SyntaxBomb - Indie Coders

General Category => Game Coding Competitions => Topic started by: Qube on August 25, 2019, 10:40:34 PM

Title: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on August 25, 2019, 10:40:34 PM
Welcome to our 9th Code a Game Competition.

(https://www.syntaxbomb.com/images/mix-it-up.png)

Competition Length : August 25th 2019 to October 20th 2019 @ 23:59:59 ( GMT )

Choose from one of the following five options and make a game that has a mix of those genres.

Option 1 : Tactical / Role-Playing (RPG)
Option 2 : Retro / Shooter
Option 3 : Puzzle / First Person Shooters (FPS)
Option 4 : Escape the room / Beat-em-up
Option 5 : Retro / Endless

Genre Descriptions :

Tactical : Tactical role-playing games are a genre of video game which incorporates elements of traditional role-playing video games with that of tactical games, emphasising tactics rather than high-level strategy.

Role-Playing ( RPG ) : A game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development.

Retro : Old school games mostly associated with 8-bit ( and to some extent 16-bit ) computers / consoles. Retro games sometimes emulate a graphic resolution from computers / consoles of that era. Retro games may also be palette limited or colour matched to a certain computer / console. Retro games may also not have colour / resolutions limits but instead emulate the look / sound of older games, i.e. large pixels.

Shooter : A genre of video game where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player.

Puzzle : Games that emphasise puzzle solving. The types of puzzles can test many problem-solving skills including logic, pattern recognition, sequence solving, and word completion. The player may have unlimited time or infinite attempts to solve a puzzle, or there may be a time limit, or simpler puzzles may be made difficult by having to complete them in real time, as in Tetris.

First Person Shooter ( FPS ) : A first person shooter (FPS) is a genre of action video game that is played from the point of view of the protagonist. FPS games typically map the gamer's movements and provide a view of what an actual person would see and do in the game.

Escape The Room : Are set in a variety of fictional locations, such as prison cells, dungeons, and space stations. The player's goals and challenges they encounter usually follow the theme of the room.

Beat-em-up : Combat against multiple antagonists. Can be wave based like Double Dragon or one on one like International Karate.

Endless : A game in this category could have one never ending level ( like Flappy Bird ) or other forms of continuous play like Temple Run. Endless games are considered to have no true ending.

* descriptions found on Google *

Limits :

No limitations beyond your game must clearly demonstrate the Mix-It-Up section of your choice.

Prize fund and allocation : £300

1st = £150
2nd = £100
3rd = £50

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 20th of October 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
Mix-It-Up option chosen
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 Sunday the 27th of October 2019 for one week and a dedicated thread will be made and relevant voting information provided.

Good luck ;D

For anyone interested in the generation of this comp, here is an exciting YouTube video showing the process :

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 25, 2019, 10:49:37 PM
Yay, here we go again then. Time to drink lots of beer and come up with an idea.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 25, 2019, 11:04:28 PM
Think "Retro Shooter" (galaga) and "tactical rpg" (JRPGs including battles) sounds most "possible" at the first glance - so surprise me with what "beat them up room escape" you all can come up with

BTW I thought about Spine Animation today - and Beat them Up games (Golden Axe etc). Pure coincidence ;-)


Have fun - and let the discussion about "is this game thing xy possible" discussions begin!


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on August 25, 2019, 11:14:01 PM
I'll probably have a crack at Option 2 (Retro / Shooter).

This time around I won't be posting any WIP screenshots/updates of the game until a few days before the deadline because I'm not good at finishing game projects.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 25, 2019, 11:28:50 PM
I think it's too easy to just take retro/shooter if you want to do something that's going to get peoples attention. It instantly jumped out at me but I think a lot of people will go for that one as well.

I was actually thinking of a puzzle game this morning as a coincidence but I can't think of how to even do a first person shooter let alone incorporate a puzzle element into it. Especially the type of puzzle game I was thinking.

Escape the room/beat-em up I do actually have an idea for that - but I don't want to do it. At least I don't think I do....

I'm leaning towards option 1 and the tactical/RPG idea but it would take the longest time, I suspect. And I only have the vaguest idea on it right now.

Retro/Endless is another one I had something in mind for but I think making it endless would make it boring pretty quickly so might pass on that one.

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on August 25, 2019, 11:49:14 PM
I think it's too easy to just take retro/shooter if you want to do something that's going to get peoples attention.

Yeah, it probably is the easier option, but I'm trying to keep the graphics/artwork drawing workload to a minimum. I like the programming side of things, but not the graphics! Of course, I could pay someone else to do that for me (as you have done in past SB compos), and that would certainly save me a lot of time, but what with my meagre wages...

 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 26, 2019, 12:01:13 AM
I think it's too easy to just take retro/shooter if you want to do something that's going to get peoples attention.

Yeah, it probably is the easier option, but I'm trying to keep the graphics/artwork drawing workload to a minimum. I like the programming side of things, but not the graphics! Of course, I could pay someone else to do that for me (as you have done in past SB compos), and that would certainly save me a lot of time, but what with my meagre wages...

As I recall you've done well in all the competitions you've entered. You might want to take a chance and do that anyway. I spent around £150 on artwork for Bah, humbug as there were a lot of images required. It paid for its costs in the end though when it won - although there's possibly an element of luck in that there were only a few entries that competition.

For what i'm considering at the moment I might be able to get away with graphics I've already purchased before from cheap bundles and the like but I'm possibly going to need new stuff as well.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on August 26, 2019, 01:07:47 AM
I think it's too easy to just take retro/shooter if you want to do something that's going to get peoples attention. It instantly jumped out at me but I think a lot of people will go for that one as well.
Yeah it may be the easier option which immediately stands out but a great game will always be a great game regardless of genre :)

Not sure which option to pick yet but either way I won't be able to start for another week yet as I've to finish off a boring app :(
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 26, 2019, 07:27:45 AM
I got some ideas for multiple genres ... yet I need a plan to find spare time for the next weeks (I really have to create a full release of TVTower the next days - they wait for over a year now...). And all my ideas were way too complex for the amount of time - except of course for that "simple" retro/shooter thing which most of the time means to find a cool "theme" (aside of space ships, military ...) and then build an alibi story around it.

BTW: would be moving around the world count as endless? Is "moving backwards" allowed on endless games?

Joking: Would "duck hunt" qualify as first person shooter (you remember that Master-System and NES games with that gun thing?) ?


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 26, 2019, 08:00:51 AM
oh, oh  :D
Option 1 : Tactical / Role-Playing (RPG) - my spidey senses are tingling
Option 2 : Retro / Shooter - Too obvious NOPE
Option 3 : Puzzle / First Person Shooters (FPS) - does DungeonMaster count? - hmm
Option 4 : Escape the room / Beat-em-up - hate beat-em-ups, so NOPE
Option 5 : Retro / Endless - easy but NOPE

I sorta like the concept of retro/lowres but with a twist   :o
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: MrmediamanX on August 26, 2019, 09:22:32 AM
There's a lot of categories this time, rather interesting.  :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 26, 2019, 10:05:28 AM
Quote
I'm trying to keep the graphics/artwork drawing workload to a minimum. I like the programming side of things, but not the graphics! Of course, I could pay someone else to do that for me (as you have done in past SB compos), and that would certainly save me a lot of time, but what with my meagre wages...

I tend to get the graphics done, then not actually code the game!  But there's a category that fits my graphics so I'm in.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 26, 2019, 10:44:22 AM

Option 5 : Retro / Endless - easy but NOPE

I sorta like the concept of retro/lowres but with a twist   :o

It's Retro / Endless, Adam. Just before you get started and then realise you gotta change this.

I only point this out because, knowing the speed you work at, the game you come up with is already probably half written by now :-)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 26, 2019, 10:49:22 AM
thanks for that, but elliminating the nops gives me 2:
Option 1 : Tactical / Role-Playing (RPG) - my spidey senses are tingling
Option 3 : Puzzle / First Person Shooters (FPS) - does DungeonMaster count? - hmm

I really like the dungeon master idea, but think I'm settling on the tactical/rpg. possibly lowres, but with a twist...
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 26, 2019, 11:09:21 AM

I really like the dungeon master idea, but think I'm settling on the tactical/rpg. possibly lowres, but with a twist...

I was thinking of something like Bloodwyche on the Amiga but obviously cut down because it was a pretty big game. That was basically a dungeon master clone but I'd have put a find key, solve basic puzzles element into getting around to cover the tactical element and put it into tactical/RPG category. I think it's too ambitious for me in this time-frame so i'm reconsidering but you could probably pull that off.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 26, 2019, 11:12:41 AM
I had a animal-tactical-rpg in mind too (so with skill tree based on the animals specifica). RPG part would be to define foes/enemies, goals ("be nice and they will be nice to you"). But it would need too many assets (forest, lake, ... worlds).
Maybe it give someone else an idea to follow.


Meat'em Up!
Insane butcher ensnails foes with sausage chains (or makes tbone steaks out of them) - dunno how to implement escape rooms there (except to get upgrade weapons). Too many assets required for the escape-room-part.


Now using the lunch time to find some stuff to incorporate the burning rain forest in south america (endless game?). Fire distinguishing thingy... hmm. Could even become a tactical rpg thing (sense how fire moves, predict stuff, increase extinguishing skill, ... and of course team up).



@ twist
Yeah, the interesting part of the games is always the twist.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 26, 2019, 11:19:55 AM

Meat'em Up!
Insane butcher ensnails foes with sausage chains (or makes tbone steaks out of them) - dunno how to implement escape rooms there (except to get upgrade weapons). Too many assets required for the escape-room-part.

 :o :-X

Therapy required :-)

I had a little ponder on escape room/beat-em up too. Not for too long, however. I came up with some kind of Kung Fu master punch and flying kick your way along the corridor and at the end of each one you end up in a static room which starts closing in on you. The idea then is to punch out the bricks in one side to make a hole big enough to escape from.

I think the graphics resources for an idea like this would be too much, however.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 26, 2019, 11:57:15 AM
Quote
Bloodwyche
- now that would be impressive if you could pull it off - no sniggering (at the back) Qube!

Hmmm... Just Hmmmm
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 26, 2019, 12:10:34 PM
@ kung fu escape room
Nah, an escape room is not something you can escape with "power/force". You have to solve riddles, find hints, follow clues ... so eg at the end you the the numbers to open the combination lock blocking the exit door.
This makes it kind of ... contrary to the "beat them up" game ("power/force" used to get rid of your foes).
Means you need to add something like "magic" so that you cannot just kick a door out of the door frame ;-)
Or if you are a kung fu dude - use steel doors and the likes.

But as you already found out: it uses a lot of assets - one room (+ assets for riddles) per world means for 10 worlds (1-4 levels = 1 world) you need already 10 rooms. Time frame will not be met for sure.



@ meat'em up
Like the title already :)


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 26, 2019, 01:12:03 PM
Question on

Option 5 : Retro / Endless

Is this strict where a game must be one level continuous and the whole game plays out start to game over all while on the same level or can it be broken up into levels where the gameplay remains exactly the same but the AI and speed of bad guys slightly changes as the game progresses each time you level up after completing an objective?

I've got an idea of what I might do now but need to check this. I do want to stick with the complete objective, brief score update and timer countdown to clock up score and then start again while changing game map probably. Nothing else changes but it does get progressively harder until eventually you fail and you can never actually complete it. Basically just rack up your score trying to make the high score table is the only objective.

An example of this could be something like Jetpac. You shoot aliens and collect the three parts of rocket and then enough fuel to enable you to take off and then the whole process starts again at a new level and do it all again.

No, I'm not making that game but the principle is the same :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 26, 2019, 01:28:50 PM
An endless game is a never ending level.

So you should just translate your game to something which does not need a level restarts. The jetpac would then not do a final jump - but eg it allows to do some super trick giving more time (time run out = game over) or bonus score.

Means the idea is that the game gets harder and harder progressively (or when reaching certain "milestones"). New enemies could be added based on score / moved distance / ...
Any "restart" is more or less something like a "thrown back" thing.


To repeat myself now: instead of having level ends you change the "win condition" to something make you survive a little longer. Like the checkpoints in these racing games.


Edit: Just thought about "retro / endless" - I could use that for a "Meat 'Em Up" - as the "beat'em up" genre could be adopted to an endless level too (with stat increase, powerful weapons, ...). Hmmm ... and Retro with big pixels but all the colors (and alpha shading etc) could be a nice thing to try out.
 

bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on August 26, 2019, 04:39:50 PM
Quote
Bloodwyche
- now that would be impressive if you could pull it off - no sniggering (at the back) Qube!
Me? ;D

Question on

Option 5 : Retro / Endless

Is this strict where a game must be one level continuous and the whole game plays out start to game over all while on the same level or can it be broken up into levels where the gameplay remains exactly the same but the AI and speed of bad guys slightly changes as the game progresses each time you level up after completing an objective?
Endless means that the game is continuous until you complete it ( some go on forever ) or die. There are no breaks in gameplay so if you plan on levels then you'll need to keep the gameplay going and transition to a new level without the game stopping.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 26, 2019, 04:46:19 PM
Endless means that the game is continuous until you complete it ( some go on forever ) or die. There are no breaks in gameplay so if you plan on levels then you'll need to keep the gameplay going and transition to a new level without the game stopping.

Yup, that rules my idea out really so I've moved onto tinkering with another idea.

I was considering doing something like RallyX/Radar Rat Race but once you've avoided the rats and got all the cheese then it's a level up with a change of maze and start again. I could dynamically just add cheese and rats to the level as they are removed, and thus keep the player running around constantly, but I think a game like that needs a level break to stop boredom setting in.

I'll keep what i'm tinkering with under my hat for now in case that doesn't work out.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on August 26, 2019, 05:53:09 PM
For 'Beat em up / Escape the room' can't you just have it that a door to the next level doesn't open until you've kicked everyone's arse OR that the last guy drops a key which opens said door?  ;D  Does it have to be like an actual escape room?  :o 

5 options is great - there are a few which take my fancy this time.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Santiago on August 26, 2019, 06:00:02 PM
Good! This time I hope to participate! I am trying to remember the essence of the old games, to see what idea I can think of, the contest is very interesting!

I think it would go retro / endless, but I don't know where to start
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on August 26, 2019, 06:19:14 PM
Quote
I'll probably have a crack at Option 2 (Retro / Shooter).

The rough idea I currently have is that you're trapped at the top of a tower with a bunch of malicious and armed robots that have taken over the building (probably under the control of a nasty Big Boss Robot lurking on or near the ground floor). You have to get to the ground floor in order to escape to freedom. You have to shoot & destroy the robots to survive. I'm keeping any puzzle-solving elements to a minimum. Some of the robots are dumb and not terribly mobile, while others are pretty smart and perhaps capable of flight in some cases. It's basically a vertically scrolling platformer (but with lots of shooting). I intend to use the (fixed) 256-colour palette and typical screen resolution for games (320x256) of the Acorn Archimedes (launched 1987), which I hope satisfies the 'retro' requirement.

So, I'm sticking with Option 2 (Retro / Shooter).

Provisional title (subject to change): 'Bot Tower'

I'm going to keep this one very simple.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on August 26, 2019, 07:14:45 PM
Okay, going to give myself a week to mull things over, then - the rollercoaster of indie development begins ;) :o
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 26, 2019, 08:00:02 PM
@ basicboy + retro
There are no strict requirements: usage of big pixels (like in modern "retro games") should be enough:

Quote
Retro : Old school games mostly associated with 8-bit ( and to some extent 16-bit ) computers / consoles. Retro games sometimes emulate a graphic resolution from computers / consoles of that era. Retro games may also be palette limited or colour matched to a certain computer / console. Retro games may also not have colour / resolutions limits but instead emulate the look / sound of older games, i.e. large pixels.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 26, 2019, 08:07:00 PM
Quote
@ basicboy + retro

There are no strict requirements: usage of big pixels (like in modern "retro games") should be enough:

Even big pixels is not really a requirement, you could run in 1920 X 1080 but use a retro style of 2d art.  ie no photo-like graphics, but instead simple shapes and shading.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 26, 2019, 10:35:43 PM
This is what I have so far, some graphics.  ok they were graphics I produced for a project a while ago that didn't get going, but I've spent the day tweaking them and seeing how they'll look in Photoshop.  They suit the retro shooter theme so I'll go with that.  Busy with work so I'll get coding the game when I can.

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on August 26, 2019, 11:29:44 PM
Get coding Steve ;D

Might go for something simple to do with retro / endless depending on free time. Not sure yet but I’ll think about it during this week while I finish off a boring app for a company.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 26, 2019, 11:41:44 PM
lol will do.  I might actually complete a project for the comp this time.

Yes nobody needs to rush in just yet.  Good to see a SyntaxBomb Competition up and running now Summer is over so we'll be spending more time inside coding.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 27, 2019, 12:50:27 PM
ok, I've got the board, all the graphics and sound already done in the past few hours. I've put the cat to sleep and ironed the lawn so no distractions.
basic gameplay complete, but i'm not sure what to do with the 4 billion particle count running at 50,0000 fps!

NOT!  :P
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on August 27, 2019, 03:08:25 PM
ok, I've got the board, all the graphics and sound already done in the past few hours. I've put the cat to sleep and ironed the lawn so no distractions.
basic gameplay complete, but i'm not sure what to do with the 4 billion particle count running at 50,0000 fps!

NOT!  :P
NOT as in the particles, but I bet you've some graphics and gameplay already done :P
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 27, 2019, 03:18:55 PM
Hmmm. might have an idea...
"Candy-Corn" and "NomNom" are my words for the day...  ::)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 27, 2019, 07:10:21 PM
Sounds interesting, although I would have thought you would be half finished by now  ;)

Just some graphics tweaks and thinking about gameplay possibilities for me, tanks are cool!  8)  And sadly back to work unfortunately.

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 27, 2019, 10:37:52 PM
Don't let Adam fool you. He's already finished, created his itch-io page, booked his September vacation and is already counting his winnings.

Me? I've got a framework copied from my current W.I.P game, a rough idea and not much else :-)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 27, 2019, 10:38:56 PM
Steve, I've got one word for you, based on your graphics. Drelbs. If you don't know what I'm on about then google it.

You can thank me later :-)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on August 28, 2019, 03:10:58 AM
@Steve Elliott, there's something about those graphics that I really do like, so crisp and clean with a subtle faux CRT effect. Even the explosion looks toasty warm ;D

Me? I've got a framework copied from my current W.I.P game, a rough idea and not much else :-)
That's better than me :o - I'll not get a chance click my mouse or press a key for this comp until at least the weekend. Then it'll be full on coding goodness ;D ( unless some other super important urgent crap happens )
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 28, 2019, 07:02:09 AM
"Yokai" is my word de jour...  ;)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 28, 2019, 07:55:30 AM
Quote
@Steve Elliott, there's something about those graphics that I really do like, so crisp and clean with a subtle faux CRT effect. Even the explosion looks toasty warm ;D

Thanks!   :D

Quote
Steve, I've got one word for you, based on your graphics. Drelbs. If you don't know what I'm on about then google it.

I googled it and that seems like a variation on Qix.  No my game is based on Crossfire, but with tanks and bombs.   :)

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 28, 2019, 08:36:41 AM
"Yokai" is my word de jour...  ;)
du jour ?


@ remakes
I prefer (here) to create something without knowing whether it exists or not (so to say "unwittingly remaked"). Basing it on something (and then extending it) eases the creative pain a lot - but we are developers, not just programmers - so develop something, not just program it :-)


@ game ideas
Thought about some Western Theme ... just need to bring the butcher into the 19th century - without necessarily being an Asian butcher (Deadwood anyone?).
Yet I have to confess that an endless prairie (plains) disrupted by villages with a butcher can only mean that he got insane and is on a bloody revenge. Going crazy means I could have hilarious weapons (sausage chain to strangulate or to "pull near", butcher knife of course..., hook to... hook them up :), meatballs as ranged low damage attack).
Dunno how monotone that would get after having seen all "variations of meatful death"... and how to properly increase difficulty (tougher guys, more foes, ...).
Of course it would allow to have a boss in each village - but adding bosses means you have to add special abilities - which would repeat in an endless game - even if you mix those abilities randomly in later stages.



bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 28, 2019, 09:35:20 AM
My 'remake' is far more than a copy Derron.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 28, 2019, 09:56:24 AM
I did not want to attack you - it just came to my mind as people write about "reminds me at game xyz" or link to youtube videos of games. I am aware that many ideas were already converted into games decades ago. This is why I think it is better to NOT know that you are kind of remaking (and extending) an existing game.  And if you are aware then I think you ease a little bit of the part concerning gameplay development - as it prove already to "work".

On the other side I understand that people want to bring favorite games of their youth to new life, to new horizons. Adam wrote some days ago, that he wants to add twists - and I think to avoid a "remake" we should add new twists to basic ideas. Stuff which makes your game unique and not just a modernized + "features added" variant of the game.
Hence Qube has the rule in the compo of not just simply remaking a game.
And even if you did - I do not know games which look like yours (@Steve) so I would enjoy (or not :)) ) it as if it was a "fresh" game (which it might be - or not).


To repeat: I do not want to say that you are bluntly remaking an existing game. And even if you did: better to finish the game this time but bending the rules than to not finish it ;)



bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 28, 2019, 11:58:55 AM
Yes it's very rare these days that a completely unique game is produced, there are always 'elements' borrowed from games that have gone before.  So why pretend your game is completely unique?  Be honest and not quick to judge others.  I was simply responding to Xerra's comment that it might be related to a game he knew.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 28, 2019, 12:23:08 PM
if you mix elements from various games and this mix was not used before, then it becomes unique - more unique (I know you cannot create comparative variants of "unique") the more elements it contains which are not contained in the game which is eg. the game you base yours on. So: the better the "mix" of various sources, the better.

Imho my game would be totally unique (for me) if I come up with a theme I am not aware of others ever having used it - or if they have used that theme then not in this genre with that gameplay ... and so on.


Also: I only wrote "unique" in context of "adding a twist". So having a base idea (think of "Tetris" or "Icy Tower"/Jump-to-top-of-something) and then add some gameplay mechanism NOT used in similar games. So in essence you do not need to make all parts of your game an visionary invention on its own which mankind never saw before. We won't be able to do that after so long time with computers and human entertainment at all (theatres, movies, board games).

And again: I wrote about what _I_ prefer (to not know about whether my game was based on something my conscious mind is aware of). And that using an existing game as basement allows to save some development/idea finding time as you already know that that specific gameplay will work and creates fun.
The more specific the (basic) gameplay is the more you benefit from having someone who developed it already.

Please avoid judging my posts on every word - sometimes I might use the wrong words which sound more harsh to you than I wanted or they do not mean the same that what I intended to say (false friends German->English). Would be nice if (all of) you could keep that in mind. Thanks.


Nonetheless: this compo here is for fun and while I appreciate discussing about certain parts I think we should concentrate back on teasering game ideas, wip shots, ...


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 28, 2019, 12:29:17 PM
Regarding "endless game":
Is any start of a "game level"/"session" a complete "reset"?
I just ask if you could earn "coins" for each game you play. With that "coins" you could buy small upgrades to ease life in the next run.
While the "game level" itself would be endless the played character would have some persistent attributes ("progress").

It would help to not only concentrate the gameplay on learning eg "level structure" (so you know the traps), luck or reaction. That way even "slower" players could progress step by step (so they could play "longer").

But yeah, is that possible with "endless games"?


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 28, 2019, 02:46:20 PM
Well... Today is all about updating tools  :D
A while back I created the "ColorTags" app, and the base functions need to be added to all the other editors so they can support colortag files.

So... (with that in mind). Here's the first WIP pic  :o
(https://vjointeractive.files.wordpress.com/2019/08/screenshot-2019-08-28-at-14.41.43.png)

the colortagz (on the right shown as the little blobs) have been imported into the fontmap app correctly (just the major colors are imported) with the result on the left.

It's a small but useful resource that needed updating before any further work is started. But wait!!! what is that pink thing peeping through on the far right???   :-*
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 28, 2019, 08:30:47 PM
It is something requiring the letter "p" printed on it :-)


So for what are the "tagz" used? Some kind of color palette so to choose from or are you defining gradients there?


Bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 29, 2019, 12:16:23 AM
Quote
Please avoid judging my posts on every word

I think you started this.  You instantly judge every person here, every post and every pixel in minute detail within seconds if it does not comply with your thinking!!  You're always very negative and generally suck the life out of this place - apart from the odd joke...Maybe alcohol was involved on those days.  Based on what you just said (above) you have forced your own view (yet again) on a pleasant thread about the competition - or any thread!  That's what we call being a hypocrite...Yes I find you very blunt, very arrogant (as in your opinion is the only one that matters and you think you are always right).  You are literally telling people their work or interests are not interesting on a regular basis!!  As an example, demos on the Raspberry pi aren't interesting - in your arrogant opinion maybe!  Stop it, who the hell are you to tell people what is and isn't interesting?!!  It's a matter of opinion!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 29, 2019, 01:24:35 AM
Read that post there ...and read it (together with the replies of me there) again.
I tried to explain why people seem not to be interested in doing such stuff for the raspi in the same amount as they do for other devices.


Bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 29, 2019, 08:07:14 AM
the word for today is now "Calm"  :(

Game thought is: Every move has a consequence
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 29, 2019, 12:56:15 PM
And... :D
(https://vjointeractive.files.wordpress.com/2019/08/screenshot-2019-08-29-at-12.55.09.png)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 29, 2019, 03:38:58 PM
Nice pixel art.  Tell us more...
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 29, 2019, 05:40:04 PM
Anyway, like I was saying before Rimmer charged in with a lecture.  That old 80's game will be quite different to my 'inspired by' version. The simple addition of bomb power-ups alone radically changes the game dynamic.  Do you go for the bomb power-up and risk getting shot?  Once you have a bomb where and when do you place it for maximum impact?  If enemy tanks are nearby then the potential for being pinned down by enemy fire and getting blown-up by your own bomb is a very real possibility!  Enemy tanks can aquire bombs too.  Chaos, and fun!   ;D

And there's no one shot and they're dead (they have a damage indicator instead) so you're going to have to be more tactical in your approach.  Comments were made without even playing my game, which I found tremendously annoying.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on August 29, 2019, 11:02:51 PM
And... :D
(https://vjointeractive.files.wordpress.com/2019/08/screenshot-2019-08-29-at-12.55.09.png)
He he, that's cute!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 29, 2019, 11:34:12 PM
Comments were made without even playing my game, which I found tremendously annoying.

Sorry if that was me with my Drelbs comment. I literally just remembered it the minute I looked at your image. Not saying you're making a clone of that game by any means. No offense.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on August 29, 2019, 11:35:07 PM
No it wasn't you Xerra  :D

For me the competitions are a bit of fun and our games will develop under our own steam until the deadline.  I don't understand this constant 'heckling' from a certain self appointed critic as we are trying to develop our games (unless we ask for suggestions of course!)  I've abandoned doing any Worklogs because of this, one screen shot and bam!  You get a page of text telling you why your game needs improving...Er well I'm still developing it, it's not complete - hence a worklog.  If I write a game I do it for myself, a game that I would like to play - not the heckler who seems to think we should all code a game he would like to play.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 30, 2019, 08:18:07 AM
Well I did say 'candy corn'  :o
(https://vjointeractive.files.wordpress.com/2019/08/screenshot-2019-08-30-at-08.15.37.png)

The main figure is the base - it just gives the outline and concept figure (to be filled in later)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 30, 2019, 04:48:31 PM
I haven't made a huge amount of progress at all yet. I'm still mostly dithering on the game to go with although I'm 90% sure it's going to involve creepy crawlies in it. And, maybe, a grid. Maybe.

/Puts Thinking Cap Back On
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on August 31, 2019, 08:27:55 AM
Today's word is "lolly"  ;D

overriding thoughts are strategy and tactics... with a twist!

if you have candy corn, then you must have evil korn!
(https://vjointeractive.files.wordpress.com/2019/08/screenshot-2019-08-31-at-10.35.07.png) ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Ray on August 31, 2019, 09:58:51 AM
I'd like to participate too if that's ok (hi all! first post :) )

Haven't seen it explicitly mentioned in the rules, but from what I see it is allowed to participate with an entry that uses parts of my previous projects (from handling input, managing models and so on to various assets like sprites/sound effects etc) (all made by me)?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on August 31, 2019, 11:05:42 AM
The devil comes in all colo(u)rs ...
... even with a pink tip ;-)

Maybe spend it an worklog thread?


Bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on August 31, 2019, 11:46:08 PM
I'd like to participate too if that's ok (hi all! first post :) )

Haven't seen it explicitly mentioned in the rules, but from what I see it is allowed to participate with an entry that uses parts of my previous projects (from handling input, managing models and so on to various assets like sprites/sound effects etc) (all made by me)?

Do you mean some kind of framework which you've written over time and use as the starting project to build new games from? If so then there's nothing in the rule to stop you doing that. You can't however take an already written game and just use that, or reskin the graphics and then use it, for example. That doesn't sound at all like what you're asking though.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 01, 2019, 02:46:18 AM
I'd like to participate too if that's ok (hi all! first post :) )

Haven't seen it explicitly mentioned in the rules, but from what I see it is allowed to participate with an entry that uses parts of my previous projects (from handling input, managing models and so on to various assets like sprites/sound effects etc) (all made by me)?
Of course :) - As Xerra says, you can use any framework you've already coded / bought, any media you've bought / created yourself. The only thing you can't use is re-skinning a pre-made game template or use a previous game you've done.

The spirit behind the competitions is to code a new game and we just trust that each of us does that for the fun of it.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Ray on September 01, 2019, 03:15:19 AM
Yeah I already have my library of shoot, hit/hurt, explosion etc sound effects, handling input, scrolling and similar things that I like to use for all my projects… there's no need to reinvent the wheel I think. Alright then, let's hope I'll manage to put something together in time for the deadline! Thanks for the clarification :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: MrmediamanX on September 01, 2019, 09:28:47 PM
Dang it, I wont be able to make this comp. I acquired a reasonably large land lot a few years back and have been building an off the grid residence. been busy with it all year so i'll be M.I.A for while.
best of luck to the participants. :)
 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 02, 2019, 03:44:06 PM
I'm out.  AGK is pretty cool, but sometimes it's a pain in the arse.  Holding out for an upcoming language to code some games in instead.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 02, 2019, 05:46:49 PM
I'm out.  AGK is pretty cool, but sometimes it's a pain in the arse.  Holding out for an upcoming language to code some games in instead.
What happened to be a pain in the arse? :o
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 02, 2019, 05:57:48 PM
Inboxed.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 02, 2019, 09:03:18 PM
OK, think I've picked my category, need to mess about with some ideas next....
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 03, 2019, 07:08:45 AM
I'm still working on a player control system. I want the player to be able to use mouse/keyboard or game pad to play this game so can't just attach a player object to default mouse movement and move on. Apart from a menu full of test options on a mock title screen I really don't have much else just yet.

Although I've found a set of sprites that should work for some of the graphics and the design of the game is mostly there now.

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 03, 2019, 07:41:32 AM
Xerra, you need to move away from "if KEY_RIGHT then playerX = playerX + dx*speed".
Abstract "input" from "commands".

If KEY_RIGHT then movement.x = 1
If KEY_LEFT then movement.x = -1
If JOYPAD_LEFT then movement.x = -1
... or even abstract more and think of each input controller being of the same type and then just connect the appropriate one.

later you update the player and if movement.x is < 0 move to the left, if it is > 0 to the right and else you stand still (or fall/jump if you currently are doing this).
Abstraction (or using custom variables like MY_KEY_RIGHT) allow to reconfigure it once (key mapping) instead of having to check all your code files.


bye
Ron
 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 03, 2019, 07:52:52 AM
Quote
I'm out.
  :o

(Fires up the BBQ) Come on Steve - I wanna see your chops...  ;D

For today... I'm off to the dentist. So it's evil ice cream for me :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 03, 2019, 08:09:24 AM
"for today" - you plan a whopping day at the dentist - or is there a surgery planned to keep you in the bed/at the couch the rest of the day? I am going to the dentist 2x a year, they clean my teeth for around an hour long, then the dentist itself checks the teeth for holes and afterwards I pay 50 Euro (for the intense cleaning) and am going home. This for years now (thanks to daily brush usage).

Good luck to you and your molars :-)


@ coding
Still not pressed a single key or did a single mouse stroke for the game compo - awaiting bug fix reports by my users as I still want to release a new version before doing something else focusing my computer time on something like the compo.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 03, 2019, 08:43:03 AM
tiny filling in a wisdom tooth at the back :/

much happier waiting for this to come out though:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-03-at-08.40.59.png)

NOMNOM Icecream!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 03, 2019, 09:42:51 AM
@ ice cream
I would think it might look better if the ice cream was not put on top of each other (which is the "Hamburger style" - especially with that meat paddy in the middle). It look "stuffed" compared to the "one middle, one left top and one right top". Maybe ice cones are filled that way in your region ?
At least putting them "bottom, top left, top right" allows to save some vertical space - if the creature is already a big too tall.


Wonder what sweets you come up with next (jelly beans, yelli/gummi bears with teeth, candy canes, licorice ...sticks(?), chili chocolate bars, ...)
 

@ wisdom tooth
Only one left here others already pulled as they grew odd :-). "Have Fun".


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 03, 2019, 05:39:16 PM
Xerra, you need to move away from "if KEY_RIGHT then playerX = playerX + dx*speed".
Abstract "input" from "commands".

If KEY_RIGHT then movement.x = 1
If KEY_LEFT then movement.x = -1
If JOYPAD_LEFT then movement.x = -1
... or even abstract more and think of each input controller being of the same type and then just connect the appropriate one.

later you update the player and if movement.x is < 0 move to the left, if it is > 0 to the right and else you stand still (or fall/jump if you currently are doing this).
Abstraction (or using custom variables like MY_KEY_RIGHT) allow to reconfigure it once (key mapping) instead of having to check all your code files.

Derron, you've never seen a bit of code I've done so what makes you think I'm doing it the way you suggest? The reason I'm tinkering with a control system for such a time is because I want to make it feel right with different options so mouse, for example, lets you move the player character faster, as it should else you're constantly running out of mouse space. Gamepad means I need to think about possible 359' directional movement rather than just 8 directions keyboard gives me.

I've never put in controls for anything other than keys in my previous game so i'm working on putting options in for stuff like mouse threshold that players can adjust so it feels playable with a mouse which also takes up time.

I'm tempted to post the control code how it looks at the moment so you can see this but I'm also wary that you might pull it to pieces anyway. Maybe I'll do it once the games done so it won't hold me up if i get paranoid about doing stuff wrong :-)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 03, 2019, 05:42:44 PM
Ah, fuck it.

Create player event

Code: [Select]
/// @description Create
//
// (C) Tony Brice, 2019
//
// Last Modified - 02/09/2019

//----------------------------------------------------------------------
// Mouse Control Stuff
//----------------------------------------------------------------------

prevMouseX = mouse_x;
prevMouseY = mouse_y;
xMove = 0;
yMove = 0;
// Pixels to incement player in x and y directions when moved with mouse
mouseXSpeed = 32;
mouseYSpeed = 16;

// Distance mouse must move further than before player will move.
mouseXThreshold = 8;
mouseYThreshold = 8;

keyboardSpeed = 16;


Step Event

Code: [Select]

/// @description Step
//
// (C) Tony Brice, 2019
//
// Last Modified - 02/09/2019

if (global.currentGameState == gameState.Paused) {
exit;
}

xMove = 0;
yMove = 0;

if (mouse_x > prevMouseX+mouseXThreshold) {
xMove += mouseXSpeed;
}

if (mouse_x < prevMouseX-mouseXThreshold) {
xMove -= mouseXSpeed;
}

if (mouse_y > prevMouseY+mouseYThreshold) {
yMove += mouseYSpeed;
}

if (mouse_y < prevMouseY-mouseYThreshold) {
yMove -= mouseYSpeed;
}

// Keyboard
if keyboard_check(vk_down) {
yMove = keyboardSpeed;
}

if keyboard_check(vk_up) {
yMove = -keyboardSpeed;
}

if keyboard_check(vk_left) {
xMove = -keyboardSpeed;
}

if keyboard_check(vk_right) {
xMove = keyboardSpeed;
}

if keyboard_check_pressed(vk_space) || keyboard_check_pressed(vk_return) {
// Fire at will, Sire.
if (mouseXThreshold == 4) {
mouseXThreshold = 8;
} else {
mouseXThreshold = 4;
}
scrSoundEffect(sndBullet,false);
}

// Move player
x += xMove;
y += yMove;

// Player boundaries
if (x < 16) {
x = 16;
}

if (x > 1008) {
x = 1008;
}

if (y < 500) {
y = 500;
}

if (y > 752) {
y = 752;
}


Remember, very W.I.P.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 03, 2019, 06:23:04 PM
Excuse... seem to have misunderstood you there. Just wanted to help you out as quick as possible so you could continue your coding adventure without having to wait for incoming help/suggestions.


Mouse movement does not just contain distance...but also acceleration ... maybe this brings up some new ideas?




Or define some kind of mouse sensitivity/scaling?

For gamepads you accelerate while pressed, same for keyw. Mouse is the only exception as it does not have on/off for movement.


Yet this here can still be abstracted so that behaviour can be adjusted/changed afterwards.


Edit: for mouse control I would keep it simple: lastPos < currentPos equals to "currently pressed/accelerating". LastPost = currentPos equals to "still pressed/no longer accelerating" and  lastPos > currentPos...think you got it.
With acceleration this might work if acceleration finishes somewhen (so space on your desk is enough when moving with slow/normal speed).

Bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Matty on September 03, 2019, 11:41:46 PM
Hadn't thought of entering, but drew some character sprites the other day and decided bugger it I'll enter with the work I've been doing.  It fits both categories,  tactical rpg and retro endless.....available on my website, but unfinished.....games section, last game on list.....see attached for image..

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Matty on September 04, 2019, 02:59:41 AM
And a worklog.....

http://www.concavetales.com/exercises/?page=7277 (http://www.concavetales.com/exercises/?page=7277)

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 04, 2019, 08:35:28 AM
mmm, interesting stuff :)
I'm working on walk cycles - one direction sorted - 3 to to  :'(
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Matty on September 04, 2019, 07:18:53 PM
Another worklog with some new screenies...

http://concavetales.com/exercises/?page=7282 (http://concavetales.com/exercises/?page=7282)

Game so far using my web browser javascript engine has only needed 1227 new lines of code....

Code: [Select]
gamedataonline.js
1598 in new
437 in old
1161 new lines of code
init.js
418 in new
355 in old
63 new lines of code
renderer.js
663 in new
660 in old
3 new lines of code

Total new lines of code 1227 lines.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 05, 2019, 07:20:30 AM
working on walk frames - not something I've really done much of:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot.gif)
but does allow me to use a few new things
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 05, 2019, 02:41:34 PM
Still no name, but I have finally nailed what it is and the general story:

You play as a burly red panda (I like the idea of Redd for his name)
And your task is to raid picnic baskets and defeat the evil food, maybe even kick a few crates in the process!
Defeat the food and the exit appears. but Wait... There's a twist...! :o
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 05, 2019, 05:40:38 PM
I have a name, a background story, a player controllable erm, thing. As I said before I think i'll have a grid, some nasty things, lots of bullets and a feel of a very old retro game. I am planning to twist on it with stuff like the image below.

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 06, 2019, 03:13:10 PM
Super NICE planet :)

so todays tasty morsels are text:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-06-at-15.09.53.png)

And did I say picnic basket?
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-06-at-15.10.17.png)

Plus the tooth is nice and happy too :) No painkillers or injections, so no numb dribbly mouth either - just took 15 minutes... YAY!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 06, 2019, 05:28:24 PM
Adam, what on earth are you up to ........ ?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 06, 2019, 06:11:40 PM
Seems to become a military real time strategy game - warfare mode enabled.

I hope at the end all these little characters have some wink/blink/wobbly animations or idle stuff - these most often make the look "uber cute" :-)


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 06, 2019, 06:37:28 PM
Arcade RPG tactical. Very cute. Still no name
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 07, 2019, 02:27:14 PM
Todays thought is FIRE:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-07-at-14.25.39.png)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 07, 2019, 11:20:31 PM
I counter that with possibly the most beautiful planet in our solar system.

Today's progress has been bullets - lots of bullets. A multi-directional grid both in the game and in the code. Oh, and probably the most basic coder art you will ever see. Except you won't. Because I won't allow it. However, it will do for now while I attempt to make this into an actual game.

The second screenshot gives an idea about how I'm using the grid element - although it's only for inspiration - and only part of the game.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 07, 2019, 11:32:34 PM
Todays progress has been.... absolutely nothing :o - Not even started on the comp yet :( Hopefully at the end of next week I can begin ( famous last words ). If I can't start by the end of next week then I'll have to bow out of this comp so I'll be working at top speed to get the important work finished ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 08, 2019, 08:00:53 AM
Quote
I'll have to bow out of this comp
:-X - bad news

I've finally got a name: "Honey Quest" :D - good news
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 08, 2019, 08:54:37 PM
I now have things to shoot at. They're don't move and are just there to get in the way but they will give a tiny bit of score as they get blasted to nothing which is as good a reason as any to destroy them, as well as clearing a path.

I also have a name I think I'm going with - Creepy Crawlies.

Oh yes, and there are planets. All Nine of them. YES! Pluto does count as far as I'm concerned.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on September 09, 2019, 05:32:19 PM
I think I'm in ... wip screenshot below.  Think time pilot but with asteroid style controls.  Toying with Retro Shooter or Retro Endless (shooter).

(http://www.steviegoodwin.plus.com/images/Untitled/RS0.png)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 09, 2019, 07:11:13 PM
Some lovely retro graphics here.   :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 09, 2019, 11:35:48 PM
I decided to take a few hours tonight to at least get something started or else I never will :P

Time permitting I'll be going for Retro / Endless in the style of the old retro pseudo 3D road based games. Got some ideas and plans and tonight I managed to code up the raw workings of a pseudo 3D road with curves, slopes and dips in the road. Heaps to do yet but I wanted to make a start to push me along ;D

Video time of super early WIP :

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: blinkok on September 10, 2019, 02:43:06 AM
Nice. Mode7?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 10, 2019, 06:21:26 AM
Nice. Mode7?
I wish there were such a feature in AGK but that’s a SNES thing :P - this is a fully custom coded pseudo 3D road which doesn’t follow any online method ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 10, 2019, 07:16:36 AM
Quote
which doesn’t follow any online method
Are you married?
Seriously - brilliant :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 10, 2019, 09:02:26 AM
Impressive bit of coding - very smooth road movement there...But why 3 sets of white lines instead of the usual one?  That looks odd to have 3, if they're extra lanes then the outside lanes look a bit too narrow.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 10, 2019, 11:12:01 AM
Annndd...
Another name change: From 'Honey Quest' to 'Honey Things'

after a quick google it seems that 'honey quest' is a popular/peculiar one handed game - ewww!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 10, 2019, 11:34:01 AM
Seems google gives you different results than to me (I see board games and some game apps for children). Maybe google thinks you are looking for something else... wonder why ;)

some lunchtime ideas (not looked up if existing already):
Honey Hugsters
Honey Harrier
Honey Hurry
Honey Hooray
Tales of Honey
Tales from the Hive
Feast Honey Beasts / Feast Beasts: The journey for honey
Hilarious Honey Hell
The Honey Capoodle
The Honey Plot
Holy Honey Deluxe

bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 10, 2019, 12:14:46 PM
thanks for the tips, but HoneyThings it is....
(https://vjointeractive.files.wordpress.com/2019/09/logo.png)  :o 8)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 10, 2019, 12:29:58 PM
This logo looks uhmm stranger than it should ;-)

Do you mind trying to "pixelize" the text too? Or is it just a first mockup?


Edit: maybe even add a bit more yellow if you want to resemble "honey" colorwise. And jokes aside: why the stranger things clone? Is there a similar story twist and 80s style?
IF not then the logo would look better if done in a more toon style on the word "things". Something similar to the "Honey" (but with a different color, other letter overlaps ...). But as said, might be that you intend to clone that look for untold reasons. So see it just as a minor suggestion.

PS: the honey pot for "o" is of course a "must" in the logo - well done there!

PPS: Feel free to upload new sneak-peek-screenshots of your gameplay. Want to see new pixel foes and collectibles ;-)

bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 10, 2019, 12:48:44 PM
hehehehehe
Yep. it's all very deliberate  ::) especially the 'things' reference
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 10, 2019, 02:04:48 PM
Quote
But why 3 sets of white lines instead of the usual one?  That looks odd to have 3, if they're extra lanes then the outside lanes look a bit too narrow.
They are just very quick mockups so I could see if it was working right :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 10, 2019, 02:05:24 PM
thanks for the tips, but HoneyThings it is....
(https://vjointeractive.files.wordpress.com/2019/09/logo.png)  :o 8)
He he, love the logo ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 10, 2019, 02:33:01 PM
Hmm you either replaced the logo with an updated one - or the screen at work is not calibrated properly - looks OK now on my home computer.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 10, 2019, 05:27:37 PM
Really like the road there, Qube. I can see why you have multiple white lines: It's so you can overtake more than one car at once, right? :)

You planning something like this game?



Please tell me you are? Fuck I loved that game on the C64. Played it endlessly. To me it had the perfect balance of playability, challenge, addictiveness and sheer fun that very few games could better.

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 10, 2019, 05:40:20 PM
Hell yes!  I loved Buggy Boy on the Atari ST.   :D

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 10, 2019, 08:20:45 PM
Really like the road there, Qube. I can see why you have multiple white lines: It's so you can overtake more than one car at once, right? :)
The road is not the finished look ( just WIP ) but there will be multiple lanes.

Hell yes!  I loved Buggy Boy on the Atari ST.   :D
There will be elements of Buggy Boy but not a clone ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 10, 2019, 08:24:18 PM
Quote
There will be elements of Buggy Boy but not a clone ;D

Then based on solid gameplay elements, cool.   :D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 11, 2019, 08:24:12 AM
for those that really (really) want to see what I've been cooking up? Here's the first actual in-game shot showing the general look and the main Character (Redd: the Bear)...

(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-11-at-08.19.16.png)

I'm going to use the synth (I created previously) for the music this time round, so the files will be a bit bigger, but you will get some very interesting soundz... (I'm actually listening to the main track as I type "All Exits are clearly marked... BASS!")

So it's taking the RPG and tactical and stretching the concepts into a 16bit arcade retro dungeon crawler...
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 11, 2019, 08:29:44 AM
At last lol.  Very nice pixel art, looking forward to playing.   8)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 11, 2019, 08:51:02 AM
That looks pretty stunning.

I have one wish you hopefully fulfill: have a game option which adds black borders to the game when scaling. And then use an integer based scaling (1x, 2x, 3x, ...) until either app height or width would be exceeded. Why?
Look at the bears eyes... the white of his left (POV: right) eye is wider than it should making him look ... uhm... "ill".


Hope there are honey badgers to brawl with ;-)


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 11, 2019, 09:23:21 PM
for those that really (really) want to see what I've been cooking up? Here's the first actual in-game shot showing the general look and the main Character (Redd: the Bear)...

(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-11-at-08.19.16.png)
Cor! that looks really good :o - Great work on the graphics.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on September 12, 2019, 12:02:20 AM
for those that really (really) want to see what I've been cooking up? Here's the first actual in-game shot showing the general look and the main Character (Redd: the Bear)...

(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-11-at-08.19.16.png)

Wow. Looking good so far  :)

I've made nothing like the progress you seem to have, but I'll soldier on...  :(

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 12, 2019, 07:13:28 AM
Thanks guys. My advice for pixel graphics (or any other mechanisms) is to find (or write) a tool that works for you. It doesn't have to 'do' stuff the way you are told, just do it the way 'that is best' for you.
If you write your own tool, then you will have an advantage in that: you can adjust the tool to your workflow.

All the graphics were constructed in "FontSprite". I now use this as my primary tool as it is just so fast in comparison to photoshop. Everything is one click away, the UI doesn't change and I know exactly what I do will become the output as it just export the correct graphics. I just need to plug in the sprite and size and it's instantly in my app:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-12-at-07.05.52.png)

You can see the font top left with the color palette below it - this is in tagz format so each color gets a nice spread. this is the palette I am using throughout the dev process for all sprites and the game. With pixel graphics less color / small palette is the best way to go.
The main widow shows 3 character position from the map being edited.
On the bottom of the font you can see tiny 1 character versions of things - these are used for mapping purposes to help create maps.

Regardless of what you use - learn to get the best out of it. Each tool will have things that it does better than others and worse then others. Your task is to find the tool you like using the most and is the most productive for you  ;D

Ooh! One last thing... If you write a tool (for mapping etc), have in your mind "reuse". Think 'how could i use this for other stuff'! You will find that there are very basic things that are the same across apps. You just need to decide how to approach things that can be simply reused from other projects.
E.G.
256 character font in 16x16 format can be used as 2d graphics, or graphics for a map editor, or bitmap fonts, or a 2d representation of a 3d map, or ascii based stuff for consoles, or the base font for retro emulation, or as big sprites that are made from smaller parts, or as visual height data.

Another thought (if you like 3d), is that most 3d stuff lives on a map (of some form) and this can almost always be thought of as a 2d grid. 2d grids are super easy to use for collision and checking. so your 3d is just for rendering, your actual game is really 2d!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 12, 2019, 08:32:33 AM
Generating general purpose stuff can lead to bad performance (draw calls), requires more complex math (rotating 4 elements rather than one - now do that with a handle/pivot point not in the center).

Aside of that: always use what you are experienced in - or are wanting to learn some new stuff in. If there is a workflow break like this: Photoshop -> export png -> split into images -> create texture atlas + texture atlas information, then check if there is a FOSS solution for it or create a helper tool to aid you. Means something which can understand PSD files, use the layer information to split stuff, create an texture atlas and the information you want. If such a tool exists, write a simple tool on which you can drop the PSD file (or run via .batch files) so that it just updates the texture atlas you are using right now. Means: change the image, run the batch tool (or even run in background on changed files) and done...


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 12, 2019, 12:00:21 PM
Quote
Generating general purpose stuff can lead to bad performance (draw calls), requires more complex math (rotating 4 elements rather than one - now do that with a handle/pivot point not in the center).

Yes and no. My thoughts on general purpose routines is to split them into their different parts and call the ones you need - this also makes you think about different routines and also 'operator overloading' - which can get confusing if it has lots of different versions.
E.G. Here is part of the function calls from one of my libraries:
(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-12-at-11.55.07.png)
It's sorta obvious what it is (part fo a character drawing library). but you can see that every different eventuality has it's own function. There's no uber DrawChar(), but a collection covering every possible way of drawing characters. Even the naming conventions begin to give an idea of what to use (hint: R=Reverse, V=vertical flip, I=Italic, etc). If it's shown onscreen, then it comes through here...

My real thought/advice was really about tools and the data. If you make a tool - think how you could use the outputted data for other purposes. that way you can re-use the tool for other things.

It then becomes a question of how 'you' use the data. :)

P.S. For my last 6 games projects, they ALL use the same core routines and data, all exported from agnostic tools. I just use the data differently for each project. But I can still load the data and change it from any project as the data is the same!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 13, 2019, 07:40:14 AM
Quote
Thanks guys. My advice for pixel graphics (or any other mechanisms) is to find (or write) a tool that works for you. It doesn't have to 'do' stuff the way you are told, just do it the way 'that is best' for you.
If you write your own tool, then you will have an advantage in that: you can adjust the tool to your workflow.

All the graphics were constructed in "FontSprite". I now use this as my primary tool as it is just so fast in comparison to photoshop. Everything is one click away, the UI doesn't change and I know exactly what I do will become the output as it just export the correct graphics. I just need to plug in the sprite and size and it's instantly in my app:

For this compo I was considering using the old pen and paper to create 8-bit sprites..... then I thought I bet theres a tool for that ;)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on September 13, 2019, 04:07:04 PM
Some progress - a few more enemies and a landscape to fly over.  Should get some proper dogfighting done at the weekend and then we'll see if good enough to keep going  :D

Each landscape will be around 3 x 3 times the size of the screen with wraparound and a few props here and there. 

(http://www.steviegoodwin.plus.com/images/Untitled/RS1.png)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on September 13, 2019, 04:17:57 PM
for those that really (really) want to see what I've been cooking up? Here's the first actual in-game shot showing the general look and the main Character (Redd: the Bear)...

(https://vjointeractive.files.wordpress.com/2019/09/screenshot-2019-09-11-at-08.19.16.png)

I'm going to use the synth (I created previously) for the music this time round, so the files will be a bit bigger, but you will get some very interesting soundz... (I'm actually listening to the main track as I type "All Exits are clearly marked... BASS!")

So it's taking the RPG and tactical and stretching the concepts into a 16bit arcade retro dungeon crawler...

Very nice Mr Strange!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 13, 2019, 04:39:46 PM
I'll be going for a western theme for my retro/endless/shooter - well something along those lines.

@Iwasadam, downloaded your font editor, however the GUI just blows away when I try and run the .exe - does it need to be within a /Users/ path? I tried sticking it in its own C:/ProgramFiles/FontEditor path - its on a W7 box.

Love the Honey Things artwork so far.

Glad to see you in the mix for the compo StevieG.

Any way got some initial pixel art done, on any journey - taking the first steps the hardest ;)

EDIT - worklog created - play stopped for now - off out to Lincoln to see my son's band Wreck play. In Liquor of all places ;) :P



Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 14, 2019, 10:21:45 AM
hmm. should work on win7 - but not compiled or tested for it.
I've just upped a new release, give this one a whlr and let me know :)

https://adamstrange.itch.io/fontsprite (https://adamstrange.itch.io/fontsprite)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 14, 2019, 10:30:30 PM
Some progress - a few more enemies and a landscape to fly over.  Should get some proper dogfighting done at the weekend and then we'll see if good enough to keep going  :D

Each landscape will be around 3 x 3 times the size of the screen with wraparound and a few props here and there. 

(http://www.steviegoodwin.plus.com/images/Untitled/RS1.png)
Oo er, that looks pretty neat. Nice pixel work indeed :) - Yes, finish it, no excuses ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Imerion on September 15, 2019, 12:30:15 AM
Awesome, another coding compo! :D I'll probably join this time too and I really like the theme. Have to think a bit about what game to make though...
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 16, 2019, 12:04:14 PM
Almost ditched "HoneyThings"!  :o
FINISH IT!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 16, 2019, 04:56:11 PM
Here's what I'm currently working on. This is very bloody early so anything and everything could change. It's all coder crap graphics at present apart from the title screen which is an image from some free to use stuff i had lying around.

&feature=youtu.be
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 16, 2019, 05:58:04 PM
For what are these traffic lights in the top left corner?

Ok, serious again: Hope you add some cool twists to the known gameplay - something to let's say "surprise" the players.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 16, 2019, 07:27:04 PM
Ok, serious again: Hope you add some cool twists to the known gameplay - something to let's say "surprise" the players.

I do have a few ideas to not make it just look like another Centipede clone. Whether I can pull it off is another matter but, like I say, I've really hardly started at the moment.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 16, 2019, 09:45:44 PM
@iwasadam, sorry to report still blows away, despite putting in C:\users\{user\path, tried running as admin and in compatibility mode - no dice!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on September 17, 2019, 06:02:50 AM
It's taken ages just to get this far (object-wall collision test - crap physics in action!):

https://youtu.be/5LEa3JyCFuI (https://youtu.be/5LEa3JyCFuI)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 17, 2019, 07:59:09 AM
@3DzForMe what version of win7 are you using 32 or 64 bit?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 17, 2019, 08:06:26 AM
It's taken ages just to get this far (object-wall collision test - crap physics in action!):

You're probably not doing something like that but this really does look like a prototype for some kind of Pinball game?!?!?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on September 17, 2019, 09:23:31 AM
It's taken ages just to get this far (object-wall collision test - crap physics in action!):

You're probably not doing something like that but this really does look like a prototype for some kind of Pinball game?!?!?

No, but I can see why you might think that! My game (Bot Cave) involves various objects (projectiles, certain collectables etc.) bouncing off walls/surfaces or exploding on impact. I've spent (or wasted) a surprising amount of time trying to get this collision detection thing to work reliably (it still doesn't, but it'll have to do). 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on September 17, 2019, 10:14:52 AM
@3DzForMe this is a test release for windows 7 64bit for you to test
https://adamstrange.itch.io/fontsprite (https://adamstrange.itch.io/fontsprite)
then
windows7_release.zip
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 17, 2019, 11:27:38 AM
Not at home at the mo, however think I've clocked the issue......I'm 32 bit windows. Yeah I know, rubbish innit!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on September 24, 2019, 06:05:56 PM
I almost certainly won't have anything to enter after all - mostly because of bad time management on my part, too far behind, and too sleep-deprived to code. Wishing the other participants well with their projects.

 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on September 24, 2019, 06:09:47 PM
Aww a real shame.  Maybe the Christmas Competition then?!...Sleep is over rated anyway.   ;)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 25, 2019, 07:27:30 AM
Code: [Select]
spent (or wasted) a surprising amount of time trying to get this collision detection thing to work reliably (it still doesn't, but it'll have to do).
I'm with you there - I used up a fair old slice of last Saturday morning wrestling with B3D native collision detection - Have opted for using the x,y,z co-ords of different entities in my own function now.

If you've got the collision detection cracked (to a point - which is what I settled for in an asteroids thing I did a while ago) hopefully you'll have time to revisit it by the deadline.

Quote
...Sleep is over rated anyway.   ;)
  Yeah, wish I could get by with a bit less!

 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 25, 2019, 05:41:30 PM
Think we've got just under 4 weeks left on this competition and we've not seen that many games announced as yet. Regulars are being suspiciously quiet - or just aren't playing this time?

Hoping to see a compo that will beat the 11 entries we had last time. Come on people, tell us if you're partaking so we get an idea of how many games we might see this time round.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on September 25, 2019, 06:19:25 PM
I won't enter: no free weekend the next month. 2 birthday parties this weekend, next weekend is wife and first son (two parties - big family ;)), week after I am "planned" to help brother with the house, the week later mother in law's birthday and so on ...

Enough of the excuses. Will try to take part in the next one and use my now "free" sparetime to bugfix my other projects.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 25, 2019, 08:23:28 PM
Quote
Think we've got just under 4 weeks left on this competition

Really, just under 4 weeks OMG..... :o
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 26, 2019, 08:26:34 AM
I would like to propose that if a competition has less than a certain number of entrants (lets, for arguments sake...... say 6) then......

As long as the current entrants have no objections - Qube has it within his power to extend the competition by 10 to 21 days.

As Mrs Doyle would say...... [edit - found it]



or, if you need more encouragement.... ;)



Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on September 26, 2019, 05:45:20 PM
I would like to propose that if a competition has less than a certain number of entrants (lets, for arguments sake...... say 6) then......

As long as the current entrants have no objections - Qube has it within his power to extend the competition by 10 to 21 days.

I disagree. It's the deadlines that give me focus to get on with it and complete the thing. if we break the cardinal rule on deadline day is deadline day then where do we end up? Making up the rules as a we go along. Rules are there for a reason and I think for these compo's the sponsors decision should be final.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 26, 2019, 07:23:16 PM
@Xerra, yeah, I was just being a bit shellfish,  Was enjoying pixelarting, spose there's nowt stopping me from carrying on post competition deadline.  :D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 27, 2019, 03:52:45 AM
Quote
I disagree. It's the deadlines that give me focus to get on with it and complete the thing. if we break the cardinal rule on deadline day is deadline day then where do we end up?

Its the creeping approach of deadline day thats spurred me to get this far - what I love about this compo is that its made me finally realise how probable it is to create a tower defence game in Blitz3D - which I've always fancied doing - but its always fallen into the 'too hard' bucket.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on September 28, 2019, 01:01:50 AM
Another week gone due to other commitments :( - Not sure if I'll have the time to finish any sort of game yet. Hopefully nothing super urgent will crop up next week so I can spend some decent time on my entry.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on September 28, 2019, 06:48:45 AM
@Qube - I reckon you might be up for the :

Quote
Option 2 : Retro / Shooter

Using tanks or something, what are you inclined to go for when you put on your coding mitts?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on October 01, 2019, 04:11:33 PM
I almost certainly won't have anything to enter after all - mostly because of bad time management on my part, too far behind, and too sleep-deprived to code. Wishing the other participants well with their projects.

Having scrapped my overly ambitious 'Bot Cave' project, I recently (October 27) started work -- from scratch -- on a new, simpler game which stands some chance of actually getting finished in time for the compo deadline. It's provisionally titled 'Tyoob', a play on the word 'tube', for a pretty obvious reason if you watch the short WIP video linked-to below. Not much happening yet, but there will be things to shoot, things to collect (power-ups, etc.), things to avoid, an end-of-level boss, etc. I had hoped to submit a cross-platform game, but there won't be time now for that - it will be Windows-only, sadly. (Bot Cave was cross-platform - it was running on Windows, Linux Mint 19.2, and a Raspberry Pi 4 (Raspbian Buster), and would probably have run on a Mac).

https://youtu.be/tXhC-EPLgHs (https://youtu.be/tXhC-EPLgHs)

There's a short delay at the start of the video before anything appears.

Resolution is that of Acorn Archimedes's Mode 13 (320x256, 256 colours).

I really hope I can get this one finished, but who knows...


BasicBoy.
--
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on October 01, 2019, 04:24:55 PM
Nice.  A Tempest vibe, good luck in the comp.   :D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 02, 2019, 05:16:31 AM
brilliant concept :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Dabz on October 02, 2019, 06:10:27 AM
Looks lovely! :)

Dabz
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 02, 2019, 06:30:49 AM
Having scrapped my overly ambitious 'Bot Cave' project, I recently (October 27) started work -- from scratch -- on a new, simpler game which stands some chance of actually getting finished in time for the compo deadline.

Hey Future BasicBoy I am sure you would have missed the compo if you started on October the 27th ;)


I tried to watch the youtube video - but dunno, the spiral effect the gameplay has reminded me on some psychological induction thing ("hypnosis induction"). Might also make feel people a bit dizzy after a while. For sure nothing to play when drunk  8)


Aside of that: glad you at least try to come up with something even if time is short now. Good luck finishing it.

bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: therevills on October 05, 2019, 03:44:40 AM
I'm looking on playing the games! Keep it up!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on October 06, 2019, 05:08:03 PM
This is your "Two weeks to go warning" people. Ain't I great for pissing on your Sunday? :-)

I have my game mostly done - probably around 75%. It's the hard bit now as the last 25% is the most work to be done in the tightest time. Think I'll make the deadline but it's all the notes that I keep moving from the Include to the Maybe section that's a bit disheartening.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 06, 2019, 05:38:42 PM
2 weeks left :o - Hmm, me thinking not a chance with what I have so far :(
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 06, 2019, 08:09:12 PM
Bloody hell!!  :o Got to get a wiggle on
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 06, 2019, 08:40:22 PM
Quote
2 weeks left :o - Hmm, me thinking not a chance with what I have so far :(

2 weeks, bugger, could've swore it was three - now I feel better that I committed some time between 2  and 6 this morning - I know  - mad!

@Xerra,

Quote
This is your "Two weeks to go warning" people. Ain't I great for pissing on your Sunday? :-)

I have my game mostly done - probably around 75%. It's the hard bit now as the last 25% is the most work to be done in the tightest time. Think I'll make the deadline but it's all the notes that I keep moving from the Include to the Maybe section that's a bit disheartening.


@BasicBoy - love the stuff so far - it really draws you in! I fear I'm going to be tripping over the deadline - again! I'm using dropbox as a backup medium this time - and my son's computer is quite new....... which is my current work horse! Yeah, I've had 2 dev machines die on me this year.

Thanks for the warning - been too busy on pink tasks (house work - youch) and coding to have clocked your warning until now. yikes!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on October 18, 2019, 04:03:28 AM
The chance of me submitting anything before the deadline is now about 30%  :(

Probably 20% by the end of today...
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 18, 2019, 04:11:38 AM
The chance of me submitting anything before the deadline is now about 30%  :(

Probably 20% by the end of today...
There is still a chance then ;D

Unfortunately I'm on 0% chance as I've not had any time to work on my game since I posted the very 1st video :( - Ah well, maybe at some point I can resurrect it but more than likely rewrite it as I like to start afresh for the comps :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 18, 2019, 07:27:05 AM
You posted a video? Either missed or forgot about it. So most probably nothing to worry about.

Am more worried to see no BasicBoy game this time. Wonder if some newcomer is approaching the stage 5 minutes before deadline.



bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on October 18, 2019, 07:45:14 AM
@Derron, Qube's video.

https://youtu.be/gudYALRMp_w
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 18, 2019, 07:58:22 AM
This must mean the end is in sight...  :o
(https://vjointeractive.files.wordpress.com/2019/10/screenshot-2019-10-18-at-07.56.34.png)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 18, 2019, 08:38:04 AM
@ steve
Thanks,  was this moving-road-video ... sliiightly remember it.

@ Qube
At least you now got the algorithm / code - maybe it is of use the next time (at least in a minigame or so).



bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 18, 2019, 08:20:44 PM
@ Qube
At least you now got the algorithm / code - maybe it is of use the next time (at least in a minigame or so).
I still want to do a retro road racer for a comp so if the chance ever comes up I'd redo it from scratch as I have a better idea on how to approach it rather than copy the traditional code methods.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Matty on October 18, 2019, 08:28:59 PM
My game will be submitted to at the deadline...'Endless Horde' see on my website www.mattiesgames.com

Here's a picture:(http://mattiesgames.com/media/eh06.jpg)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on October 19, 2019, 05:59:07 PM
I will still be working on my game right up to several minutes before the deadline!  :o

I think the probability of me submitting my 'effort' has risen to roughly 50%.

Still lots of loose ends to tie...




Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 19, 2019, 08:24:24 PM
Quote
I think the probability of me submitting my 'effort' has risen to roughly 50%

Think I'm around the same point! :P
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 20, 2019, 08:33:11 AM
This it it...  8)
https://adamstrange.itch.io/honeythings (https://adamstrange.itch.io/honeythings)

It's released out into the wild...
(https://img.itch.zone/aW1hZ2UvNTAyNDcxLzI2MDEzNzAuZ2lm/347x500/gcROx7.gif)

Game Title: HoneyThings
Download link and OS requirements: OSX, Linux or Windows
https://adamstrange.itch.io/honeythings (https://adamstrange.itch.io/honeythings)
Required dependancies: None.
Mix-It-Up option chosen: RPG/Strategy
Brief info about your game: Redd (the bear) is drooling after some HoneySwirls, only the Chaos Lords have nicked it and turned all those sweet treats beastly. Guide Redd to the fabled Honey Swirl for some delicious 16-bit Retro Arcade Puzzle Action.
All sound/music/graphics by me including synth and graphics cores.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on October 20, 2019, 12:41:43 PM
Creepy Crawlies is ready too.

Game Title: Creepy Crawlies
Download link and OS requirements: OSX or Windoze - https://xerra.itch.io/creepy-crawlies
Required dependancies: None.
Mix-It-Up option chosen: Retro/Shooter
Brief info about your game: In the vein of Centipede and GridRunner with a few other ideas.
Media information: I purchased some insect graphics as shown in the image below.


Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 20, 2019, 12:53:10 PM
You guys, with your planning and everything, my cowboys
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on October 20, 2019, 12:55:53 PM
You guys, with your planning and everything, my cowboys
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 20, 2019, 06:48:19 PM
Newsflash, the musician has delivered the music to the development suite  :D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 20, 2019, 08:06:03 PM
That's me done ... hopefully no major bugs.  ;D

All feedback welcome.

Link
https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k (https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k)

A couple of final screenshots...

(http://www.steviegoodwin.plus.com/images/Gunstar/GS_MENU5.png)

(http://www.steviegoodwin.plus.com/images/Gunstar/GS25.png)

(http://www.steviegoodwin.plus.com/images/Gunstar/GS26.png)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 20, 2019, 08:38:38 PM
Th only liquid lube to help meet deadlines
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: BasicBoy on October 20, 2019, 08:43:21 PM
Game Title: Tyoob

Download: http://www.proggies.uk/progs/zip/tyoob.zip  (Right-click then 'Save As...')

Windows only (developed with and tested on Windows 10, but should be compatible with Windows 7 and 8 ).

Category: Retro / Shooter

With respect, if at all possible, please don't try to run the program under any kind of emulation (including VM), because the performance (namely the frame rate) is likely to be crap!

Media information: All the music was licensed (i.e. bought and paid for) from Shockwave Sound (https://www.shockwave-sound.com/)

Most of the sound samples were sourced from https://freesound.org/ and an old MAZ sound samples CD.

Game written in BBC BASIC and a bit of C

YouTube video: https:// youtu.be/QvOdemCKA9c

Edit: Here's a newer video of me completing levels 1 to 3, failing to complete Level 4 after 3 attempts (it's very tough after all!):

https://youtu.be/m9PETU-qZ9E (https://youtu.be/m9PETU-qZ9E)

Game objective: Get to the end of the tunnel and destroy the boss. The tunnels get longer and more winding and busier as the level increases. Level 1 is relatively calm. Level 2 gets busy, and levels 3 and particularly 4 are hell on earth.

For each of the four levels, you *MUST* collect at least 5 flags *and* kill a sufficient number of baddies in order to complete each level. You won't get to face the end-of-level bosses if you don't collect 5 flags and satisfy the minimum required kill count.

@Steve Elliott: I did try (today) to replace the flat 2D sprite (the player's ship) with a 3D vector object, but it didn't work out as intended, and I ran out of time!







Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on October 20, 2019, 08:58:19 PM
Quote
@Steve Elliott: I did try (today) to replace the flat 2D sprite (the player's ship) with a 3D vector object, but it didn't work out as intended, and I ran out of time!

Aw no problem, time is always the enemy lol.  I'll give it a try the next few days.

Quote
With respect, if at all possible, please don't try to run the program under any kind of emulation

I always think running time critical software under emulation invalidates that user's complaint.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on October 21, 2019, 12:03:54 AM
Only 4 games made it by deadline? Or 5, assuming Matty's post was his submission rather than a heads up?

I thought there would be quite a few games this time round :(
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 21, 2019, 12:05:37 AM
That's it, competition is now... CLOSED ;D

Well done to all those that entered and they all look really cool and can't wait to try them out. I'll add a sticky post soon ( or tomorrow ) with all the entries in a list for easy access and members to play :)

Now starts the bug fix week where members can report any bugs for the author to leap into action and fix. Bug fix week end on October 27th @ 23:59:59 GMT and then it'll be voting time.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 21, 2019, 12:07:51 AM
Hmmm, is there a limit to zips - my 23MByte file - that I've been trying to upload since 2359 - simply did not go up. If that the way the dice rolls bugger.

I've screen grabs to prove I was uploading bewfore the deadline...……………………….. whats the jury say - I've been coding my ass off.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 21, 2019, 12:09:14 AM
Only 4 games made it by deadline? Or 5, assuming Matty's post was his submission rather than a heads up?

I thought there would be quite a few games this time round :(
I was hoping for more too but that's the way it goes sometimes. Perhaps people are bored with the game comps, were not interested in the available options, no time or something else.

But we have some fresh games to play so big thumbs up to those who had the time to enter the comp :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 21, 2019, 12:10:55 AM
Hmmm, is there a limit to zips - my 23MByte file - that I've been trying to upload since 2359 - simply did not go up. If that the way the dice rolls bugger.

I've screen grabs to prove I was uploading bewfore the deadline...……………………….. whats the jury say - I've been coding my ass off.
The forum will only accept 8MB maximum as a post. I believe you about trying to upload so please go ahead and upload to itch.io, google drive or any other free service then post the link here with some super screen shots.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 21, 2019, 12:14:16 AM
Cheers m8, I was seriously about to cry.  ???

its here - obviously I was being quite 'brief' filling in the fields on itch.io     ;)

Insturctions to run - navigate tto the wildestwest.exe and double click. Enjoy..... or not. Glad it fires up from drop box.

Now - to treat myself by playing the other entrants. Seriously - I've been coding for 6 hours solid!  Bloody unbelievable ;)

https://gpsrunningdude.itch.io/ww
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 21, 2019, 12:46:41 AM
@Xerra

Quote
Only 4 games made it by deadline? Or 5, assuming Matty's post was his submission rather than a heads up?

I thought there would be quite a few games this time round

I was quite literally tearing the old hair out pre midnight - my 'release' has some bugs to fix, in my defence, I was playing Colony with the kids until 4-ish  (mmm, their 18 and 20 - the fact they still play games with the old dears is a miracle - so that was prioritised over my best coding fun I've had in decades) , and I've got a bloody cold, so I'd to have a dad knap (not really required when your kids are adults!) until about six ish.

 :o :o :o :o :o :o :o :o :o :-\ :-\ :-\ :-\ :-\ :-\ :-\ :-X :-X :-X :-X :-X :-X

Hmmm, it would appear No.1 starts the 2 player game and No.2 stars the one player game - at the moment - sorry for the oversight - these things happ

I'm off looking for the 'winged' mosquito now in your game...…… nonetheless, I'm forgetting about the trouble I'd getting the (yep, defo somewhat buggy) WW game uploaded.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 21, 2019, 02:46:53 AM
Has anyone played Lylat Wars on the N64? Long Story short - I broke my back and collar bone around when that was released.

I think.... could be wrong, one of the phrases was 'Jeez Louise.... aaaAAAAARRRRGGHH!'.

https://youtu.be/IQW5R5nlAAE

Suffice to say - I left the old man cave - went back to the house - f**k me, the link I provided was not shared as I'd left it in 'Dev' mode on itch.io.

You can get it now, although I'll reckon you're mostly in the land of nod now  ;D

its here, probably.

https://gpsrunningdude.itch.io/ww

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Matty on October 21, 2019, 03:38:07 AM
Yes I submitted my game.  However I see no forum post indicating where to do so....
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 21, 2019, 04:47:55 AM
Yes I submitted my game.  However I see no forum post indicating where to do so....

The 1st post in this thread says where / how to submit your game :)

I see you posted about your game and it can be found here (http://www.mattiesgames.com/endlesshorde/) - Later today I'll create a thread will all the entries so members don't have to go through all the posts.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Ray on October 21, 2019, 04:50:22 AM
I was hoping for more too but that's the way it goes sometimes. Perhaps people are bored with the game comps, were not interested in the available options, no time or something else.

But we have some fresh games to play so big thumbs up to those who had the time to enter the comp :)

How can anybody ever get bored of comps :P The theme was particularly attractive this month. But… In my case it just so happened I had no time at all this month.

Anyway yes, big thumbs up to all other entrants!!!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on October 21, 2019, 09:13:45 AM
Quote
How can anybody ever get bored of comps :P The theme was particularly attractive this month. But… In my case it just so happened I had no time at all this month.

Anyway yes, big thumbs up to all other entrants!!!

Same here, and I agree.  And there were 6 entries, not 4 or 5.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 21, 2019, 09:41:25 AM
Thanks for the contributors to give us something to play.

I was not able to participate this time (only some idea brain storming) as real life work chimed in - and other projects wanted their attention too (hmpf... so much changes but still no new release).

Maybe next time.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 23, 2019, 05:46:39 PM
V2 is up ...

Fixes issues with:
'Start Wave' menu where clicking off buttons caused a MAV
Saving default controls (including being unable to use mouse and keys)
Default screen res of 1280x720 causing screen freezing on some machines.  This is now 1920x1080 if display allows.

https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k (https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 24, 2019, 05:39:54 AM
halfway through screen2 completely froze   :'(
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 24, 2019, 08:22:47 AM
halfway through screen2 completely froze   :'(

As a fellow dev I'm sure you can appreciate that this isn't useful  ;D
I'm assuming you mean Wave 2?
Can you recreate the problem?
Any errors or did you have to use task mgr to quit?
Is there anything specific you were doing? 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 24, 2019, 08:30:59 AM
lol, true
I was using keyboard (why not allow both to be used?)

ok. re-ran. now it freezes on 'wave 1'. What is interesting is pressing fire I can hear the fire sound as it seems to be working, so it looks like the freeze is the screen.
Yep, definitely the screen, as pressing escape the sounds change to the menu sounds.

Didn't need task manager as I was using a window and could quit by pressing 'X' close button
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 24, 2019, 08:43:05 AM
lol, true
I was using keyboard (why not allow both to be used?)

ok. re-ran. now it freezes on 'wave 1'. What is interesting is pressing fire I can hear the fire sound as it seems to be working, so it looks like the freeze is the screen.
Yep, definitely the screen, as pressing escape the sounds change to the menu sounds.

Didn't need task manager as I was using a window and could quit by pressing 'X' close button

If you use the mouse default control you can also use keys or mouse buttons to shoot/thrust.

As soon as you started Wave 1?  Did you kill anything?
What graphics resolution were you running at?
Does it freeze on full screen?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 24, 2019, 08:54:50 AM
As sound seems to be still playing - "fire sound", "menu sound". This means that the whole game is still running - as I doubt Blitz3D uses any threading to process the rendering.

It sounds as if something trashed the graphical output - which might be Windows 10 running on the Surface - or the IGP there has trouble with the DX commands.
So maybe some specific command or "chain of commands" is resulting in the issues, maybe an invalid numeric value is passed to let it stumble?

As VANarchy seems to be playable for IWasAdam (it is?) it won't be Blitz3D generically but some kind of command sequence (alpha 0, alpha -1, alpha 0, ...) borking up a state.
Maybe it borks up what the active drawbuffer is (Blitz3D used a double buffer system?)?

Maybe Stevie G could add a key which enforces some "cleanup" of states (set to a given buffer) or print out some information to the log - so eg during load you store the memory/int value of the buffers ... log them. And when the key is hit, you log the current values (together with other information). Of course you also could check the values during runtime and if stuff differs - auto log/open a notification window and inform Adam about it ;)
Other stuff to check (on that keyhit):
- validity of image/textures/models/
- validity of the graphics context


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 24, 2019, 10:38:55 AM
confirmed with mouse+keyboard :)

yep had already killed things

not sure about the resolution - it was running in a windows possible 1000x900ish?

didn't try fullscreen as when it crashes you can't get out of it and machine need to be rebooted

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 25, 2019, 09:09:55 AM
V3 up - fixes issue with mouse unable to move below menu Options and cursor being distorted in 1920x1080 res.  Also fixes issue with Turrets occasionally appearing in the wrong place. 

https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k (https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k)

I'm afraid there's not much I can do about the freezing Adam, works fine here and works fine for many others who use Windows PC's.  I had this tested on lots of different builds by friends also.  My understanding is that you are using an emulator on a Mac so without being able to recreate myself it's difficult to know whether it's a problem with the game or it's on your side.  If I get more information I'll take another stab.

Cheers
Stevie
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 25, 2019, 09:22:31 AM
I understood he is using a Windows Surface tab ... with Windows 10.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 25, 2019, 09:48:22 AM
I don't think he mentioned that at any point - unless I'm missing something?

I can try one last thing - the option to store all textures in Video Memory.  I'll get an update at some stage over the weekend.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Steve Elliott on October 25, 2019, 09:55:27 AM
On your Gunstar thread:

Quote
Adam:
Win 7 and Win 10 + surface are giving me memory errors

The surface is a MS product with win10 on it. 2gb ram (I think) and smallish screen.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 25, 2019, 10:11:26 AM
@ Stevie G
Did you do anything different than in VANarchy? Some visual "trick" not done there? Of course I now assume that VANarchy worked fine on Adam's surface (maybe @IWasAdam could clarify this point now).

The game continues in the background - so it MUST be something with the graphics (isn't Blitz3D DX7 ??) - some borked graphics state or so.


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 25, 2019, 01:47:22 PM
@ Stevie G
Did you do anything different than in VANarchy? Some visual "trick" not done there? Of course I now assume that VANarchy worked fine on Adam's surface (maybe @IWasAdam could clarify this point now).

The game continues in the background - so it MUST be something with the graphics (isn't Blitz3D DX7 ??) - some borked graphics state or so.


bye
Ron

I don't think it's clear if he played Vanarchy.  Nothing different is going on though gfx wise - neither is gfx intensive and they both use the same texture / quad / object and particle systems. 

I'm no expert but isn't 2GB of ram pretty bad if shared.  The game uses approx 50mb of video ram. 

Sounds like an issue similar to this which is more hardware related ...
https://answers.microsoft.com/en-us/windows/forum/all/older-games-freezing-up-screen-but-keep-playing-on/5b007ada-b733-47db-a2fa-11b2c61787bb (https://answers.microsoft.com/en-us/windows/forum/all/older-games-freezing-up-screen-but-keep-playing-on/5b007ada-b733-47db-a2fa-11b2c61787bb)

Happy to try things to get it to work for all but with limited info that's a challenge  ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 25, 2019, 02:08:50 PM
latest version seem to be running fine now  ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 25, 2019, 02:11:11 PM
latest version seem to be running fine now  ;D

Excellent  ;D
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 25, 2019, 02:25:42 PM
@ Stevie
Now ... before people "feel lucky":
- check what you changed since last version
- check if that can result in some GPU-related changes
- check if that change resulted in graphics stuff being rendered "invisible" (backbuffer is reused over and over without changing)


@ Adam
Maybe check if the old version is still freezing (maybe it was a Windows thing)


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 25, 2019, 03:02:27 PM
@ Stevie
Now ... before people "feel lucky":
- check what you changed since last version
- check if that can result in some GPU-related changes
- check if that change resulted in graphics stuff being rendered "invisible" (backbuffer is reused over and over without changing)


@ Adam
Maybe check if the old version is still freezing (maybe it was a Windows thing)


bye
Ron
The only thing which was changed which could impact the GPU was combining the background buildings and shadows into 2 x single surfaces, rather than individual quads, for rendering.  It probably resulted in better  performance and less load on the GPU.  Technically it wasn't a bug as it didn't cause any issues here but changing it probably resolved the issues for Adam.

Also, Vanarchy used this single surface system for the building rendering so might explain why that was fine and Gunstar not so much.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 25, 2019, 03:16:00 PM
Hmm ... sounds kind of reasonable .. a bit.

Glad it works now :)


bye
Ron
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 25, 2019, 03:22:20 PM
Hmm ... sounds kind of reasonable .. a bit.

Glad it works now :)


bye
Ron

Me too.  Although it wasn't a change related to the game itself I'm happy to revert to the old building render method for the comp if anyone has any objections? 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: RemiD on October 25, 2019, 06:00:14 PM
Quote
was combining the background buildings and shadows into 2 x single surfaces, rather than individual quads, for rendering.
about merging different meshes/surfaces into one mesh/surface, to decrease rendering time, yes it is a good idea, but ! with Blitz3d, the number of vertices and triangles you can put in a surface is not a constant number, it seems to depend on several factors others than the number of vertices and triangles (which is theorically around 65000) in practice, i got MAVs on some laptops, with much less, so for my snow fall snow accumulation demo, i chose to stop at 32000 vertices and 32000 triangles per surface (i have not seen any MAV since...)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 25, 2019, 06:23:43 PM
Quote
was combining the background buildings and shadows into 2 x single surfaces, rather than individual quads, for rendering.
about merging different meshes/surfaces into one mesh/surface, to decrease rendering time, yes it is a good idea, but ! with Blitz3d, the number of vertices and triangles you can put in a surface is not a constant number, it seems to depend on several factors others than the number of vertices and triangles (which is theorically around 65000) in practice, i got MAVs on some laptops, with much less, so for my snow fall snow accumulation demo, i chose to stop at 32000 vertices and 32000 triangles per surface (i have not seen any MAV since...)

I have had that issue in the past and seems to be machine dependant but generally I always stuck with 32k. 


I was having a decent play just there and quit at Wave 23 with 311,625 and 7 lives remaining ... beat that!! :P

Bizarrely, the on Wave 14 another Gunstar spawned and gave me a helping hand .. trying to work out why that happened but was a pleasant surprise.   ;D

(http://www.steviegoodwin.plus.com/images/Gunstar/GS_WV23.png)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 25, 2019, 10:39:56 PM
Release incorporating 2 player reliability improvements:

Game Title: The Wildest West
Download link and OS requirements: Windows (various OSs + 3D card probably): https://gpsrunningdude.itch.io/ww2
Required dependancies: fmod.dll (included)
Mix-It-Up option chosen: Option 2 : Retro / Shooter
Brief info about your game: Based on a 42 year old game - Boot Hill
Media information - In house musician provided music (my son).
                             JayEnKai provided code for producing Voxel kinda graphics from .png(s) - with a fair amt of fettling to move from yours truly.
                             Big thanks to JayEnKai, and Calum Gormley for music and screams.


https://gpsrunningdude.itch.io/ww2

2 player game allows both players to reload reliably. Although Player 2 seems have to have developed Teflon skin. Still some bug to squish (2300 ish 25 Oct 19)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: therevills on October 25, 2019, 11:58:16 PM
Congrats all for getting a completed for this compo!  :D

I'll be checking them out over the weekend!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 26, 2019, 12:05:43 AM
@therevills - Don't waste too much time on mine until Sunday - it needs a (erm, cough....) a bit more fettling.

gunstar - great defender esque game play reminiscent of the fun I had pumping 20p pieces into the chippy's Defender game in the 'village' a while ago. It was the 'hang-out' spot a (short) while ago - 3D frantic fun to be had galore.


creepy crawlies - I'd recommend slowing down the left and right speed - it seems to shift left and right at a speed that is very hard to judge when to take your finger of the controls (maybe I'm too much of an old fart - I'll consult the other avid gamers at home) Only issue I've seen though, very polished ;)

Honey Things: Seems to just work well for me here ;)

Tyoob:  This game had me holding my breath as I got further into the tunnel, love the sound track too ;)

Sorry haven't had too much time to play test - been a bit busy trying to achieve the nigh on implausible never mind the impossible with my effort ;)


 
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 27, 2019, 01:22:49 PM
I've laughed (creating some of the accompanying sounds) - I've nearly cried (honestly - just over a week ago at the death knell of submission.)

This is probably it. I've plans for AI improvement - however, I've put in a good 9 hours since 4 (or was it 5 - think it was 5, we're back at GMT - goodbye Zulu thank god.)

I digress. Here is the WildestWestExe - yes - I could've made a sweet front end with buttons and stuff - but, getting it this far has been a MOMENTOUS task.

https://gpsrunningdude.itch.io/wildestwest

Cheers Qube - and as for Xerra and that bloody hat! You'll note, Player one is still modelling this years best in JayKai tall hats - there is code which lends itself to allowing the thing to fly off gracefully towards you - however - it has been shrowded in lots of other code.

One last thing - at the start of this - I aspired to 64 lines of code per file...…. just going to check my main.bb     :P

Hmmm, it would seem I exceeded my initial lines per file by roughly 5060 lines - easily done though ;)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 28, 2019, 02:57:20 AM
Quote
Hmmm, it would seem I exceeded my initial lines per file by roughly 5060 lines - easily done though ;)
Lol, thankfully the days of cramming as much as you can into one line and using single letter variables for everything is long gone :P

Bug fix week is over ;D - Huge thanks to all those that entered and good luck in the voting.

I'll stick up the voting thread tonight :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: RemiD on October 28, 2019, 05:57:50 PM
Quote
I'll stick up the voting thread tonight

can you leave the voting open for a few days ? i have not taken the time to test any game yet... (busy modeling/unwraping/uvmapping/3ddrawing...)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 28, 2019, 08:41:39 PM
I think it's normally open for a week......
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 29, 2019, 12:45:35 AM
Quote
I'll stick up the voting thread tonight

can you leave the voting open for a few days ? i have not taken the time to test any game yet... (busy modeling/unwraping/uvmapping/3ddrawing...)
Might be a good idea as I've not played any yet either and I don't just want to spend 5 minutes on each one.

I'm happy to put the vote up on 1st of November ( I guess bug fixing can continue til then too ) unless a majority of entrants disagree?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 29, 2019, 05:55:26 AM
:) that would give time for people to think up what they did or didn't like and may give some 'constructive' feedback as well, plus possible magazine thoughts for the entrants?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: STEVIE G on October 29, 2019, 06:20:47 AM
A couple of weeks for bug fixes is a bit OTT imo but happy to go with majority. 

:) that would give time for people to think up what they did or didn't like and may give some 'constructive' feedback as well, plus possible magazine thoughts for the entrants?

More detail and constructive feedback, including possible improvement/expansion from the voters would be good.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 29, 2019, 02:47:28 PM
A couple of weeks would suit me, I burnt the candle somewhat getting it where it is now. 1 week, 10 days, 2 weeks I'll go with the majority.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 29, 2019, 07:52:36 PM
Well, matured the AI a little - took more than I envisaged, Nearly threw the towel in as I thought B3D was broken - turns it my coding mojo is just at a low ebb.  Patch 6.....

https://gpsrunningdude.itch.io/wildestwest
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: iWasAdam on October 30, 2019, 12:35:22 PM
so... what's going on with the voting, etc now?
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: RemiD on October 30, 2019, 07:24:01 PM
ok i have (quickly) tested the games

first comment / suggestions for all entries :
add a way to configure the volume of the sound (because sometimes the volume was too high even with my system sound at 10%)
add a way to configure the keys for controls (because not everybody use uk/us keyboards) (not an issue for every game) !
add an ingame help screen when pressing F1 or H

good news for all entries : they all work well on my computer, no problem !

about the gameplay my preference is for gunstar :o and tyob 8) , but this is more a matter of personal taste really. (i have found creepy crawlies and honey things easy to understand how to play, even if i have no idea about what is going on in honey things ??? .

and i think that the graphics style of gunstar, tyob, honeythings, endless horde are good

one thing that struck me is how it is very important to have easy to control and easy to understand gameplay (objectives : what am i supposed to do)
and also how some graphics effects combined with appropriate sounds add some fun to the game (for example add the hits/particles + sounds of gunstar to creepy crawlies and it would have been way more fun !)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on October 30, 2019, 09:54:27 PM
I don't think Matty created a worklog for Endless Horde but I decided to give it a going over this evening and thought he might like some feedback.

Pro’s:
I like the concept of this game. Made me feel like I was playing Bards Tale 3 again on my old trusty C64.

This game was a lot easier to just pick up and play compared to the previous two games you did which were in the same vein.

Nice main char small sprites and char profiles. Background a little spartan though.


Con’s:
Right/left cursor seem to move the window slightly left/right? Any reason for this? Something I missed?

Trying to click off the screen as most action took place near the bottom in my games which was where I first saw the enemy.

It seemed to be an endless fight until your party no longer exist on the same screen? A little lacking in depth perhaps?

It gets a bit cluttered and hard to look at visually when there’s a lot of mobs on screen. With no real feedback when clicking the red hexagons to kill a mob you’re not sure how well your team are doing and if bonus such as the cleric healing are working.

The game felt a bit easier to play when i just had my solitary mage left and could concentrate on the main char because it got so cluttered that I didn’t even realise the other guys had died. It was kind of like a game of Risk when playing on a computer and it’s in fast mode.


Suggestions:
Minor grumble: I wanted to click on the descriptions and actually name the characters in the party. Always more meaningful - in a cannon-fodder kind of way - when you name all your mates in the party and they start getting wiped out.

I think the game needs some way of understanding what kind of decision is being made when you hit a mob. I’m assuming there’s a dice roll being simulated or is it a case of them just being able to move into your spot and doing so means you’re dead?

Music on title screen very quiet. Even volume ramped up on the computer I could hardly hear anything. Sounded like very distant drums - unless that was deliberate?

Movement as party could be an option where they can auto arrange themselves based on which character is the leader. I understand that might cause issues with the cleric only healing in certain scenario’s, however.


Conclusion:
Think this is your best game - even if most simple - so far. I can’t say I’m a huge fan as it stands but I do really like it and I think there’s potential with a bit of customisation for bigger graphics, a little more player feedback, some sound. All stuff that could be done now it’s outside the schedule of a competition game.

Additionally I really think you should be given credit for going for one of the harder options in the competition. I did briefly map up a few ideas for doing something in that category too but wimped out when my design got out of control. Well done.

I think you're in my top Three. Just haven't decided where yet.
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 31, 2019, 06:52:40 AM
So..... Just so we're all on the same page, everyone alright for bug fixes vup until the 15th November.

Onto my reviews,

Creepy Crawlies: it would appear some of Xerras bugs have crept thru the tinternet Wreckit Ralph style, damn Xerra I knew u were good, but that's just not fair!
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: RemiD on October 31, 2019, 07:05:40 AM
@3dzforme>>i have tested your game, and while i appreciate your enthusiasm, it was rather confusing to play, and too slow.
however the graphics style with meshes made of cubes like the pixels of an image is interesting.

some constructive suggestions :
->instead of a remake with the same controls, why not make a similar game with mods / improvements in controls and gameplay ?
for example : remove this number of shots limit and add hits effect with particles and sounds, add dynamite ! add covers, add thingsthings to hit in the environment that can fall on the other player...
->the collision detection seems buggy, maybe use linepicks and pickables instead (and increase the size of the collision box)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Qube on October 31, 2019, 08:25:43 AM
so... what's going on with the voting, etc now?
Voting poll will go up tonight :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Xerra on October 31, 2019, 10:51:48 AM
so... what's going on with the voting, etc now?
Voting poll will go up tonight :)

Cool. Something to watch out for then while I try and avoid the mother-in-law zipping around on her broomstick :-)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: 3DzForMe on October 31, 2019, 06:10:44 PM
@RemiD - attempted to address some of your concerns in the latest / last ? Release:

https://gpsrunningdude.itch.io/wildestwest

Regarding having no limitiation on bullets - I'd that up until a couple of days before the deadline - easy to re-invoke as an 'option' I suppose, spent some time making the 6 bullet version work though..... soz. :)
Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Matty on October 31, 2019, 08:44:26 PM
Thanks Xerra for the feedback.

Left and right cursor - a bug in a sense most likely - if it moves the window / canvas that's a bug...however it's often browser dependent, and I've only really tested in a version of Chrome and IE....if I'd made it full screen it wouldn't have that problem.

Thanks for the other comments.

The game was initially intended to satisfy the 'endless/retro' genre, however I realised upon completing it that it actually fits some of the other categories loosely as well.

Title: Re: Code a game comp - MIX-IT-UP - Aug 25th to Oct 20th 2019
Post by: Derron on October 31, 2019, 09:09:22 PM
Tried Matty's game too (hey I even broke the "highscore").

Think the melees need to swarm out .. .fight fight .. while the others wait in the center and "zapp" if possible. Once the health of the melees gets too low - return to the cleric for a heal.
Rinse and Repeat.
Just do not forget to kill the necromancers and kill the "two hit mobs" as they give 100 instead of 10 points (the skeletons can be zapped more easily).
If the mage does not have someone in range while the cleric (next to him) is healing: "bless" the melees so their attack gets a boost for 2-3 hits (spend them on the harder mobs).

Critics:
- often the units move while my mouse surely was clicking a mob's grid -> loosing movement points and of course no attack
- order of movement is fixed (sometimes I would prefer to heal a unit and then move away with that unit)
- while the cleric becames active (and I could "heal" or "zapp") the enemies move - this is kind of a "bug" and not intended to behave that way
- I would like to at least be able to "hover" my units so that I can see HP/attack/... without requiring the character to be active
- little thingie: "how to play" is a button visually - even if you are already in the "how to play" section after starting

The game "polishing" is not really existing yet (no nice "sound effect" when reaching a highscore, no shiny motivation bubble speech things of your characters ...) but the gameplay itself is something I assume making people to at least come back for another game ("want to beat the highscore"). For more returns to the game it needs bit more appeal and also small additions in the later game levels/moments. Maybe you have interest in improving the game a bit after the competition? Make it shine a bit more and maybe it at least gives some users pleasurable moments in their spare time procrastinating through the internet :).
Feel free to share statistics later on - am sure you create some.


bye
Ron
SimplePortal 2.3.6 © 2008-2014, SimplePortal