieve the right look within the color limit's allowed per image/sprite.
yellow-ish and black being used as the global colors + the single sprite color + the transparent color[not important] on a double layered sprite with its own selected sprite color[from the chosen pallet]. the static image's are different story though.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 18, 2019, 10:27:21 PM
Mspaint is what I'm comfy with, but I couldn't Load a user defined pallette. I like your way of skinning the cat using the colour dropper/picker, wish I'd thought of that. Then when I started to use Gimp, with Qubes pallette (not another one from else where) I came across the issue Blitz3D wasn't displaying my lovingly crafted images, exported from Gimp as a PNG. Much head scratching resolved the issue by using a black image underneath my Gimpy efforts. Now, I suspect it's something to do with alpha channels and translucency, but I really didn't envisage phaffing so much to produce low Rez graphics. Still got coding / logic issues to resolve and the clock keeps ticking. Doesn't help that I got selected for a promotion interview tomorrow at work, more ironing and stuff prevents cracking on with my Big Dark Adventure. So, if it transpires that I contravene the pallette, it's coz I haven't had time to fully understand/ RTF Gimp Manual, it's a hefty tome.

Still happy to be coding in Speccy Rez again... And I've proved my Amiga still compiles code from over 2 decades ago. I'm sure that wouldn't have happened without this compo, cheers
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on March 19, 2019, 07:10:33 AM
when loading an image blitz3d considers black to a masked color[transparent] by default ... there's code out there to allow a custom masked color but the easiest way around that issue is to use the [off black] trick.

alternatively you could use 'drawblock' which draws the loaded image as is, but requires you to know the drawing order.
[ie] the text will appear under the drawn block image if the order is text then draw block image during your main draw loop.
from what I learnt at least.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on March 19, 2019, 07:21:50 AM
Does anyone have the RGB values for the C64 palette Qube posted?  I think I took them from the wikipedia page which I assumed was correct but maybe not it seems ..
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on March 19, 2019, 07:50:39 AM
black - RGB:[0,0,0] HSV:[0,0,0] Hex: 000000 
white - RGB:[255,255,255] HSV:[0,0,100] Hex: FFFFFF
Red - RGB:[146,74,64] HSV:[7,56,57] Hex: 924A40
light blue - RGB:[132,197,204] HSV:[185,35,80] Hex: 84C5CC
purple - RGB:[147,81,182] HSV:[279,55,71] Hex: 9351B6
green - RGB:[114,177,75] HSV:[97,57,69] Hex: 72B14B
dark blue - RGB:[72,58,170] HSV:[247,65,66] Hex: 483AAA
yellow - RGB:[213,223,24] HSV:[66,44,87] Hex: D5DF7C
light brown - RGB:[153,105,45] HSV:[33,70,60] Hex: 99692D
dark brown - RGB:[103,82,0] HSV:[47,100,40] Hex: 675200
pink - RGB:[193,129,120] HSV:[7,37,75] Hex: C18178
dark grey - RGB:[96,96,96] HSV:[0,0,73] Hex: 606060
mid grey - RGB:[138,138,138] HSV:[0,0,54] Hex: 8A8A8A
light green - RGB:[179,236,145] HSV:[97,38,92] Hex: B3EC91
light purple - RGB:[134,122,222] HSV:[247,45,87] Hex: 867ADE
light grey - RGB:[179,179,179] HSV:[0,0,70] Hex: B3B3B3

doneski ... I used the color editor and dropper tool along with Qube's pallet in paint.net in order to obtain the color values.
so it should be pin point accurate.  :)






 
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 19, 2019, 05:26:39 PM
This is my very first competition. My favourite language is Basic, SDLBasic actually... I am not a programmer or an online gamer but enjoy tinkering with Basic. I was given the link to this competition from one of the members on the RCBasic forum. I was hesitant in competing because of my programming skills, or lack of it... lol

I started looking for other entries (just to see what I am up against) but, one week from the closing date, I haven't found any. Several postings on this site indicated expressions of interest, but I haven't seen any entries, as yet. I suppose I should ask if I'm in the right place to start with.... Maybe I have made a mistake?

not sure anyone actually answered your question as it might have got buried in the great syntax colour debate :-)

Anyway, there's around 13 entries or so currently for the competition - assuming they all get over the line. If you check the Worklogs sub-forum then you will see what people are up to in the seperate threads. Apart from the odd exception, you probably won't find any completed games actually being posted online until the final day - Sunday, 31st March. Mostly people are still beavering away right up until the last couple of hours. Certainly always been that way for me and my current game looks like no exception.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 19, 2019, 08:21:22 PM
I started looking for other entries (just to see what I am up against) but, one week from the closing date, I haven't found any. Several postings on this site indicated expressions of interest, but I haven't seen any entries, as yet. I suppose I should ask if I'm in the right place to start with.... Maybe I have made a mistake?
Yup, you're in the right place. Most post progress of their game comp progress in the Worklogs (https://www.syntaxbomb.com/index.php/board,52.0.html) section.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: johnno56 on March 19, 2019, 09:24:19 PM
Cool... Thanks or the link... I have seen some of the entries... *sigh* Now I wish I hadn't.. lol These guys (generic) are 'really' good. I'm afraid that my "tinkering" will not even come close to the concepts that these guys have discarded into their trash....

Obviously "tinkering" is not going to cut it. I need to do something to help my chances in the future...

You have been a great help and I will continue to watch as the competition evolves....

J
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 20, 2019, 12:27:09 AM
Cool... Thanks or the link... I have seen some of the entries... *sigh* Now I wish I hadn't.. lol These guys (generic) are 'really' good. I'm afraid that my "tinkering" will not even come close to the concepts that these guys have discarded into their trash....

Obviously "tinkering" is not going to cut it. I need to do something to help my chances in the future...

You have been a great help and I will continue to watch as the competition evolves....

J

Give us a bit of info about your general coding level, what system you're using to code with. You'd be surprised just how much help the guys here can be. Everyone has to start somewhere, after all. If you can make a game and finish it within a competition deadline then never mind if you don't think it's worthy and just submit it anyway. Nobody is going to roast you. All you'll get is helpful advice.

If you're completely new to making games then try using Gamemaker Studio like I do. Still a lot of work to do with that but it's a lot quicker to get what you want up on screen than doing it hardcore right from the start.

Another important thing to think about is don't be too critical of your work sometimes. I've done that and submitted games that I've not been that happy with but have gone down very well. Envahi, my first competition entry, is a good example of that. I almost didn't submit it because the level of some of the other games were so good but it did ok in the end. The test is to see if you ever return to a game to just play it maybe a few months after you've finished working on it. I'm definitely going to write a sequel to that one, one day.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 20, 2019, 04:06:38 AM
Quote
Envahi, my first competition entry
\o/ Fun game \o/
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: johnno56 on March 20, 2019, 05:02:01 AM
Xerra,

I mentioned before that I am not a programmer but enjoy tinkering with basic. Simple games, although takes me a while, is about the best I can do. I prefer SDLBasic, RCBasic and QB64. I appreciate the offer of help I really do. I get a lot of help from the aforementioned forums, because quite frankly, I seem to need it. lol

I have used Game Maker 6 and 8, following tutorials mostly, and found it fun to use. Unfortunately, I cannot use GM studio as it will not run on my Linux machine, 6 and 8 do, but not studio... The program Enigma can load and create GM games but it is an effort at times.

In regards to being hard on myself... I do not think so. I know my skill levels and it didn't take me long to figure out that my efforts are nowhere near being able to reach the quality of games in this comp. I will agree that I am my own worst critic at times. But, when I saw the quality of the entries, criticism did not even enter into it. Those guys are 'good'....

The deadline was not a concern. I started my game some months back and finished it last week. When I heard that it was to be "8 bit style", I figured cool, colour palette change was all it needed. As I used to have an Amstrad CPC464 it was a "no brainer".

Do not get me wrong. I have no intention of giving away 'programming'. I may not be able to compete but I can still learn. This website has now been bookmarked and will be added to my already growing list of help sites.

J
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 22, 2019, 10:58:37 PM
Hello, I always has a question. This is a part of the regulations of the current contest:

"Amstrad CPC :

Resolution : 640×200 / 320x200 / 160×200
Colours : 27
Audio : 3 channel
Graphical limits : Had a palette of 27 colours but only a maximum of 16 could be used on screen. "


In fact, I don't understand this:

"Graphical limits : Had a palette of 27 colours but only a maximum of 16 could be used on screen. "

Is "16 colours" fixed in a single entry? If an entrant develops an entry, the entrant can only use the same "16 colours" from the beginning to the end of the game?

Or:

The entrant selects 16 colours from the 27 colours for using in level 1. In level 2, this entrant can use different "16 colours" (still selects from the 27 colours). In level 3. 4, 5, etc., the entrant can also use different "16 colours".

Can "16 colours" used in different levels in a single entry be not the same?

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 22, 2019, 11:52:33 PM
Unlike other 8-bit computers of the time the Amstrad seems to have had a non-fixed palette, but it had a lower resolution than some.

So in my opinion you could use different palettes per level (but a maximum of 16 colours on-screen) although that wouldn't give your game a consistant 'look'.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 23, 2019, 02:59:48 AM
Unlike other 8-bit computers of the time the Amstrad seems to have had a non-fixed palette, but it had a lower resolution than some.

So in my opinion you could use different palettes per level (but a maximum of 16 colours on-screen) although that wouldn't give your game a consistant 'look'.

Hi, thank you.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 23, 2019, 06:39:01 AM
Just over a week to go.... Exciting times!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 23, 2019, 06:59:27 AM
This is a public service announcement for your own well-being :-)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on March 23, 2019, 03:51:36 PM
Quote
This is a public service announcement for your own well-being
in case of emergency "break-out"  :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 23, 2019, 05:29:24 PM
Unlike other 8-bit computers of the time the Amstrad seems to have had a non-fixed palette, but it had a lower resolution than some.
The original CPC range had 27 colours but a max of 16 on screen. The main game resolution was the same as the C64, 160x200 ( double width pixels ) in order t get 16 colours on screen at once.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 25, 2019, 02:45:36 PM
Hello, I selected the group Amstrad CPC.

I didn't use the resolutions of Amstrad CPC since I saw this part of the regulations. I used a bigger resolution. However, I still used the colour palette of Amstrad CPC.

"Create a game which matches closely the look and feel of your chosen 8-BIT computer. How technical you get is up to you..."

I never own Amstrad CPC but I tried my best to design a game which looks like a computer game in the 80's.

Yeah.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 25, 2019, 05:06:26 PM
Hello,

I have submitted my entry. Bye.

Game Title, Simple
Download link, https://www.syntaxbomb.com/index.php/topic,5394.msg24307.html#msg24307
OS requirements, it is a Windows game
Required dependancies, players doesn't need other files to run the game.
Brief info about your game,
This game is a very basic game made by an amateur or inexperienced person(me). Since I don't have superior or outstanding skills in every aspect of game development. I tried and managed to make an okay-quality game in the process of the development of this game.. It is also not a big game project because my ability is not good enough for a big game. Therefore, it is only a very small game. If gamers can give me their comments on the game after they play it, I will be very, very happy. All comments given by gamers to me are priceless! Sure!!!!!
Media information of the game, graphics and music were created by me. Sound effect files were from Gamemaker's package.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 25, 2019, 05:11:01 PM
Hello,

I have submitted my entry here. Bye...

https://www.syntaxbomb.com/index.php/topic,5394.msg24307.html#msg24307
Congrats for finishing your game on time :)

Could you please make sure to update your post as per the comp rules, thanks :

When submitting your game please adhere to the following format ( if relevant ) :

Game Title
Download link and OS requirements
Required dependancies
Brief info about your game
Media information ( If using free / purchased media then please state where you obtained said media. )
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on March 26, 2019, 12:35:15 AM

Congrats for finishing your game on time :)



Hello, thanks a lot!!!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on March 26, 2019, 12:54:50 PM
its go time:
Title: Arc of valtana.
Tools: Blitz3d,Fragmotion,paint.net,MS paint,SpritePad,Beepbox.
Extras: NONE.
Platform:windows
Link to download:  https://mrmediamanx.itch.io/arc-of-valtana
link to worklog:  https://www.syntaxbomb.com/index.php/topic,5216.0.html

I decided to upload now inorder to give me more time for feedback and fixes if any are required.
Although there's no full screen mode you can expand the game window to suit the size of your liking.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 27, 2019, 03:54:55 PM
2 entries so far, mine defo won't be done until Sunday at the earliest.... And latest I suppose! We'll done to those of you completing your entries all ready, you are ace  ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 27, 2019, 05:24:45 PM
I'd like to say mine will be done by Sunday but, as usual, it won't be.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 27, 2019, 05:28:07 PM
I've just got the main menu to finish off, compose one more tune ( I use the term compose lightly :P ) and tidy up a few things. Saturday I'll do a final play test on Windows, Mac and Linux to make sure all is OK and then up on Sunday evening after doing one last final play test.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: therevills on March 28, 2019, 09:11:59 AM
Finished!  8)

Game Title:Jack Deadly
Download link:https://therevillsgames.itch.io/jack-deadly (https://therevillsgames.itch.io/jack-deadly)
OS requirements:Windows
Required dependencies:OpenGL
Info:Jack Deadly is a homage to the classic Rick Dangerous games for the Syntax Bomb's 8-bit Wars competition, using the palette of the greatest 8-bit computer ever: The Amstrad CPC 464!
Guide Jack around dangerous locations and watch out for deadly enemies!
Media information:Music by Kevin MacLeod (Incompetech)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on March 28, 2019, 09:20:02 AM
lets do this  8)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on March 29, 2019, 08:37:05 AM
Finished  :o
(https://vjointeractive.files.wordpress.com/2019/03/mortis-title.gif)

Game Title:                       Viva Mortis
Download Link:                 https://adamstrange.itch.io/viva-mortis (https://adamstrange.itch.io/viva-mortis)
OS:                                   MacOS, Windows, Linux
Language Used:               MX2 (custom Monkey2)
Tools:                                Minor Photoshop, QasarBeach, FontSprite, FontMap, PaletteEd
Required Dependencies:  OpenGL, SDL2, OpenAL
Info Blurb:                         You are Mortis. Find Mr De'Aths runes! Avoid the nasties, hit the Pinatas and have loads of fun before the Big party!
Media Info:                        It's mine... All Mine
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 29, 2019, 08:44:27 AM
Cool, congrats.  Downloading PC and mac versions...   :D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 29, 2019, 08:54:50 AM
I see you've now added a page.  Comment moved there.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 29, 2019, 08:06:12 PM
I normally skate Friday evenings, however I think my subconscious young self kicked in against my 3 decades of life experience and ensured I knackered myself sufficiently to enable me to, yep, code for a Spectrum competition. Yes, if you're all honest with yourselves, you know it to be the truth.  :P

@iWasAdam, You're viva Mortis says it all  ;D

Suffice to say, my title screen will pale by comparison, tick tock!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 29, 2019, 08:13:57 PM
Think you have at least 2 mugs too much on your "desk" ;-)

Had a party day today: kids have a cold + fever since yesterday. Wife started with it today too ... Welcome daddy daycare. But now it seems I can have a seat for 2-3hours on the computer. Load+Save menu and mission screen are waiting - and of course mission design ;-)


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 29, 2019, 08:24:01 PM
Make sure you purchase your cod liver oil tablets and multivitamin sir, can't have your coding prowess compromised by sicky blah. You can see my youngsters on the desktop, and I've resolved my empty beverage recepticle situation! Who remembers Alien Formula 1?

Oh yeah, there's an ESS in my Big Dark Adventure, that'll be the replacement for the ISS, the European Space Station, governed by tosspot extrodinaire Bo Jo.  Whoops, let myself slip there.

Anyway, who'd have thought it, by the end of the weekend, I'll b up to 3, yes 3 Dev screens, halcyon days, and all thanks to Qube and Mr Sinclair.  :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on March 30, 2019, 07:10:20 AM
Jar - eww!
LEGO - Yay
I've got lego around me too:
(https://vjointeractive.files.wordpress.com/2019/03/img_0151.jpg)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 30, 2019, 09:33:09 AM
Ok, I'm in and i'm representing the good old C64 - a far superior computer to that Klinklair Klectrum rubber keyed rubbish. I won't even mention that Amstrad thingy. Not even contenders :-)

Game Title: Damnation Alley
Download link and OS requirements: Mac or Windoze versions available at: https://xerra.itch.io/damnation-alley
Required dependancies: None
Brief info about your game: As shown on the Itch.IO page.
Media information: No paid media. I've used some background graphics and sprites which are credited within the game. Both music tracks are also credited.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 30, 2019, 09:41:57 AM
File shown as 'damaged' when Mac version downloaded.

On the PC now.  Very nice, love the music too, will have a proper go later.  Just a small niggle, when you go full screen it would be better if the mouse pointer was hid.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 30, 2019, 12:16:34 PM
File shown as 'damaged' when Mac version downloaded.

Fuck, really?

I'll check it now.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 30, 2019, 12:22:13 PM
Yeah.  Talk about 8-Bit Wars, more like PC Mac Wars.  And the PC is winning lol.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 30, 2019, 12:22:49 PM
File shown as 'damaged' when Mac version downloaded.

Can you try the Mac version again? I downloaded to test and was fine for me.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 30, 2019, 12:27:54 PM
No joy I'm afraid, PC version works fine though.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 30, 2019, 01:09:33 PM
Anyone else tried to play the Mac version of my game? I can't find a problem when i download it.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 30, 2019, 02:14:17 PM
Sorry Xerra, I see no Mac s here ...can try entries till post deadline, tight timescales and all.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 30, 2019, 04:58:04 PM
File shown as 'damaged' when Mac version downloaded.

Can you try the Mac version again? I downloaded to test and was fine for me.

You can get it to work by going into the folder where you downloaded the game ( in Terminal ) and issuing the command : sudo xattr -rd com.apple.quarantine Damnation\ Alley.app
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 30, 2019, 05:25:47 PM
Quote
You can get it to work by going into the folder where you downloaded the game ( in Terminal ) and issuing the command : sudo xattr -rd com.apple.quarantine Damnation\ Alley.app

Seriously?  Why would you really need to do that?  The Windows version just works.  I'm just testing the PC versions for the comp now.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 30, 2019, 05:30:16 PM
Quote
You can get it to work by going into the folder where you downloaded the game ( in Terminal ) and issuing the command : sudo xattr -rd com.apple.quarantine Damnation\ Alley.app

Seriously?  Why would you really need to do that?  The Windows version just works.
Just offering a fix :o - Blame MacOS's security
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 30, 2019, 05:35:37 PM
Quote
Just offering a fix :o

I know mate, not your fault lol.

Quote
Blame MacOS's security

I get the 'are you sure you want to run anything outside of the app store?', a couple of games here have that.  But suggesting it be moved to trash is a bit harsh.  ;) 
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 30, 2019, 06:24:26 PM
Anyway, a tricky game (I like that).  Good work Xerra.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 30, 2019, 08:20:34 PM
And we're done ;D

This time around I kept the graphics super simple and hopefully overall a bit of fun to play :)

(https://www.syntaxbomb.com/games/ZXColVol1/logo.gif)

Title : ZX Collection Volume 1

Download : Windows (https://www.syntaxbomb.com/games/ZXColVol1/ZXCollectionVol1-WIN.zip)  Mac (https://www.syntaxbomb.com/games/ZXColVol1/ZXCollectionVol1-MAC.zip)  Linux (https://www.syntaxbomb.com/games/ZXColVol1/ZXCollectionVol1-LINUX.zip)

Required dependancies : Windows may require the DX9 Runtime (https://www.microsoft.com/en-gb/download/details.aspx?id=8109) - On Linux you may need to install OpenAL - Terminal > sudo apt-get install libopenal1

Media Info : All graphics, coding and music done be me \o/

Four classic *cough* ZX Spectrum games covering the 16k, 48k and 128k variants.

Rescue Rob :

(https://www.syntaxbomb.com/games/ZXColVol1/RescueRob.gif)

Galaxy Defender :

(https://www.syntaxbomb.com/games/ZXColVol1/GalaxyDefender.gif)

Bean Drop :

(https://www.syntaxbomb.com/games/ZXColVol1/BeanDrop.gif)

Bomb Da City :

(https://www.syntaxbomb.com/games/ZXColVol1/BombDaCity.gif)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 30, 2019, 09:43:20 PM
About time lol.  ;)  Will give them a go tomorrow.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 30, 2019, 09:52:37 PM
About time lol.  ;)  Will give them a go tomorrow.
I know, a whole day early too, practically flying I am :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 30, 2019, 09:53:10 PM
Awesome looking working, I'm pushing thru on a diet of skittles, chocolate and tea.....
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 30, 2019, 11:39:07 PM
Lol, just noticed I've a spelling error in the main menu *doh* :P. Ah well, it's not a show stopper and I'll re-upload later on if bugs are found. Twat!!!!!!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 07:47:13 AM
Quote
stopper and I'll re-upload later on if bugs are found. Twat!!!!!!

Spelling errors, hmmmm, mines text based blah, but not sure they'll make it to the to do list,
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Morpheus on March 31, 2019, 06:54:16 PM
And I am Done! So is the game  8)

I am fighting from the bread-bins corner, the best of the rest the siiiiixty fooooour :P

Game Title: Gravitus
Download link: https://conceptalpha.itch.io/gravitus (https://conceptalpha.itch.io/gravitus)
OS requirements: Windozes or Mac
Brief: Gravitus is a retro styled arcade gravity puzzle/shooter - quite similar to the games Thrust and Gravitar - in which you pilot your ship, the icarus, around a cave/arena with the goal of locating our lost terraformers and then escaping in to the atmosphere before your mothership departs.
Media information: All artwork and sounds by me. The awesome music by Rolemusic @ http://freemusicarchive.org/
Written using: GameMakerStudio2 in GML.
Other Software used: Multipaint, bfxr, SpritePad v2.0 beta.

Hope you enjoy playing the game, have fun! Post some scores and times for the levels would be interesting to see how you get on with the levels.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 07:06:29 PM
Such a high standard of games this time guys!  Congrats.  I'll drag my simple game over the line as soon as I can, but all the stops were pulled out here for this particular SyntaxBomb Competition by you guys!   :o
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 31, 2019, 07:30:39 PM
And I am Done! So is the game  8)
On the Mac version I get a popup window saying the game can't be found :(

However if I change a line in game.ini and options.ini to OutputDir="" then all is OK :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 07:58:02 PM
Finished!  8)   Despite my Windows 7 Box DYING this morning, finding a Windows XP boot CD to resuscitate it to get my files of. Finished development on an old laptop, phew. Loved the challenge.

Game Title:   Big Dark Adventure
Download link:   Normally would, however its only 2MBytes and is packed attached to this post:-

BDA_packed_up_310319.zip  (see below)

(Actually spent 40 minutes last night getting my old web server up - cost me a hundred quid! Didn't need it after all)

OS requirements:   Windows   (tested on Windows 7 Ultimate and Windows 10)

Required dependencies:   Something to unpack a compressed folder - double click on bigdarkadventureYAY.exe to run it

Info:   The Big Dark Adventure is a homage to the Hobbit format by Melbourne house. I'd a lot of aspirations for this - nearly bit of more than I could chew, but stumbled over the finish line.

Media information:   Included a text input code bt rontek from ye 'old blitzbasic archives. Cannot.... believe... I finished it.

90 percent of text and imagery by me, the other bit by my wife and kids chipping in briefly. 
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 08:40:41 PM
@Qube, just tried out Bomb Da City, quality. Will try all entrants throughout the week....  :))
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 08:49:04 PM
Quote
Info:   The Big Dark Adventure is a homage to the Hobbit format by Melbourne house.

The Hobbit, one of the best games on the Speccy, so look forward to playing.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 31, 2019, 08:51:53 PM
@Qube, just tried out Bomb Da City, quality. Will try all entrants throughout the week....  :))
Lol, couldn't resist squeezing that in :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 08:53:26 PM
Quote
@Qube, just tried out Bomb Da City

I'm sure there was something in my eye lol.  ;)  But that really takes me back.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 08:56:56 PM
Cheers Steve, I watched a walkthrough of the old Hobbit for inspiration, there's even evidence of using the actual pallette spectrum in one of the outer space scenes.... ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 09:01:08 PM
Quote
Cheers Steve, I watched a walkthrough of the old Hobbit for inspiration

You're welcome, from what I've seen you seemed to have captured the graphic style...But now the dreaded bug hunt week!!  :o  But grab a beer or 2 and chill, you deserve it.

My inspiration was Splat!  Pacman and Manic Miner.   ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 09:02:21 PM
I once did an animation in DPaintIV similar to bomb da city, had to have a go respite the hours I've been glued to the screens
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 31, 2019, 09:20:05 PM
@Qube, just tried out Bomb Da City, quality. Will try all entrants throughout the week....  :))
Lol, couldn't resist squeezing that in :P

This was your inspiration from the Vic 20 for that one, right?

One of Andy Finkels first Vic games. He even wrote it in basic, as I recall.


Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 09:28:22 PM
Quote
.
My inspiration was Splat!  Pacman and Manic Miner.     

I was big on Pacman, think I'd the (somewhat questionable) Atari console version.... Looking forward to trying all entrants, as I already eluded to. Bit tired, so gotta leave it at one entrant for now, and yes, I'm on the Wolf Rock.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 09:32:37 PM
Splat!  Was better than 'that' version of Pacman lol.  Chill out and rest.  For the 'real' version I use my pi 3 under emulation.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 31, 2019, 09:48:25 PM
I'm sure there was something in my eye lol.  ;)  But that really takes me back.
36 years ago I played that game, so waaaaaaay back :P

This was your inspiration from the Vic 20 for that one, right?
Yup yup ;D - Spent many hours playing that on Vic-20 and thought it's be perfect as a quick addition under ZX 16k :P - Although with a mini twist when you do land :o
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Imerion on March 31, 2019, 09:57:07 PM
I really hope I am in time here! Four minutes to go!

My game "Tiny Tales" designed in C64 style is (almost) complete. There are still bugs I know of, but feature-wise it should be complete except for the title screen and the music which I didn't have time to implement. ;) A real download page and more info is coming soon!

Game Title: Tiny Tales
Downloads:
Windows: https://www.dropbox.com/s/vaqc2ea1te5ardu/TinyTales-Beta-Win.zip?dl=0
Linux: https://www.dropbox.com/s/ivhc3fujxlco4ho/TinyTales-Beta-Linux.zip?dl=0
MacOS: https://www.dropbox.com/s/4xgzstq37douenn/TinyTales-Beta-MacOS.zip?dl=0

Tiny Tales is a mini-adventure where you explore the land, solve puzzles, fight enemies and level up. All on a single screen! The game adheres to the C64 palette and a 320x200 resolution. I believe (almost) all 8x8 tiles are within the four color limit.

Media: All media was made by me.

A screenshot is attached!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on March 31, 2019, 09:59:55 PM
I really hope I am in time here! Four minutes to go!

You still have two hours to go. Not sure if the competition mentions a deadline in GMT though, so possibly you wouldn't have known that.

Well done for getting your game done and don't panic. It's entered now. You've even got time to knock up a title screen as long as you can get it uploaded within the 2 hours :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Imerion on March 31, 2019, 10:02:53 PM
Quote
You still have two hours to go. Not sure if the competition mentions a deadline in GMT though, so possibly you wouldn't have known that.

Well done for getting your game done and don't panic. It's entered now. You've even got time to knock up a title screen as long as you can get it uploaded within the 2 hours :)

Ah, right! I counted the wrong way. ;) Will try to get that title screen in! :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 10:05:00 PM
And bugs can be sorted in 'bug week'.  But no extra features can be added - just bug fixes.  So get all the features in, then sort out any bugs within the next week.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Morpheus on March 31, 2019, 10:23:18 PM
And I am Done! So is the game  8)
On the Mac version I get a popup window saying the game can't be found :(

However if I change a line in game.ini and options.ini to OutputDir="" then all is OK :)

Yes that certainly fixes the issue! Not even sure why those values are in there; come to think about some values SHOULDN'T be in there  :o

Raised a ticket about that issue!

Anyways a new version with the fix is up on itch for downloading.... Apologies for those affected!


Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 10:33:12 PM
Quote
. And bugs can be sorted in 'bug week'.  But no extra features can be added - just bug fixes.  So get all the features in, then sort out any bugs within the next week.   

There was me thinking I was done, my loader had all sorts of speccy esque narrative/hassle some peeps would've called it that I disabled whilst de bugging.... Whilst it's entertaining it can stay as is.

There was an albeit simple title screen in there , regretably it might be staying buried in the compiled exe....never to see the light of day. Sweet dreams folks.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 10:35:35 PM
Quote
There was me thinking I was done

It might not even run on any other system - bar yours  ;)

Think about that stuff tomorrow morning.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 10:41:49 PM
It ran on my son's W10 desktop, and all I did was use the unzipped zip file I attached for testing, fingers crossed, if not cest la viev ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on March 31, 2019, 10:43:29 PM
Just teasing, I'm sure all will be fine.  Now take that rest.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 31, 2019, 10:56:29 PM
@Imerion - it's only 22:56 in the UK so you've 1hr and 4 minutes left :) - Could you add an option for either full screen or windows scaling as it's micro small and I can't see what's going on :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 31, 2019, 10:58:05 PM
Come on Derron!! one more game and we've 10 entries ;D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on March 31, 2019, 11:00:24 PM
Still a whole hour to go, I'm knackered and of to the land of nod, c'mon Derron , you can do it!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on March 31, 2019, 11:06:35 PM
Still a whole hour to go, I'm knackered and of to the land of nod, c'mon Derron , you can do it!
For a well earned rest ;D - Will play all the entries properly tomorrow once everyones are in :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on March 31, 2019, 11:52:27 PM
(http://i.imgur.com/T0WKeqe.png)
Genus Prime v1.0

Conquer the galaxy ...  by sending ships from your planet to others. Easy peasy isn't it?
Use your mouse to select planets and target enemy planets to set your ships free. Once the population counter of a planet goes below 0 - it will change ownership.
Owned planets generate Research Points (RP) which you can use to upgrade your tech tree on the knowledge hub.
Ah and you might want to buy some missiles as planetary defense of each planet.

There is a campaign mode (with some more events/elements) and a random (quick start) or skirmish (custom game) mode.

There is NO profile yet, so what campaigns you won is stored in your savegame - use that as progress.


Campaigns are written in plain XML - so you might want to add your own (especially with the ... Solar Support and Rebel features).


----------

Controls: Mouse driven, use right click (or Escape key) to abort/exit a menu/screen. If the pixel flickering of some elements annoys you then hit "c" once to disable color alternation (I used it rarely but still... who knows). It flickers more the less Hz your screen has).

Use F5 to quicksave and F8 to quickload.
----------

Download: https://www.gamezworld.de/files/GenusPrime_v1.0.zip [Linux 64bit, Windows 32bit + 64bit]
(ignore "Build time" in app title - I am +1 to Qube's BST ;-))
(The 32bit Windows build was done afterwards with vanilla BlitzMax and is untested except for "executes and plays music").


----------

Media: SFX by me, graphics by me, fonts as stated in the fonts directory, music as stated in the music/licences.txt




bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Imerion on March 31, 2019, 11:58:30 PM
Done! Update completed in time! Game now has title screen and more fixes! :D

Quote
@Imerion - it's only 22:56 in the UK so you've 1hr and 4 minutes left :) - Could you add an option for either full screen or windows scaling as it's micro small and I can't see what's going on :P

Odd, it should run in fullscreen by default while keeping the aspect ratio. I enabled free window scaling now though, so perhaps Alt + Enter or just a manual resize will help. (First bugfix release. I hope that was ok. This bugfix week sounds like a great idea!)


Now that I am done with all this it will be super-fun to try the other games. I have barely had time to even look at the devlogs lately. But first, a lot of rest. :D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on April 01, 2019, 12:04:44 AM
:o :o TIMES UP!!! :o :o

No more entries for this comp, boooo :(

Huge congrats to all those that made it, well done :) - All entrants have one week of bug fixes which ends on April 7th @ 23:59:59 GMT. No new features are to be added to your game and no sneaky things like "10 new levels now appear due to a bug fix :P".
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: therevills on April 01, 2019, 12:10:24 AM
Congrats all! Some great entries to play and judge!
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on April 01, 2019, 12:13:44 AM
Congrats to the contestants - enjoy the incoming bug reports.


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Steve Elliott on April 01, 2019, 12:15:32 AM
Quote
Congrats to the contestants - enjoy the incoming bug reports.

I think I am to bug reports that Derron is to misaligned pixels.   ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: jonza on April 01, 2019, 01:36:03 AM
I only played three so far, but these have been awesome. Sorry I couldn't participate this time. Good luck to everyone :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: round157 on April 01, 2019, 02:18:18 AM
I only played three so far, but these have been awesome. Sorry I couldn't participate this time. Good luck to everyone :)

The current contest is very successful. Therefore, I believe that the next contest will begin within a short period of time. Please join the next contest!
 

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on April 01, 2019, 04:02:20 AM
props to the peep's who got there entries in ... and to the one's who tried,we feel ya ... dev-ing aint easy.  ^-^
time to old skool game and chill for a while .... then it's judg-in time and a difficult one at that. :)
This comp was a bit of a learning experience ... gain some insight into older 8 bit systems, very useful none the less.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on April 01, 2019, 05:13:25 AM
Well done to everyone who got their games in for the deadline. Shame not everyone could make the finish line this time but we all know how hard it is to get a complete, working game done to a tight deadline. Nice to see Derron made it in the end with the tightest of deadlines. 6 mins !!!!!! I thought it was only me who ended up getting that close to missing it :)

I've not looked at a bit of code all day yesterday as even the thought of it makes me feel a bit queasy at the moment. Roll on the voting as there's some really fucking great games to judge this time.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: STEVIE G on April 01, 2019, 06:24:38 AM
Well done folks - it's a huge effort to design and code any game in 8 weeks!  Looking forward to playing all the entries. :D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on April 01, 2019, 07:02:33 AM
I thought of putting the sources for "Genus Prime" on Github - but I feel a bit ashamed as it is not of the source quality I like such stuff to be (there is a big "genusprime.bmx" file which holds many game types/classes instead of encapsulating everything properly (like I did for my framework).

If there is interest I would upload it this afternoon when being back from the laboratories or I first clean up stuff und upload later then.

BTW: without my framework's code I've written about 300kb of code for Genus Prime (with framework code we end up at ~3MB or so). What about yours?

bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 01, 2019, 07:51:16 AM
Quote
. I've not looked at a bit of code all day yesterday as even the thought of it makes me feel a bit queasy at the moment. Roll on the voting as there's some really fucking great games to judge this time.       

I was disappointed trawling through and adding all the imagery to the executables folder I was so screen/code wearified yesterday. I was hoping the Blitz3D executable would've just incorporated all the image files 'magically'. Very well done to all and sundries entrants
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on April 01, 2019, 07:56:43 AM
Congrats to everybody who entered and fcompleted their work - I know it's a loooong, hard slog. Kudos to everyone who took part :)

I', spending the next few days resting and going through entries now  8)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on April 02, 2019, 10:42:28 AM
Viva Mortis updated to 1.03 for windows and mac
- windows has a sound fix where the sound was being played an ocatve higher
- mac is totally new compile with fis for black screen on latest macos
- possible retina fix
https://adamstrange.itch.io/viva-mortis (https://adamstrange.itch.io/viva-mortis)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 02, 2019, 11:38:42 PM
I'd have been a damn sight less consumed with testing had I known there was a bug fix week. Sfair enuf though.... Spent a whole 3 mins looking into a feature, very quickly realised I'd rather find something new to watch on telly. What with mourning the death of my Winosows7 machine and all...... Might be time for a new hobby.  ::)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on April 03, 2019, 12:10:40 AM
I'd have been a damn sight less consumed with testing had I known there was a bug fix week.
There's an acronym called RTFM. I think we should have one for the SyntaxBomb game comps called RTFR ;D

Rule 12 :

12.. There will be a one week gap after the comp ends before voting starts to allow members to play the games and for developers to fix any bugs in their game and re-upload. Once voting commences then no further bug fixes can be submitted until after voting has been completed.

Quote
What with mourning the death of my Winosows7 machine and all...... Might be time for a new hobby.  ::)
You don't have a decent PC at the moment? :o
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: craigd on April 03, 2019, 01:34:17 AM
Congrats and good luck to all who entered. This has been great fun and I learned quite a bit from it. Like how to narrow my focus with the KISS method ;p
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 03, 2019, 02:15:15 AM
Quote
12.. There will be a one week gap after the comp ends before voting starts to allow members to play the games and for developers to fix any bugs in their game and re-upload. Once voting commences then no further bug fixes can be submitted until after voting has been completed.
 

There was more than 10 rules.... Aahh, that explains it.

Maybe if I'd had a Windows 7 box instead of a drunken pigs box it might ve went better. My son's got a decent 64 bit machine, I've got a lovely W7 Ultimate machine, that cost a whole 560 pence. Billy bargain machine for sure.

Someone said once you've had a Mac you won't go back, seeing as you've generally to sell your soul to purchase one, I'm not surprised  ;D

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on April 03, 2019, 07:06:10 AM
You don't have a decent PC at the moment? :o

Last time I spent money for my machine was last year for a used GTX 660 (30 Eur) as I wanted to try out faster Blender cycles rendering but it wasn't worth the money as system starts to crawl if GPU rendering is activated (compared to CPU in which it just slows down a bit - task managing?).
Before the last time of buying something for it was 2011 or 2012 when I bought my brave AMD LLano - man, RAM prices were cheap that time ;-). Nonetheless the whole system was cheaper than 400€.
Ahh forgot about the bigger screen I bought 3 years ago (24" FHD) - for 60€.

Is this called a "decent PC"  :-) ?


There are times in live in which you prefer to put your money into different things than your computer. Especially with computers no longer developing in the speed as they did in the 90s (486 vs cyrix/amd 686 vs pentium).
(Money I "actively" save are put into the piggy bank or my kids)


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on April 03, 2019, 07:29:44 AM
is there a simple list of all entries for the competition so I can download them all?  :-*
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 03, 2019, 08:36:12 AM
@Derron yeah, my kids do get a fair old slice of my sheckles of late. 900 quid on driving lessons alone since Christmas, and now 4 grand on a car. I spent 38 quid on new bearings for my skates a fortnight ago...  The old ones had lasted 7 years to be fair. I'm relegated to a W7 ultimate laptop I got for 5 pound 60 two years ago, I need to use A14 inch monitor I got from a charity shop for a tenner, to a good cause though, it was the British heart foundation.



Funny old thing is, the W7 desktop that just died cost me over 500 quid and was always flaky connecting to my Garmin. My laptop that cost me 1 percent of the price hooks up 1st time every time, even though the screen is buggered.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on April 03, 2019, 03:32:12 PM
Showcase-Thread for Genus Prime now contains a Mac-Download (build on an older Mac OS, so dunno how it works on Mojave or Retina displays or whatever changed during the years).

If you cannot start it - use as Qube suggested


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on April 03, 2019, 05:37:17 PM
is there a simple list of all entries for the competition so I can download them all?  :-*

I'm assuming Qube will put one together with all entries as soon as bug fix week is over and voting begins.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on April 03, 2019, 07:27:12 PM
Quote
I'm assuming Qube will put one together with all entries as soon as bug fix week is over and voting begins.
Yeah, I'll be putting one together when it's time to vote as that'll have all the bug fixed versions. After that I'll do a list of all the game comps for easier access for members old and new to grab :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 04, 2019, 06:53:36 AM
Quote
. Yeah, I'll be putting one together when it's time to vote as that'll have all the bug fixed versions. After that I'll do a list of all the game comps for easier access for members old and new to grab :)   

Qube, you're ace, I was going to do a web page, then I recalled my web authoring tool is on my dead C Drive. Kinda stole my mojo for it ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on April 04, 2019, 08:13:53 AM
Viva-Mortis MacOS updated with possible retina fix v2  ::)
https://adamstrange.itch.io/viva-mortis (https://adamstrange.itch.io/viva-mortis)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 06, 2019, 06:58:56 AM
41 Hours of bug fix time left...... I needed a bit of a reprieve from coding to even think about firing up the old IDEal, now why did my (albeit somewhat simple) Big Dark Adventure title screen fail to show post turning of debug..... yet again, the clock starts ticking.

Before I entertain any bug fixing though, I'm of for some Kinight Lore esque fun in VivaMortis..... to start with ;)

Quote
You play as Mortis: Overworked minion of Mr De'Ath.

I worked for a Mr De'ath back in 2014 for 9 months, true that!

Good luck bug fixing folks!

Adam, when I double click your executable, I briefly get a window up... don't have time to read whats in it and it blows away. I'm on Windows 7 Ultimate laptop - could you provide a debug version that helps the initial GUI to have a press any key and I mkay be able to provide you with feedback as to why its failing? Ah, I think this laptops 32-bit - could that be it?
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: iWasAdam on April 06, 2019, 08:02:43 AM
Yep, it's coming from a windows 10 machine 64bit, so can't really debug on win7 :(
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 06, 2019, 08:19:55 AM
Ah, okay, thanks for getting back - Will try on my sons 64bit desktop.  I'm teetering on the brink of buying a 64bit laptop, but I'll stay strong and get by with my creaky old laptop.

Might go on the hunt for a second hand 64-bit laptop......
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Imerion on April 06, 2019, 06:21:34 PM
Managed to get a bugfix release in for Tiny Tales! I fixed a handful issues with things getting stuck, enemies not taking damage, things not displaying as intended, inventory behaving odd, etc.

Downloads are as before:
Windows: https://www.dropbox.com/s/vaqc2ea1te5ardu/TinyTales-Beta-Win.zip?dl=0
Linux: https://www.dropbox.com/s/ivhc3fujxlco4ho/TinyTales-Beta-Linux.zip?dl=0
MacOS: https://www.dropbox.com/s/4xgzstq37douenn/TinyTales-Beta-MacOS.zip?dl=0

I also posted a showcase thread if someone wants to post some final bug reports or such. :D
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 07, 2019, 11:24:57 PM
36 mins of bug fixining left, just off to have a quick play of tiny tales

Created a dropbox account, ran the 32-bit, the menu screen loaded - the imagery was moving - but how do I start the game?

[edit] sussed it, space bar and cursor keys - runs well here on Windows 7 Ultimate ;)

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: craigd on April 07, 2019, 11:56:17 PM
Hope this is the correct place to post the link to the final version of my game. In before the deadline anyway :}

https://craigdev.itch.io/fireball-dungeon-013

Good luck everyone! Win or lose, at least we created something we wouldn't have otherwise. 100XP for everyone ;p Cheers for the compo Qube. it has been fun! :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on April 08, 2019, 12:01:49 AM
Bug fix time over :o - Voting time commences :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on April 08, 2019, 12:02:35 AM
And that's it for the bug fixes. Bring on the voting.

Not sure if I should be smug about the fact that I never got any reports of bugs in Damnation Alley. You lot did play it, right?

Right?

<gulp>
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on April 08, 2019, 12:03:04 AM
Bloody admins. Beating me to the punch again :-)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Qube on April 08, 2019, 12:10:56 AM
Not sure if I should be smug about the fact that I never got any reports of bugs in Damnation Alley. You lot did play it, right?

Right?

<gulp>
It a good sign if no glaring bugs leap out while playing. That's a good sign and a testament to game testing while developing :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: 3DzForMe on April 08, 2019, 12:24:35 AM
What can I sat Xerra, I tried Tiny Tales and your game as the clock ticked down - love the music to the spy hunter esque game play, its right up my street / damned alley  :D  . Screen grabs on the webpage as proof in the pudding:

http://www.gpsrunner.co.uk/8bitfun.html


Invada Load - awesome, such quality in these entries. And as I started level 2, I realised 'hit run stop' meant 'Esc'  :P

SyntaxBomb could put together its own humble bundle ;)

Well done everyone ;)

Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on April 08, 2019, 07:16:14 AM
Quote
Not sure if I should be smug about the fact that I never got any reports of bugs in Damnation Alley
played it multiple times ... no bugs here.

I'm surprised I never got any bug reports.  8) I've gone through all entries numerous times. liked em.
roll on the voting session.

in terms of numbers for each system it look's like the C64 won it ...
"are you keeping up with the commodore?"
"cause the commodore is keeping up with you" :P
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Imerion on April 08, 2019, 02:41:45 PM
36 mins of bug fixining left, just off to have a quick play of tiny tales

Created a dropbox account, ran the 32-bit, the menu screen loaded - the imagery was moving - but how do I start the game?

[edit] sussed it, space bar and cursor keys - runs well here on Windows 7 Ultimate ;)

Nice to hear, thanks! Great to know it runs on Windows as well. Also, if someone else wants to try, you don't have to create a dropbox account. You can just click skip at the bottom of the dialog. Will fix better hosting for the files soon! ;)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on April 08, 2019, 04:26:28 PM
Just checked who downloaded my game till yet (current version: 4 Downloads, 14 different IPs in total - including from external websites) and there were ones done by this referrer:
http://rcbasic.freeforums.net/thread/188/discuss-qualities-entries-contest

Seems some 3rd party discusses about our compo here :-)


bye
Ron
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on April 08, 2019, 05:37:49 PM
Just checked who downloaded my game till yet (current version: 4 Downloads, 14 different IPs in total - including from external websites) and there were ones done by this referrer:
http://rcbasic.freeforums.net/thread/188/discuss-qualities-entries-contest

Seems some 3rd party discusses about our compo here :-)

I noticed that too yesterday and went there to read through the forum post. 3 pages worth and my game was spoken of quite highly, so I was pretty chuffed. Seems they've only been aware of the first few games so far, though, but hopefully they'll be talking about the rest as well before long. I think round157 has come here from there which is how they're aware of our competitions.

I've had some referrals to my itch page via the guy who did my title screen musics web site. He kindly put up a bit of info about the game there. Some looks via twitter and Itch.io new game alerts etc. Nothing from facebook this time as I closed my account a couple of months back so didn't publicize it there. I have had some looks via the gamemaker 2 forums though as I always put new games in the "Made with Gamemaker" thread they have.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on April 08, 2019, 05:38:57 PM
[Will fix better hosting for the files soon! ;)

Get yourself onto Itch.IO and host your games there. It's the ideal platform for what we're doing here. And you can keep track of the downloads and views of your work.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Xerra on April 08, 2019, 05:42:22 PM
I'm surprised I never got any bug reports.  8) I've gone through all entries numerous times. liked em.
roll on the voting session.

Crap, you reminded me that I meant to mention to you about the bug on boss fights I had with Arc of Valanta. When you nail them the coins burst out but you're removed from the room too quickly to actually go and pick them up. Sorry.

I've actually written some notes on all the games I've played so far so I could leave some feedback for the authors because I always find it valuable. Once i've gone back and replayed a couple more that have been updated before the end of voting then I'll put mine in and then post it all.
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: MrmediamanX on April 09, 2019, 09:41:43 AM
Quote
Crap, you reminded me that I meant to mention to you about the bug on boss fights I had with Arc of Valanta. When you nail them the coins burst out but you're removed from the room too quickly to actually go and pick them up. Sorry.


>:D ah dooood. it's most likely due to being to close to the relic item on the boss death.
I could have easily fixed that by adding a [mini active flag] delay for the relic item pickup  allowing the player a chance of grabbing the coinage ... nuts.
No worries though. :)
Title: Re: Code a game comp - 8-BIT WARS - Jan 25th to Mar 31st 2019
Post by: Derron on April 09, 2019, 09:59:34 AM
Seems that is a showstopper ... your game voting points will have to be reduced to 0. Full stop.


Seriously: think these little issues will be hidden in all of our entries.


bye
Ron
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