SyntaxBomb - Indie Coders

General Category => Game Coding Competitions => Topic started by: Qube on August 31, 2018, 11:50:53 PM

Title: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on August 31, 2018, 11:50:53 PM
(https://www.syntaxbomb.com/images/logoCAGCSep2018.png)

Theme :

Maze

Be it a simple 2D top down maze or a full blown 3D hypercube style extravaganza, this comp is all about being set in a maze.

Your choice if it's a puzzle game, action, FPS, RTS, MMORPG, anything goes so long as the maze element is clear.

Limits :

No limits :P

Competition length :

From Saturday Sep 1st 2018 to Sunday Oct 14th 23:59:59 BST

Rules :

1.. No copyright media or modified pre-built game templates allowed.
2.. Game frameworks are allowed as are free / purchased media.
3.. Individuals and teams are allowed to enter.
4.. Provide a download with at least a Windows executable ( or link if a web browser game only ). Include other OS's too if you want.
5.. Choice of language is totally up to you. You do not have to provide the source code.
6.. One entry per person / team.
7.. Syntaxbomb has zero rights to any work posted here. You / your team hold total control.
8.. Prize to the winners payable via PayPal only.
9.. All entries must be in by 23:59:59 on the 14th of Oct 2018 ( GMT ). No extensions to the deadline will be granted.
10.. There will be a one week gap after the comp ends before voting starts to allow members to play the games and for developers to fix any bugs in their game and re-upload. Once voting commences then no further bug fixes can be submitted until after voting has been completed.

How to submit your game :

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

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

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

How are the winners picked :

Voting will take place from the Monday the 22nd of October 2018 for one week and a dedicated thread will be made and relevant voting information provided.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 01, 2018, 10:08:17 AM
No twist? All good  ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: 3DzForMe on September 01, 2018, 12:03:47 PM
aMAZing, let the maze games progress -  :o
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 01, 2018, 06:01:02 PM
Quote
No twist?

The twist being there's a few quid in prizes lol.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: grindalf on September 01, 2018, 06:13:17 PM
I might go in for this. I will have a mess around with some maze code and see if I find anything I like
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 01, 2018, 08:07:03 PM
Quote
No twist?

The twist being there's a few quid in prizes lol.
Yeah the winner will get something ;D - I thought that no twist / limits would be best on this one so let your imaginations run wild :P
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: MikeHart on September 01, 2018, 08:11:46 PM
Is a dungeon crawler considered to be in the maze game genre?
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on September 01, 2018, 08:38:57 PM
yes - if the dungeon is no linear "can only move forward/backward" thingy - it is a kind of "maze".

I think I would try to do something ancient/explorer/pacmanish-stuff to keep it simple (and it seems you guys favor "simple and addictive" games - so I _just need to make it addictive *shrug*).


Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 01, 2018, 08:40:03 PM
Is a dungeon crawler considered to be in the maze game genre?
So long as it in a maze environment and not a labyrinth ( in the tradition sense ) environment. I know a lot of people may confuse a maze with a labyrinth but just to be clear what is meant by maze :

Maze = A maze is a confusing pathway that has many branches, choices of path, dead-ends, hidden doors, etc. You can get lost in a maze.

Labyrinth = A labyrinth has a single through-route with twists and turns but without branches, dead ends or hidden doors. You can not get lost in a labyrinth as you just have to follow the path to the end.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: MikeHart on September 01, 2018, 08:52:31 PM
Thanks. Do Mazes always have paths that have the same with or can the width of a section be different to other sections?
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 01, 2018, 08:59:38 PM
Thanks. Do Mazes always have paths that have the same with or can the width of a section be different to other sections?
No reason to say a maze has to have equal width sections so I'd say that's fine :)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on September 01, 2018, 09:56:46 PM
Little side note:
Maze and labyrinth translate both to the German "Labyrinth". But "maze" should better get translated to "Irrgarten" (something like a "warren", a "garden to get lost in").

So without Qube's interruption I would still think that labyrinths equal to mazes - now I am wiser. Thanks.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: 3DzForMe on September 01, 2018, 11:35:21 PM
Quote
Maze = A maze is a confusing pathway that has many branches, choices of path, dead-ends, hidden doors, etc. You can get lost in a maze.

Aaaah, this competition takes me back... As a young lad I'd make mazes with the old pen and paper devices. Then... I moved onto 3D mazes using two blocks of green lego that was roughly A5 size as the bottom and top - you'd pop a single brick of lego through the 'entrance'  and have to rattle the lego brick through the 'maze' (possibly a labyrinth....) with just sound eluding to how far thru the maze you were.

Being a bit of a Blitz3D fan.... I can see me being overly ambitious for this compo and ultimately getting somewhere - but nowhere near the end game, but you never know ;)

@Qube, thank you for creating and moderating this forum, consistently awestentacious work ;)

@Derron:

Quote
Maze and labyrinth translate both to the German "Labyrinth". But "maze" should better get translated to "Irrgarten" (something like a "warren", a "garden to get lost in").

My dog has a habbit of 'chucking' the ball to the side when I want her to drop it - she successfully chucked it to the side... down a warren of all things yesterday  ^-^  The garden the ball got lost in was handily underneath some tree roots.....

Happy Maze creations folks ;)  Here s to the gardens we'll get lost in.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 02, 2018, 01:56:48 AM
Quote
@Qube, thank you for creating and moderating this forum, consistently awestentacious work ;)
Thanks, I'm just happy people use the site :) - Regular contributors make a site and that part is nowt to do with me, but you horrible lot, so thanks in return ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 02, 2018, 02:04:11 AM
Not quite sure yet about maybe doing my own take on Rockman - Vic 20 game - which was inspired by Boulderdash. If the map has a layout like the one shown in the image, would you consider that maze themed enough? Think I need to clarify that before I go any further with the idea.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 02, 2018, 02:20:16 AM
Not quite sure yet about maybe doing my own take on Rockman - Vic 20 game - which was inspired by Boulderdash. If the map has a layout like the one shown in the image, would you consider that maze themed enough? Think I need to clarify that before I go any further with the idea.

Looking at the screen shot then I believe it would fit into :

Maze = A maze is a confusing pathway that has many branches, choices of path, dead-ends, hidden doors, etc. You can get lost in a maze.

So I'd say that it qualifies as a "maze".

If you look at all the sections of your screenshot then stick them all together and you have a maze environment.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 02, 2018, 10:16:38 AM
Cool. I'll give that a bit more thought then. Always wanted to do a game where the environment was your main enemy. Don't think I'll copy the music from that game, however. It was dreadful :-)

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 02, 2018, 10:22:05 AM
Do we have to have hidden doors in the maze for it to be a valid entry?  I'm going for a pac-man style maze variant.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 02, 2018, 10:32:17 AM
Do we have to have hidden doors in the maze for it to be a valid entry?  I'm going for a pac-man style maze variant.

Surely Pacman is a maze game in itself, regardless of hidden doors? I can't see why it wouldn't qualify on that alone.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 02, 2018, 10:47:38 AM
Do we have to have hidden doors in the maze for it to be a valid entry?  I'm going for a pac-man style maze variant.
Nah, its just an option of the maze genre. A maze offers many options but hidden doors are not required for it to be a maze based game.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 02, 2018, 10:48:20 AM
Do we have to have hidden doors in the maze for it to be a valid entry?  I'm going for a pac-man style maze variant.
Nah, its just an option of the maze genre. A maze offers many options but hidden doors are not required for it to be a maze based game.

Cool.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 04, 2018, 06:53:18 AM
So.. I have a game in mind with most elements planned out and this evening I fired up my 3D modelling app to begin creating some models. 30 seconds in I get an email through with a multipoint list of requests to update an existing app, grrr. So for the next few days the amount of time spent on this comp will be a whopping 30 seconds :(

Hopefully I'll get a chance to go for this comp but for now I just don't know at the moment. So depressing when you have the urge to create :P
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on September 04, 2018, 07:03:47 AM
I know these "can you please..." emails nagging you kindly for some "asap" stuff.

There is one option to make some time: work harder and more efficient. So instead of 3 days you only need 1,5 days + 35 cup of teas/coffee. Then you get a whopping 1.5 days just for the competition entry (and a varying amount of sleep times with your beloved pillow). Good idea?


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 04, 2018, 07:24:58 AM
I know these "can you please..." emails nagging you kindly for some "asap" stuff.

There is one option to make some time: work harder and more efficient. So instead of 3 days you only need 1,5 days + 35 cup of teas/coffee. Then you get a whopping 1.5 days just for the competition entry (and a varying amount of sleep times with your beloved pillow). Good idea?


bye
Ron

Lol, after 35 cups of tea I’ll of spent more time in the kitchen and more time going to the loo than coding :P
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on September 04, 2018, 08:08:25 AM
mmm. no coding yet... still brainstorming:
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-04-at-08-04-17.png)

work on paper done approx 1983, finally transferred to real pixels 2018!

Maze of Doom - perhaps? Monkey's On the Knees!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on September 04, 2018, 08:13:25 AM
That dude looks very similar to my hero ... will have to change color of the throusers. Let me guess: not really inspired by Alan Quartermain but Indy ;-)

Why not adding 2 pixels for a lil "joint" and call it Tomb Stoned?


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on September 04, 2018, 08:33:13 AM
 ;D
Stil Brainstorming. but TombStoned is a great thought
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 04, 2018, 05:37:13 PM
Why not adding 2 pixels for a lil "joint" and call it Tomb Stoned?

Haha, that's a great idea. Do it, Adam :-)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 04, 2018, 08:33:05 PM
Some nice pixel art there  8)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on September 05, 2018, 06:19:25 AM
I think I'm starting to get a concept idea:
building with different floors - each a maze
pick your group and raid the building...
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 05, 2018, 05:52:16 PM
THEY STOLE A MILLION ?!?!?!?!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 05, 2018, 06:22:19 PM
Quote
pick your group and raid the building...

I like that concept.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 06, 2018, 07:04:49 PM
5 days in now so who's going to fess up and talk about what they're doing? The guys who've not already discussed their games, of course.

I'm still thinking on my original idea and putting some stuff on screen to see how I think the game would play. I've already decided to not keep the blocky movement of the original game and have it pixel, so causing a bit more work before I've even done much work. Nothing worth showing yet but I'd be reluctant to change my mind and switch to a different game idea now.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 06, 2018, 08:00:06 PM
I'm working on something loosely based on Pacman. 

It'll be low-res pixel art style.  The maze will be a city with roads / buildings / trees etc..  and you'll be controlling a vehicle on rails, similar to how Pacman is controlled.  The chasing ghosts will be law enforcement.  I've a few thoughts on gameplay but yet to nail down the finer detail - possibly bank jobs and you're the getaway driver picking up the loot for points.  You'll definately be avoiding the cops for one reason or another.



Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: 3DzForMe on September 06, 2018, 09:12:14 PM
At the concept stage still, need to get of the starting blocks.... Got some ideas that need fleshing out. The question is to 3D or not. At Stevie G, sounds cool 😎
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on September 06, 2018, 09:55:59 PM
I'm keeping my game under wraps until I'm at least 95% certain that I'm going to finish it.  ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 07, 2018, 08:42:02 AM
A couple of comments here are reminding me of my very first Speccy game.   ;D

Hungry Horace 'getting chased by the guards'.





Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on September 07, 2018, 09:04:44 AM
@Steve
This reminds me to what I played in my youth/childhood on the KC 85 (computer build in the former GDR):


It is surely based (theme wise) on the popular soviet-era cartoon of "nu pagadi".


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 07, 2018, 06:01:45 PM
Yes true, both a simplification and variation on classic Pacman, a game that still stands up today I think (retro graphics for today obviously).  With iconic sounds and challenging gameplay from a simple maze game.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on September 08, 2018, 11:55:37 AM
THEY STOLE A MILLION! Good call  ;D
Yep. Thats the sort of thing I'm going for:
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-08-at-11-35-46.png)

Been having fun doing building topdown graphics and I'll report via the worklog on how it's all going.
First step will be to break out of jail... then assemble your gang (by locating and getting them out of different cells, etc. Well that's the idea  :-\
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 08, 2018, 01:17:05 PM
THEY STOLE A MILLION! Good call  ;D
Yep. Thats the sort of thing I'm going for:
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-08-at-11-35-46.png)

Been having fun doing building topdown graphics and I'll report via the worklog on how it's all going.
First step will be to break out of jail... then assemble your gang (by locating and getting them out of different cells, etc. Well that's the idea  :-\

Love the graphics style there - makes me think of an overhead Rebelstar on the Speccy.  DO NOT add loads of colour or you'll spoil it  ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on September 08, 2018, 01:50:50 PM
good point about the color. I'm going to try and keep color down, although I have a few thoughts about using color for different players/units. We''l see on that front as I test and retest stuff ;)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 08, 2018, 02:35:45 PM
Quote
DO NOT add loads of colour or you'll spoil it  ;D

Agreed.

Looks good, but I wouldn't use black as a background - why not try a blueprint look?

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on September 09, 2018, 06:29:05 AM
How about this ?
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-09-at-06-27-56.png)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 09, 2018, 09:42:08 AM
Looks good  8)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 09, 2018, 02:37:59 PM
Much kudos if it's going to play like they stole a million, if you do the planning stuff like that game did. I'm thinking maybe you're going to make it real-time though?!?!

I always thought the original game was really clever the way you could make plans by moving them through the building doing their own parts of the robbery so you could micro-manage the whole thing and try to optimise your time before the rozzerz turned up :-)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on September 09, 2018, 03:27:32 PM
Although I haven't actually played They Stole a Million (TSAM). I looked at the videos.  :D

My thoughts are to make it task based - you choose similar to TSAM what your objective is then go and attempt it.
You start in the jail and must get out.

Then you decide what to do next - rescue some others (to help you)? Go on a raid - you might not be good enough to pull it off first go...!

I thought that there would be different locations. With some needing multiple tries with different things to get. E.G. there might be more 'friends' to rescue at the jail, but you can't get to them because you need an alarm expert, etc, etc...

Along the way you can extend your skills/gang. and learn how to do things. E.G. there must be an easy way to get past a guard. And so on...

That's my thoughts...
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 09, 2018, 03:36:15 PM
Made a good start this weekend building a random city generator.  The buildings and trees are prototypes of the shapes I'm going for and the heavy shadows will be improved but it's close to the look I was going for.

The city will be approx 2 x the size of your screen so will scroll around etc.. Seriously considering re-using my Van from Van Tourisimo (with the addition of a little windscreen)  ;D

I'm enjoying playing with the generator - things like making more rural buildings on the outskirts of the city, less water and more high rises the closer to the center are planned as well as a possible wrap around tunnel at the edges.  I also plan on adding street lights, safe houses, bridges, cop cars, maybe a Bus etc..

No tile as yet ... possible Pac-Van ...

(http://www.steviegoodwin.plus.com/images/GA2.png)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 09, 2018, 06:56:26 PM
Very nice stuff as usual Stevie  8)

Pac-Van - I like it   ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 09, 2018, 09:48:43 PM
A bit better  :D  Will start a worklog when I think of a name.  The Pyramid is meant to be a Casino btw!

(http://www.steviegoodwin.plus.com/images/GA4.png)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on September 09, 2018, 11:04:45 PM
Looks good as always. Maybe temple needs some blinking lights ... or animated light stripes. Can imagine little green "money packs" will look good on the streets. Ready to collect them...

bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Holzchopf on September 10, 2018, 04:14:25 PM
Looks nice!

Today I also found some time to work on a concept. My goal was to come up with something with the "maze element" as clear as possible. And right now I'm quite happy with what I have (as it also works in my mind. I wonder if it will still work once made into a game...)

(https://www.syntaxbomb.com/index.php?action=dlattach;topic=4887.0;attach=1167;image)

Edit the image is meant to be a teaser, not an actual explanation of the concept :P
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Matty on September 10, 2018, 06:59:26 PM
Your game reminds me of Tsuro just by looking at it..

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on September 10, 2018, 07:19:29 PM
Railroads remind me that I (somewhen) want to see a child-/youngsters-game. So some simple "catch the mice", "help mouse through maze to fetch some cheese", "water the flowers"... thing game. They are easy to play and if done properly you can upload them to the web/playstore/... so others can easily enjoy them.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 12, 2018, 03:38:04 PM
I have a maze game in production, but I started working on graphics before the comp started so won't be entering.

But all this pixel art has inspired me to re-visit it.   :D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 12, 2018, 04:51:31 PM
I have a maze game in production, but I started working on graphics before the comp started so won't be entering.

But all this pixel art has inspired me to re-visit it.   :D

Using pre-made assets isn't a breach of rules so you should finish it and submit it  :D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 12, 2018, 05:18:53 PM
I have a maze game in production, but I started working on graphics before the comp started so won't be entering.

But all this pixel art has inspired me to re-visit it.   :D

You can use pre-made assets in your projects, if you wish to. So it doesn't matter if you've just done graphics and nothing else. Code it and enter it.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 12, 2018, 05:31:31 PM
Quote
Using pre-made assets isn't a breach of rules so you should finish it and submit it  :D

You can use pre-made assets in your projects, if you wish to. So it doesn't matter if you've just done graphics and nothing else. Code it and enter it.

Oh I didn't realise.

I say maze, in a loose definition it could be described as a maze.



Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on September 12, 2018, 06:13:26 PM
Quote
Using pre-made assets isn't a breach of rules so you should finish it and submit it  :D

You can use pre-made assets in your projects, if you wish to. So it doesn't matter if you've just done graphics and nothing else. Code it and enter it.

Oh I didn't realise.

I say maze, in a loose definition it could be described as a maze.

Looks like a maze to me .. nice retro pixel work - I like it!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on September 12, 2018, 06:19:46 PM
Quote
Looks like a maze to me .. nice retro pixel work - I like it!

Cheers mate, but I don't think it's a maze game, really.  But I will complete it.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 16, 2018, 11:50:41 AM
So far there have been 8 worklogs created for games being entered into this competition. I'm also working on one but haven't put any information online about it yet as it's placeholder graphics at the moment. I know of one other game being worked on which hasn't been spoken about yet so that looks like 10 ongoing.

Might get a record number of entries this time if they all get to the finish line.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on September 16, 2018, 02:13:28 PM
@ Xerra

I'm working on something for this compo, but I'm reluctant to divulge anything about it in case I don't finish it (as happened with the Christmas-themed compo). I reckon that if I reach the ~80% completion mark, I'll probably post something about it then. I've been keeping (very poorly) a dev diary, mostly in the form of daily uploads of as-yet unlisted YouTube videos.

Many of those that have posted images and videos of their current WIPs are producing some really astounding stuff!

Good luck to all participants  :D

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on September 25, 2018, 09:02:55 PM
Making this game for the compo feels like an exercise in rediscovering the fact that I have no artistic talent or drawing skills whatsoever.  :( :( :( :(

Next time I'll just buy an asset pack!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on September 25, 2018, 09:14:40 PM
Making this game for the compo feels like an exercise in rediscovering the fact that I have no artistic talent or drawing skills whatsoever.  :( :( :( :(

Next time I'll just buy an asset pack!

I did this for the last game I submitted but have resisted the urge so far with what I'm doing. I might need to, however. The free stuff I've got isn't really good enough.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on September 25, 2018, 09:48:24 PM
And the other problem with (trying to) draw graphics, is that it takes flipping ages!

8 to 10 hours to draw a couple of rather naff-looking sprites!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on September 26, 2018, 12:05:05 AM
Quote
And the other problem with (trying to) draw graphics, is that it takes flipping ages!
Media creation can be a right time sucker. I know when I did ExBiEn that at least 60%+ was time spent doing the graphics and music.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Morpheus on October 01, 2018, 10:56:24 PM
Hi Everyone,

I thought I would give you all a preview of what I am working on: I am doing a remake of a game from the late 1980s. It's called Rock'n'Roll. It came out on the Amiga, Atari ST, Commodore 64, Spectrum and Amstrad CPC464.

I have probably bitten off more than I can chew. The game has 32 levels, I will be very happy to get the first 10 in, in time for the competition deadline, but who knows!



Enjoy!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 02, 2018, 01:01:54 AM
Oo er! that looks pretty swishy, very nice remake ;D - Hope no lawyers from Rainbow Arts ( or whoever owns the rights now ) are watching :O
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Morpheus on October 02, 2018, 03:11:36 AM
Oo er! that looks pretty swishy, very nice remake ;D - Hope no lawyers from Rainbow Arts ( or whoever owns the rights now ) are watching :O

Thanks, really pleased with the progress so far  :)

From what I have established they ceased to exist around 1991. If anyone owns the rights now I don't know! I have had permission from Chris Huelsbeck to use his music in this remake. So that part is OK /phew!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 02, 2018, 04:21:46 AM
Quote
I have had permission from Chris Huelsbeck to use his music in this remake. So that part is OK
That’s a name and a blast from the past, nice one ;D - super cool tune.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 02, 2018, 09:11:59 AM
That looks like a perfect conversion of the original.  :D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on October 02, 2018, 11:15:32 AM
looks and plays brilliantly - too brilliantly.

so, you're not actually making a game - you are ripping the game graphics and sound and then repackaging them exactly as was presented in the first place - you're directly cloning it? You may have created the graphics, but you created a clone. so you created nothing. you might just as well of used the original ones. because they are the same...

I think what you have done is great. and I'm sure the coding is great too. But you are really not bringing anything new or different.

I'm also not certain that this would be allowed as nothing here is really 'yours'. You even went so far as to contact the original authors to see about you using their stuff. Surely this is completely against the concept of making your own stuff - you really have made nothing here, apart from totally cloning an already existing game!

Although I am not entering this competition. I do feel that this should not be entered either - it's a clone, a direct copy, even down to the exact sounds and graphics. Whose to say that this isn't just a repackaged hack?

If I was voting this would have to score 0 or be disqualified.

Quote
Rules :

1.. No copyright media or modified pre-built game templates allowed.

But it's brilliant - just not yours!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 02, 2018, 11:34:15 AM
Don't be a Dick, Adam.  Yes It does seem too identical for my taste too, but that rant was just uncalled for.  Go fix your own game rather than trolling.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on October 02, 2018, 11:48:53 AM
 :o

I stated some facts - and you agreed - and I'm the....

Steve goes off on one -again at me...  :-* :'(
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Holzchopf on October 02, 2018, 12:16:02 PM
From what I have established they ceased to exist around 1991. If anyone owns the rights now I don't know!

Not knowing who owns the rights doesn't protect you in any way. I don't know where you live, but afaik a copyright stands till 70 years after the death of the owner pretty much all around the world. I'm not sure how it's for work that has been published by an enterprise, but assuming that it's then either date of release + 70 years or date of last involved persons death + 70 years, you can clearly know how owns the rights now. Qube even told you.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 02, 2018, 12:25:38 PM
@ Rainbow Arts
They did Mad TV too (which I tribute in TVTower/TVGigant). Many rights of Rainbow Arts were bought by "Phenomedia" at that time (which also bought "Art Entertainment" - who were famous for Crazy Chicken / Moorhuhn) - and Phenomedia underwent insolvency (balance sheets fraud...). A newly created "phenomedia publishing GmbH" was then buying assets/stuff for Moorhuhn - so maybe even other rights.
... ehm, mixed that up, Phenomedia was formerly known as "Greenwood Entertainment" - who was publisher for Mad TV 2.

So, Rainbow Arts belonged to "Softgold" (which was a subsidiary of "Rushware" - publisher of Monkey Island, Turrican, ...) - Softgold and Rushware were sold to "THQ" (which went down in 2012..). Nordic Games bought the THQ stuff and renamed itself to THQ Nordic.

Means: Biggest chance to hold the rights for the game asset/title is: THQ Nordic.


@ music
Game music ... some parts reminded me to music of ... argh, cannot name it ...something with "fever" in the lyrics - and melody wise only a partially. But sounds cool (thanks Chris - for this and other stuff you did).


@ game
It looks pretty cool - and it is surely a big hurdle to climb when it comes to code something "to behave exactly as the original" but I am absolutely with Adam here - that "ripped" gfx and music would disqualify for entering the competition.

BUT ... why not replace GFX and SFX and enter then? you might even do a more "high res" variant? Would still be a "remake" but one not messing with potentially copyrighted media.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Morpheus on October 02, 2018, 12:33:18 PM
looks and plays brilliantly - too brilliantly.

so, you're not actually making a game - you are ripping the game graphics and sound and then repackaging them exactly as was presented in the first place - you're directly cloning it? You may have created the graphics, but you created a clone. so you created nothing. you might just as well of used the original ones. because they are the same...

I think what you have done is great. and I'm sure the coding is great too. But you are really not bringing anything new or different.

I'm also not certain that this would be allowed as nothing here is really 'yours'. You even went so far as to contact the original authors to see about you using their stuff. Surely this is completely against the concept of making your own stuff - you really have made nothing here, apart from totally cloning an already existing game!

Although I am not entering this competition. I do feel that this should not be entered either - it's a clone, a direct copy, even down to the exact sounds and graphics. Whose to say that this isn't just a repackaged hack?

If I was voting this would have to score 0 or be disqualified.

Quote
Rules :

1.. No copyright media or modified pre-built game templates allowed.

But it's brilliant - just not yours!

If you want to get pedantic about copying games, well no one can create a game again. EVERY game is now some sort of copy or clone of something that has been written before. Story lines or plots, you could argue, but it's all just a twist on someone else's creation.

As for graphics, I have probably spent more than half the time playing the original game and screen shooting and then editing them. Pretty much every pixel has been edited by me. I could have spent another 6 month creating new graphics for the game but we only have around six weeks in total. For me it is a no brainer.....

Why have I done a remake, well for this is a great game that fits the competitions maze theme. It's also quite an ambitious project for the time scale. So I am pushing myself to create not only a good game but a faithful reworking of the original.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Morpheus on October 02, 2018, 01:18:38 PM
BUT ... why not replace GFX and SFX and enter then? you might even do a more "high res" variant? Would still be a "remake" but one not messing with potentially copyrighted media.

Change the graphics then its fine. :o Surely according to 'others' this is still copyrighted game?

Sorry I am not trying to be sarcastic. Just a bit p***ed off that when you have put a lot of work into a project, and all you get is you copied that.... That was my intention.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Holzchopf on October 02, 2018, 03:07:33 PM
Change the graphics then its fine.

Yes exactly. Because on one hand game concepts can't be protected by copyrights (only creative media like art, sound and so on can be) and on the other hand there's a rule that clearly says "No copyright media" and the media you presented here looks SO like the original it's just not save to say it's not a copyright infringement.

I can't speak for the other 'others' but I personally would not go batshit crazy and/or fling faeces when you'd enter with modified graphics or somehow get permission to use the graphics too ;)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: iWasAdam on October 02, 2018, 03:14:20 PM
Game mechanics (generally) can't be copyrighted. but even then you have to be careful as with all the Pacman lawsuits from Atari (in general they won).

No one is debating time and effort. and the result looks and sounds great - it's just not yours. it is a carbon copy (to all intents) of the original. No effort made to update things, mix things up, take a different angle, take the concept further with new levels, etc.

The same would stand for a clone of Mario, etc. Infact using Mario or Mario graphics is usually enough for Nintendo to begin action.

Quote
and all you get is you copied that.... That was my intention.
And it's great :)

for anyones interest here is the original:
(https://i.ytimg.com/vi/_zWPQ6G4HKE/maxresdefault.jpg)


Qube - your thoughts?
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Morpheus on October 02, 2018, 03:58:48 PM
If I was going to sell the game afterwards to make money then I would agree there is a copyright infringement.

Let's look at the 100,000s of Tetris clones; Tetris Corp. don't go around stopping people from making them. They get the lawyers out when people are making money from their game/property. As you say Atari and their greedy lawyers sue anyone trying to make money from their rights.

My game is a clone of Rock'n'Roll. If you were to actually play the 2 they are quite different.

If I was out there to cheat in this competition I could just download the WinUAE source code wrap the original ADF in a new executable.

Why does the game have to be different from the original; surely it is just as good to do a great game justice?

This is a coding competition surely it should be judged on that?
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 02, 2018, 05:02:07 PM
Quote
I stated some facts - and you agreed.

Not at all, I said

Quote
That looks like a perfect conversion of the original.  :D

When you pushed I said

Quote
Yes It does seem too identical for my taste too

For my taste.  BUT I never jumped all over the guy like you did!!  That's the major difference.

If the game breaks the Competition Rules then that's up to Qube to mention, or for you to politely query the rules; and if not, people are free to vote as they see fit.  You don't seem to like game conversions one bit, that doesn't mean others won't enjoy them.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 02, 2018, 06:20:24 PM
I think you've been a bit hard on Morpheus here, Adam. I know he's doing nothing new, but it's still an impressive piece of work. I'll leave it to Qube to decide if it's a valid entry or not.

I'm just saying I wouldn't vote against it because it is a direct remake. I know there's issues of copyright but you have to take on board what the guy has said. It's not a game that's being sold and, while it's basically using their graphics, and reproducing a game that they own, he's not making any money out of it so what point would there be in them suing him? Not like the game is still generating sales revenue anyway.

Possibly a moral issue here where some might consider he's stealing someone else's work but who's he actually hurting? The creators of the game - the ones who I'd really care about, not the greedy company that just inherited the IP without any of the work behind it - would probably be flattered that someone remembers their 25+ year old game this way. I certainly would be.
 
While Morpheus also says: "This is a coding competition surely it should be judged on that?"

Agree with this to an extent but I think the games should be judged on how fun they are to play above all else. You can't get away with having placeholder graphics or using poor quality free stuff though, as it's a very small minority of people who will even try a game if they don't like the look of it. None of us give a monkey about what language it's been made in, if it's good.

As for Morpheus, with this game you've recreated the original graphics exactly - which must have been a loot of work - but it's not making your game look individual by doing that, I think. I'm all for retro remakes but I'm never going to try and make something exactly like the original game. I like to work on the concept and do something extra with it.

I must say that i'm really looking forward to trying this out, however, as i've never seen the original game and it looks great fun to actually play. I hope you stick with it in the face of the criticism you've had here.

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 02, 2018, 07:42:50 PM
Quote
This is a coding competition surely it should be judged on that?
Yes, these are game coding competitions and as impressive as your clone is....

The rules do state :

Quote
1.. No copyright media or modified pre-built game templates allowed.
You have permission from Chris to use his music and that's fine but you do not have permission to copy the graphics. If you had permission or even bought the graphics from someone who had permission to copy / sell them then that would also be fine.

As it stands I've unfortunately got to say that that entry as it stands would not be allowed on copyright grounds. Even if Rainbow Arts no longer exist I'd be surprised if no other company has the game rights in some capacity. I'm sure none of us want any snotty lawyer threats of suing for thousands of pounds.

Sorry, but there's a reason for rule no. 1.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 08, 2018, 04:59:47 PM
Ok, just under a week to go. Let's see how many are still beavering away and think they can make the deadline and how many have given up the race. Last time I counted I think there were 10 or so entries that we knew of being submitted for competition 6.

I'm about to start working on some kind of "game completed" screen this evening. My game is mostly done now, bar some sound effects and a lot of tidying up and bug fixes. Spent far too long messing around yesterday with a graphics problem that turned out to be because I was using a sprite greater than 2048 pixels on it's y-axis. Don't ask.

Think I should be able to make this one with a few more hours beavering at it - and I've not had to scrap too many ambitious ideas this time. Apart from a cave editor :)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: TomToad on October 10, 2018, 03:52:06 PM
Haven't worked on mine for the past few weeks due to medical issues.  Didn't realize the deadline was so close.  Thought I had 'til the 31st for some reason.
I did manage to get steering and collision working, just need to work on some explosions, sound, AI, and a few other little details so a big push over the next few days might get something I can submit.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on October 10, 2018, 06:32:14 PM
Who else is feeling the pressure of time as the deadline looms upon us?  :o
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 11, 2018, 06:47:08 PM
I have six milestones left and a game that can be completed with no bugs as it stands. Of the six bits still to do, I think 3 of them are tough and 3 are very easy. So I'm hopeful I can get it all done by Sunday, work allowing. Luckily I have a mostly free weekend to scrape it all together :)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 11, 2018, 07:00:53 PM
Who else is feeling the pressure of time as the deadline looms upon us?  :o
I think I'll be OK this time around, no crazy pressure.... yet :P
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 11, 2018, 08:06:30 PM
Hmm...
yesterday my young son thought it was okay to open the stove/cooker ... and when he stumbled he unwillently sat on the front door - overstretching the hinges. So my evening was full of "finding out how" and "trying to" repair the hinges (first of all I needed to find out that it might be the hinges). Repair was not successful - as hinges seemed ok.
Today I found out: hinges have a spare part in which they are moved "into". To check that out the whole stove needed to get disassembled ... puh, done that and finished right at 16:00 today (had my second son laying on the ground (on a blanket) so reparing a stove - and doing babysitting (5months old now).

Put everything back together ... and somehow the hinge moved the door up 1-2 mm so that it did not close perfectly. I gently pushed it down (hands on front plate - and handle). And then ... baemm, ouch ... what the f... the whole front door broke into thousand pieces - and many peaces poked into my fingers. Lucky it bleeded only a bit here and there (but it aches...). Biggest cry was not by me but my older son (fresh 3 yrs) who was of course also "surprised" by this odd happening.

Ok, so I am sitting here now, some stripes on my hands, already having ordered a new stove (exchanging hinge+whatever else was not correct + new front door = nearly as expensive than bying a new one, so bye bye 2009 stove, welcome 2018 stove). So back to coding now? yeees of course - but tomorrow I already promised to help my brother in his house (with fire in the evening - means alcohol - means less productive evenings). Hope hands do not ache so much then. Saturday we get nephew overnight and during daytime they want to be entertained too. Sunday another birthday is rooming in ...

Long story short effect: have to cut down on features to make something playable. Glad that mouse movement does not ache - and keyboard usage is possible too. Seems I had at least a bit luck ;-)


Now: what're your excuses to cut down features or even not taking part in the compo? 
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 11, 2018, 08:21:26 PM
DIY does not mean Destroy It Yourself :P - Hope your hands are ok :)

Quote
Now: what're your excuses to cut down features or even not taking part in the compo?
Real life work which is super urgent time critical and must be done for tomorrow ( so some client insists ). That kinda junk gets in my way :(
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Matty on October 12, 2018, 07:10:37 PM
Here's my submission, a day early-because it's web based you have (most) of the source code.  If I make any feature changes it will be before the deadline or after voting closes in two weeks.

Game Title: 'The Young Prince'
Download link and OS requirements: http://www.mattiesgames.com  (http://www.mattiesgames.com) go to the games tab, you'll see it.
Required dependancies: a browser like Chrome or any other modern browser that can run html5 canvas games.
Brief info about your game:
----------
An rpg of 4 characters who explore an overland map and enter mazes of dungeons and slay monsters and go on quests.

Playable on desktop or tablet.  Can also play on mobile but screen might be too small.

More info at
http://www.concavetales.com/exercises/?page=4407 (http://www.concavetales.com/exercises/?page=4407)
-----------
Media information ( If using free / purchased media then please state where you obtained said media. ) : Graphics all my own hand painted graphics in paint.net or in code. Music by Eric Matyas of soundimage.org
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: GW on October 13, 2018, 10:58:25 PM
Just posted my compo entry to the Showcase:  https://www.syntaxbomb.com/index.php/topic,4949.0.html

Let me know what you think.
Good job everybody!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: TomToad on October 14, 2018, 01:10:05 AM
Here's my showcase entry https://www.syntaxbomb.com/index.php/topic,4950.0.html (https://www.syntaxbomb.com/index.php/topic,4950.0.html)
Won't have any more time to work on it before the deadline, so any more changes will have to wait til after the voting.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: therevills on October 14, 2018, 06:02:24 AM
Great entries so far!  :)

Puts my poor effort to shame, it's as finished as it'll ever be in Godot:

https://www.syntaxbomb.com/index.php/topic,4906.msg19941.html#msg19941
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 14, 2018, 02:29:32 PM
good luck guys ! ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 14, 2018, 05:01:55 PM
@therevills - I can't get the web version to work in Safari ( plain green window ) and in Chrome it's alignment is to the right and so I can only see half the screen. Will download the Windows version :)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on October 14, 2018, 05:10:41 PM
My entry ...  Vanarchy

I'll be making some changes and improvements post comp.  Feedback welcome.

https://stevieg.itch.io/vanarchy (https://stevieg.itch.io/vanarchy)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 14, 2018, 09:12:32 PM
TankTastic is complete \o/

Link to my entry in this comp https://www.syntaxbomb.com/index.php/topic,4953.msg19977.html
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: blinkok on October 14, 2018, 09:47:44 PM
Excellent job to all those who entered and good luck!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: therevills on October 14, 2018, 10:11:03 PM
@therevills - I can't get the web version to work in Safari ( plain green window ) and in Chrome it's alignment is to the right and so I can only see half the screen. Will download the Windows version :)

Doesn't surprise me, for me the Godot WASM is buggy - the screen is displayed okay in Chrome but the controls are all messed up...

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Holzchopf on October 14, 2018, 10:17:35 PM
My entry:

Crazy Dram

Available for Windows, Android and as HTML5 version (https://www.syntaxbomb.com/index.php/topic,4954.msg19984.html#msg19984)
(No dependencies)

Crazy Dram is a maze game, in which you have to solve a maze to create a path from start to finish by rotating track pieces. Collect diamonds and items on your way for extra stars. Collect stars for more sophisticated levels.

Graphics and sounds by me.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on October 14, 2018, 10:44:46 PM
Here's my entry:

Maizie Bones

The game consists of 8 subgames, each of which is at least loosely connected to mazes of one kind or another.

http://www.proggies.uk/progs/zip/maiziebones.zip (http://www.proggies.uk/progs/zip/maiziebones.zip)

Windows only (sorry!). The Zip folder has been scanned by multiple AV programs, and it is clean.

Coding & graphics by BasicBoy. All music was licensed from Shockwave-Sound.com.
Sound effects (mostly Creative Commons) sourced from Freesound.org.

I will create a new thread for my game in the Showcase section of this forum.

(There was supposed to be 9 subgames, but I ran out of time)  :(

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 14, 2018, 10:55:26 PM
(https://www.gamezworld.de/files/mazeraider/mazeraider_icon.png)
(Icon is set in Godot for export ... but seems Godot does not like my .ico files... see worklog)

(http://i.imgur.com/n7kSrHk.png)
(Startscreen)

(http://i.imgur.com/pMq6Dap.png)
(Ingame)


Download:
Linux 64 bit: https://www.gamezworld.de/files/mazeraider/Maze_Raider.Linux64.7z
Windows 32 bit: https://www.gamezworld.de/files/mazeraider/Maze_Raider.Win32.7z
Windows 64 bit: https://www.gamezworld.de/files/mazeraider/Maze_Raider.Win64.7z
(updated downloads today - 2018/10/14 - at 22:35 GMT / 00:35 in Chemnitz/Germany, reason: removed some unused assets to save download space and updated licences.txt)

Edit: 2018/10/15 - added a mac export
Mac OSX (32 + 64bit): https://www.gamezworld.de/files/mazeraider/Maze_Raider.MacOSX.zip

The "Maze Raider"-thread contains updates (other download-links!) which add new camera modes, so I consider them as "feature extension", make sure to use a version < v0.8.4 when voting.


How to play:
Start - and control your adventurer with the cursor keys. Engulf your torch to make mummies burn and meanwhile collect items to progress to the next level (with more mummies, more traps, more to do).
There are gold coins to collect (for score), mummies to kill (to stay alive and for score ;-)) and there are mysterious plates to collect - once you catched the last one the door to the next level opens.
WASD can be used to manually move the camera around (and TAB disables the AI meanwhile).


Notes:
Game is not really finished, there is plenty left to do - but time run out and weather outside was way too fine (sunny!). So no story mode, no level "totals" once you win, no savegames, no highscore ... there is plenty I might not even want to learn in Godot for now (see worklog) ...
Licence: all textures and models are done by me. Fonts are free to use - sound files/music files are credited in licences.txt
As Godot "packs" everything into one file it is hard to "auto credit" assets by supplying a licence.txt file next to the asset. Sorry authors. Maybe I should add a "credits" screen.

bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Morpheus on October 14, 2018, 11:37:49 PM
Here is my entry!

It's a remake of an old Amiga/Spectrum/C64/Atari ST/Amstrad game. Do to earlier complications with the graphics I have redone them all from scratch. The first 3 levels are fully playable.

Download for Mac and PC here https://conceptalpha.itch.io/rock-n-roll (https://conceptalpha.itch.io/rock-n-roll)

Enjoy!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 14, 2018, 11:54:03 PM
Here is my entry Rockman.

https://xerra.itch.io/rockman

PC and Mac versions are available.

Full instructions to play the game are in the menu's.

Rockman was written with GameMaker Studio II. I will put a showcase post up for this as soon as I can.

In the meantime here's the info required for competition rules:

I employed an artist on Freelancer.com to do most of my graphics. Reciept attached.

The other stuff I've used, such as music, are also attached.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 15, 2018, 12:21:39 AM
Bit after the comp deadline but that's it folks, comp is now closed  8)

Well done to all those that entered and extra bonus high-fives to those who struggled to the bitter end to get their games in in time.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 15, 2018, 12:29:45 AM
Oops, had my itchIO page as draft. It's published now.

Just in case of any questions about my time of upload if people tried and failed to access it before this post, here's a screenshot showing the upload times on Itch IO.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 15, 2018, 12:35:38 AM
All the games submitted for this comp in one post ( in order of submission ):

Matty - Young Prince - http://www.mattiesgames.com/youngprince/
GW - Maze Escape - https://www.syntaxbomb.com/index.php/topic,4949.0.html
TomToad - MineBlast - https://www.syntaxbomb.com/index.php/topic,4950.0.html
therevills - A Knight's Maze - https://www.syntaxbomb.com/index.php/topic,4906.msg19941.html#msg19941 / https://therevillsgames.itch.io/a-knights-maze
STEVIE G - Vanarchy - https://www.syntaxbomb.com/index.php/topic,4887.msg19964.html#msg19964 / https://stevieg.itch.io/vanarchy
Qube - TankMania - https://www.syntaxbomb.com/index.php/topic,4953.msg19977.html
Holzchopf - Crazy Dram - https://www.syntaxbomb.com/index.php/topic,4954.msg19984.html
BasicBoy - Maizie Bones - https://www.syntaxbomb.com/index.php/topic,4956.0.html
Derron - Maze Raider - https://www.syntaxbomb.com/index.php/topic,4887.msg19992.html#msg19992
Morpheus - Rock-n-Roll - https://www.syntaxbomb.com/index.php/topic,4887.msg19994.html#msg19994 / https://conceptalpha.itch.io/rock-n-roll
Xerra - Rockman - https://xerra.itch.io/rockman
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 15, 2018, 12:39:21 AM
The number of entries for competition six astounds me.

Goes to show that us lot are still willing to give it a go even if there is only one prize available.

Well done everyone who's had a crack and put out a game this time :-)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Naughty Alien on October 15, 2018, 07:35:23 AM
i agree...i really admire this guys pouring games at this rate, and enthusiasm is so obvious..i like it very much, sort of inspiration for me..
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Holzchopf on October 15, 2018, 08:08:27 AM
Wow, 11 entries! :o Well done to everyone!

Is bugfixing after the deadline allowed? Cause I just realized there's a sound problem in the Android version and I'd like to address that as soon as possible.




Eleven entries, man. That's going to take ages till I played them all...
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: therevills on October 15, 2018, 08:50:49 AM
Is bugfixing after the deadline allowed? Cause I just realized there's a sound problem in the Android version and I'd like to address that as soon as possible.

Yep :) Check rule 10:

Quote
10.. 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.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Holzchopf on October 15, 2018, 08:54:47 AM
Oh. How did I miss that? Thanks! ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 15, 2018, 09:18:06 AM
@ bugfixes
Remember to only fix bugs, not introduce "features" (exception: a bug which silenced existing music, disabling an effect, ...). So especially show stopper bugfixes are welcomed.


@ 11
Seems we can create a dev-soccer-team then :-)
But a pity it also seems that we did not fetched the attention of someone "new"/outside of the syntaxbomb-userbase.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 15, 2018, 11:03:32 AM
Wow 11 entries, now that is aMAZEing.   :o

Well done to all, it looks like a high standard of games have been produced.  I've quickly had a go on all of them and they all seem to work without a problem.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 15, 2018, 05:43:38 PM
I seem to be getting addicted to the Rockman game so far lol.

If you die it's always your own (my) fault for rushing.  A couple of bugs so far.  You seem to be able to start before the countdown and I managed to get myself in a situation when I was surrounded by rocks and couldn't move.  The game should spot that and end that level.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 15, 2018, 07:07:25 PM
I seem to be getting addicted to the Rockman game so far lol.

If you die it's always your own (my) fault for rushing.  A couple of bugs so far.  You seem to be able to start before the countdown and I managed to get myself in a situation when I was surrounded by rocks and couldn't move.  The game should spot that and end that level.

Neither a bug, my friend. Had me worried for a second.

If you get jammed in then you just need to push F1 to forfeit a life and reset the cave. I could have detected if you were jammed in but didn't think of it at the time.

As for the countdown, that's there for the later levels where you have bad guys and skulls. If you don't like the look of a level then you can push f1 to reset the cave before it hits 0 without losing a life. I set the game so the countdown is cancelled as soon as you hit a key to move.

Apart from that, great to hear you like the game. It's a bit harder than I originally planned but I found i preferred it that way. Glad to find it's not just me.

Let me know when you get through all 20 caves and can tell me the secret after the end sequence :)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 15, 2018, 07:35:58 PM
Cool  8)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 15, 2018, 09:01:18 PM
after a few tests of your games, my first suggestion to some of you is to keep in mind that not all humans on this planet have an english keyboard ! (related to the WASD controls)
so either map the same controls with the up left down right keys, or allow to define the keys... (some games are unplayable just because of that...)

apart from that, the games run well on my computer (laptop, DualCore AMD E-450 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics  (384 Mo) - Windows 7 Home Premium - DirectX 11.0)
edit :
TankMania is really slow even on "low"
Maze Raider made the graphics crash (error message) and then the graphics window is white
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 15, 2018, 09:54:29 PM
Dunno what "options" I would have in Godot to make it _not_ crash. I use a windowed resolution of 1280x720, maybe this is a problem on your laptop?

I lowered the start resolution to 1065x600 (might even be too much?) and disabled "S 3tc" (whatever it means). Shadow sizes etc are already on 1k or 2k - so should be "possible".
Aside of that I this time did not try to "optimize" stuff but just relayed on Godot to do what is needed. So please excuse if it does not work for you.

You could give it a try (if it is the resolution thing):
https://www.gamezworld.de/files/mazeraider/Maze_Raider_remiD.Win32.7z

edit: and here is a sluggish html5 export (it does not run perfectly smooth here on Linux 64bit, Firefox) but maybe it exposes if it works "at all" on your computer or not:
http://www.digidea.de/games/mazeraider


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 15, 2018, 10:06:10 PM
laptop, DualCore AMD E-450 1646 MHz - 4 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics  (384 Mo)

TankMania is really slow even on "low"
Maze Raider made the graphics crash (error message) and then the graphics window is white
I'm not surprised that TankTastic / TankMania was really slow. Your laptop has a 7 year old integrated GPU with only 384MB of shared RAM :o
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 15, 2018, 10:51:35 PM
Added a MacOSX-export to my post (as I've read about Xerra who needs to boot up his PC first ;-)).


@ Crashes
I am sure Godot has some debug capabilities but for now I try to avoid digging into another new subject (godot debugging) for now.

bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 15, 2018, 11:09:07 PM
Added a MacOSX-export to my post (as I've read about Xerra who needs to boot up his PC first ;-)).


@ Crashes
I am sure Godot has some debug capabilities but for now I try to avoid digging into another new subject (godot debugging) for now.

bye
Ron

Hahah, Thanks a lot, Derron. The PC is a second hand old beast of a machine that I bought on Ebay and the bios actually tells me it used to be in a school as it has the name still there. Last night, literally just after I had compiled my entry for PC and stuck it on a USB stick, the pc powered down and wouldn't start up again and just has a constant blinking orange light. It's the same this evening so googling the fault says I've got either a power supply failure or the motherboard has gone.

Guess it's time for a new PC after all - else I won't be able to play the other entries.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 03:12:33 AM
Quote
Added a MacOSX-export to my post
Tested and works fine :)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 16, 2018, 06:26:12 AM
Quote
I'm not surprised that TankTastic / TankMania was really slow. Your laptop has a 7 year old integrated GPU with only 384MB of shared RAM
@Qube>>Really a bad excuse, your scene is quite simple and small, i can play games like skyrim, gta4, tomb raider underworld, thief5, test drive unlimited 2, without slowdowns...


@Derron>>i will test in the evening


Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 16, 2018, 06:56:38 AM
I think the lighting is creating the slowdowns. Dunno how many dynamic lights Qube is using - in Maze Raider every "flame" has 1-2 dynamic lights attached. So I do not use pre-baked lightmaps to fake ambient occlusion or "lights at all". Assume this stuff is done via shaders and there might be a limit reached somewhen.

Is your CPU utilization 100% when running Qube's game? Just asking to check whether it is limited cpu wise (game logic) or gpu wise (textures, shaders, effects, ...engine).


In Godot I checked "Low Processor Mode" in my project settings (did not have much effect on my computer but maybe it helped on others) - maybe Unity has a similar thing.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 07:30:41 AM
Quote
@Qube>>Really a bad excuse, your scene is quite simple and small, i can play games like skyrim, gta4, tomb raider underworld, thief5, test drive unlimited 2, without slowdowns...
Really bad excuse? - huh! Your GPU is a pile of old crud with no RAM and I did state in my game post about its requirements. It has multiple real-time lighting and many shaders so I’m not surprised at all that a GPU like yours rolls over and gives up. I didn’t optimise the game for archaic hardware. That was never my goal.

I also highly doubt your claims about no slow down in some of the games you list. Please post a video of you playing tomb raider underworld on that GPU. I bet it’s only playable at minimal settings with no real-time lighting and low resolution. Sure I could add that side to my game but again, that was not the aim. Word it how you want but that GPU is not meant for gaming at all.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: TomToad on October 16, 2018, 10:41:54 AM
A question about bug fixes.  I had planned to put the ability to configure keys into my entry and even add touch controls so I could make a mobile version; however, I ran out of time and decided to add these features after the contest.  Unfortunately, I didn't think about foreign keyboards making the game unplayable for people like RemiD.  Would it be within the "bug fix" rule if I added cursor keys to the controls?  It would be as simple as changing If KeyPressed(Key.W) into If KeyPressed(Key.W) Or KeyPressed(Key.Up).  I know it is technically "adding new features," but at the same time could be considered a "bug fix" as it would make an unplayable game into a playable one.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 16, 2018, 11:31:58 AM
@ adding some "KeyPressed()"-alternatives
I would vote for "is allowed". What I would not accept (rule-wise) is adding "ingame key configurator screen" (Else I would do that too ;-)).

@ WASD
If that wasn't allowed and RemiD is absolutely interested in playing: couldn't he change keyboard layout from "azerty" to "qwerty" temporarily (think Windows offers a convenient way since XP)?


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 16, 2018, 11:56:17 AM
@Qube>>the things and effects in your scene are not so impressive (even if the fire explosions are nice), so you could probably make the same game but faster (which runs well on low end hardware), this is just my feedback and suggestion...

yes i can play tomb raider underworld in low-medium settings (without real time shadows or with low details real time shadows). there is also a level with a lot of fire effects, no slowdowns. anyway!

i know my laptop is low end hardware, that's why i test my games on it, if it runs well on it, it should run on most others computers. re-anyway!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 01:59:08 PM
@Qube>>the things and effects in your scene are not so impressive (even if the fire explosions are nice), so you could probably make the same game but faster (which runs well on low end hardware), this is just my feedback and suggestion...
I never said they were impressive. Everything in that game is purely based on learning how to do something ( 1st game in Unity ). I tried the game on my 3 year old MacBook Pro which also has integrated GPU and it runs fine on that too. I figure that’s old enough.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 02:29:36 PM
Quote
yes i can play tomb raider underworld in low-medium settings (without real time shadows or with low details real time shadows). there is also a level with a lot of fire effects, no slowdowns. anyway!
Also just to add. You're talking here about a team of experts who had a couple of years to develop / optimise vs one none expert in a few weeks hacking together what he could.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 16, 2018, 04:56:01 PM
Quote
You're talking here about a team of experts who had a couple of years to develop / optimise vs one none expert in a few weeks hacking together what he could.
@Qube>>if you can't take a constructive critic / suggestion, whatever... (->for a simple gameplay, with a not too detailed scene, it is strange that it is so slow... that's all i am saying)

your game is cool nonetheless.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 16, 2018, 05:53:38 PM
@ Qube
TomToad is still awaiting an official response for adding new keycodes


@ RemiD
Do not forget to checkout the new build (or the html5-thing which 99% for sure will be not smooth).
Also you I wrote above that you could change your keyboard layout in windows to play the "qwertz|qwerty" games - so in "emergency" this might do for the time of testing.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 16, 2018, 06:35:35 PM
I just realised I compiled Rockman with the interpreted build rather than through the much tighter compiler for the released game. I've not tested to see if it's going to make the game run a bit smoother but I also have a minor bug to fix which makes it worthwhile me doing a spot of work on it.

Will it break the rules ref modifying the game if I recompile it and fix the map bug? I'll be adding absolutely nothing apart from fixing the bug where the player character appears on top of the in-game map.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 06:43:04 PM
@Qube>>if you can't take a constructive critic / suggestion, whatever... (->for a simple gameplay, with a not too detailed scene, it is strange that it is so slow... that's all i am saying)

your game is cool nonetheless.
I did say in the description of my game "To users of integrated laptop quality video cards, you may need to reduce resolution and / or quality as it's quite graphical intensive."

It's not strange that it runs so slow for you. I'm surprised it even ran at all to be honest. The reason it's slow on your 7 year old 368mb integrated GPU is because there are multiple lights, many real time shadows, multiple full screen shaders and zero optimisation. I would never expect it to run well on anything but a half decent GPU with at least 1GB of RAM. Yes, the scenes are not complex but that's not what is causing the slowdown for you, it's all the other things.

I'm sure if I baked all the lighting, took out the realtime lights, turned off all the fullscreen shaders, put the shadow quality down to nil, reduced the texture sizes then sure, it'd run a lot better on your GPU. But that was never the goal of the game. It was just a learning experience which luckily I could turn into a game for the comp.

Quote
Will it break the rules ref modifying the game if I recompile it and fix the map bug? I'll be adding absolutely nothing apart from fixing the bug where the player character appears on top of the in-game map.
Bug fixes are allowed. How you compile it is up to you as that's not an additional game feature.

Quote
I know it is technically "adding new features," but at the same time could be considered a "bug fix" as it would make an unplayable game into a playable one.
I don't think people would get too anal over something like that. I'd just add in cursor key movement and call it a bug fix for international keyboards. By additional features I'm sure we're all thinking more on sneaking in extra levels, game features, etc.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 16, 2018, 07:30:21 PM
@Qube>>i don't think it is the per pixel lights which are slow, it may be the shaders (for what ?) or the real time (per pixel ?) shadows... is it possible to disactivate the shadows ? or others graphics effects which are not essential to the gameplay ?
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 07:45:49 PM
@RemiD - Out of curiosity I'll take out all the lighting, bake the lightmaps, take out the particle effects ( they have lights too ), reduce shadow quality, remove all post processing and see how that runs on your laptop. The explosions have lights too so I'll take out the lights on those.

I think the game will look like a really early DirectX7 game but I'm curious to see if it runs any better without all that stuff in. Give me up to an hour to rip it apart :P

Note - This will not be used for competition judging.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 16, 2018, 08:41:51 PM
@Qube>> i have played with Unity a while ago, and i bet that it is not the per pixel lights, you can definitely use real time lighting even on a low end hardware (preferably vertices lighting than per pixel lighting)
i bet that it is either the per pixel shadows (or stencil shadows if you use another lib), or a custom shader (what others graphics effects do you use ?)

btw, if your tanks and ground parts and wall parts are subdivided enough (enough triangles each xunit), you don't need to use per pixel lights (but that's another story !)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 08:50:52 PM
@RemiD - Try this quickly cutdown version (https://www.syntaxbomb.com/TankMania/TankMania-Win-CutDown.zip) ( 59mb ) - If you could try that at different resolutions / quality settings. Hopefully it'll run a lot better.

I've stripped out all the lighting ( I think ). No doubt half of it could go back in just fine but we're just testing the basics here. I've also reduced the texture sizes as most were 2048x2048 for silly things ( yup, zero optimisation went on :P ).

*edit* and stripped out all the post processing stuff.

Quote
btw, if your tanks and ground parts and wall parts are subdivided enough (enough triangles each xunit), you don't need to use per pixel lights (but that's another story !)
The meshes for the wall are not subdivided enough for that. The floor is also just a flattened cube.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 16, 2018, 09:25:41 PM
@Derron>>the last version works well, but is really slow on my computer...


@Qube>>the last version with the "very low" settings works fast on my computer. but i think that you can add some real time lights ;D (real time per pixel shadows and some full screen effects (like per pixel glow) can be slow on low end hardware, but the others graphics effects should be fast enough...)

instead of "very low", "low", "medium", "high", settings, it would be better (in an ideal world!) to have an option screen or a ini file to activate/disactivate some graphics effects...
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 16, 2018, 10:25:47 PM
@ RemiD
I think it is the real-time lighting. I do not have a clue how I should recreate the same visual effects without them (moving with fire/torch, burning enemies...). So baking light information only works for casting shadows of moving objects but moving lights... think this is not possible (maybe one of you knows how). Also I just tried Godot and started with "knowledge 0" and maybe now reached 1 of 100 ;-) (and with the gained experience I am not keen to try 2 of 100 the next weeks - too hmm "cumbersome"/bugged/tricked).

I could try to reduce draw calls (20x20 floor-object instead of 400 objects) but I doubt that this is the reason - most likely the real time lighting (moving + flickering).

Nonetheless I understand that you want it to work on a low-spec hardware. Next game is most likely BlitzMax or cerberus again.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 16, 2018, 10:37:36 PM
RemiD I think you've being over-critical of Qube and Derron who have both wrote a game in a very unfamiliar engine and language in 6 weeks.  Plus you expect them to have it run on your very basic system with no prior knowledge of the engines and languages used.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 16, 2018, 10:39:35 PM
Quote
@Qube>>the last version with the "very low" settings works fast on my computer. but i think that you can add some real time lights ;D (real time per pixel shadows and some full screen effects (like per pixel glow) can be slow on low end hardware, but the others graphics effects should be fast enough...)
That's good. OK,  two more versions to try to see where the bottle neck is ( if you don't mind ).

1.. Same as the one that works on your laptop but with the lights turned on - Download Link (https://www.syntaxbomb.com/TankMania/TankMania-Win-RT-Lights.zip)

2.. Same as the one that works on your laptop but with the lights turned on and the post processing shaders which handle chromatic aberration, bloom, ambient occlusion, vignette - Download Link (https://www.syntaxbomb.com/TankMania/TankMania-Win-RT-Lights-PP.zip)

My guess would be that no.1 begins to show slow down and no.2 will probably kill frame rate even more. I suspect no.2 will work better than the original comp entry as the textures are all reduced in size.

Quote
instead of "very low", "low", "medium", "high", settings, it would be better (in an ideal world!) to have an option screen or a ini file to activate/disactivate some graphics effects...
I did plan on having all that in the game menu options but just didn't have the time as the last 48 hours were play tweaking and changing the HUD. It's the sort of thing I would add in if I do another 3D game. *edit* Time permitting if it's a few weeks game comp entry.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 16, 2018, 11:21:21 PM
As agreed, I have patched Rockman to fix a bug with the map screen and also another issue which could cause the player character to not appear when re-entering the start cave, as well as used the native compiler to build the game.

As I currently have a dead PC I need to take my source code to a friends house to get it compiled for a fixed Windows version, but the Mac fixed build is online now. I'll get this done as soon as I can.


PC build with the fixes has now been uploaded onto Itch.io

https://xerra.itch.io/rockman
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 17, 2018, 06:45:48 AM
I don't say to make a low specs version just for me, i just suggest that it is good to be able to disactivate/replace some graphics effects, because we are small devs, so it is necessary, imo, to reach the wider audience possible. It is a good habit to have imo.

Plenty of games get a bad rating because they have abnormal slowdowns (for simple scenes) and are sometimes unplayable just because of that.

But i also understand that you had only 6weeks to work on your games, no problem!
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 17, 2018, 08:43:58 AM
Quote
I don't say to make a low specs version just for me, i just suggest that it is good to be able to disactivate/replace some graphics effects, because we are small devs, so it is necessary, imo, to reach the wider audience possible. It is a good habit to have imo.

Plenty of games get a bad rating because they have abnormal slowdowns (for simple scenes) and are sometimes unplayable just because of that.

But i also understand that you had only 6weeks to work on your games, no problem!

Oh I totally agree with you, games should scale as well as possible and be as efficient as possible.  However, spending lots of time crippling your 3D Game (2D Games should be ok) to fit onto a system that ends up with a bad frame-rate and doesn't play well only makes your game look bad - so best not to run at all.

Yes, with a 6 week game contest where a lot of time was spent learning the system, optimising could only really be dealt with after the competition.  At least Qube can get some feedback from you regards how the game plays on a basic system - which would be a great help.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 17, 2018, 09:58:09 AM
I don't say to make a low specs version just for me, i just suggest that it is good to be able to disactivate/replace some graphics effects, because we are small devs, so it is necessary, imo, to reach the wider audience possible. It is a good habit to have imo.

Plenty of games get a bad rating because they have abnormal slowdowns (for simple scenes) and are sometimes unplayable just because of that.

But i also understand that you had only 6weeks to work on your games, no problem!
I think in my case perhaps you missed the whole background leading up to it becoming a game?. Initially I wasn't even going to enter the comp. In fact my game was chucked together over a 4 week period as in the early days of the comp I was just beginning to mess around with Unity (https://www.syntaxbomb.com/index.php/topic,4898.msg19319.html#msg19319). When I decided to dive into the comp I also said that my game would not be optimised. Turns out "not optimised" was an understatement with many textures being 2048x2048 for stupid tiny little things. This was my first game in Unity and my first time coding with C# and it's really messy in some places but overall I learned a lot for the next time.

If you could test the other two versions (https://www.syntaxbomb.com/index.php/topic,4887.msg20103.html#msg20103) I've done and let me know how they perform, that'd be a great help.

While I do agree that games should target as much of an audience as possible I also think we all need to understand what's realistic for the game comps. For example the game competitions are generally based over a period of a few weeks and for many it's a spare hour or two a day over that period, so where do we spend the time? Do we all spend the time creating fancy menus, game options for graphics, sound and music and optimising for maximum audience leaving little time for the actual game itself? or do we spend the time creating a game and revisit the finer details afterwards?.

While I agree fully with your points I just don't think it's possible for everyone to do that based on the time the game competitions allow. I expect games a little rough around the edges and while I personally would prefer longer game dev times, most prefer the shorter ones, which is fine :)
Title: W
Post by: TomToad on October 17, 2018, 10:29:25 AM
Bugfixed my entry for those with non-QWERTY keyboards.  You can now steer with cursor keys as well as WASD.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 17, 2018, 10:39:29 AM
Quote
Bugfixed my entry for those with non-QWERTY keyboards.  You can now steer with cursor keys as well as WASD.

Thanks!  I prefer cursor keys too (and I do have a QWERTY Keyboard) because I'm right handed!   :D

When you're using keyboard and mouse to control a game it balances and feels natural, but only using keyboard with the left hand (and you're right handed) I find it uncomfortable.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 17, 2018, 04:18:00 PM
I've updated my original post but I'll say it again anyway, as it's on a previous page.

Rockman has been updated for both OSX and Windows now on Itch.io

https://xerra.itch.io/rockman
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 17, 2018, 06:39:58 PM
@Qube>>
TankMania-Win-RT-Lights is fast enough to be playable
TankMania-Win-RT-Lights-PP has significant slowdowns
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 17, 2018, 06:46:01 PM
@Qube>>
TankMania-Win-RT-Lights is fast enough to be playable
TankMania-Win-RT-Lights-PP has significant slowdowns
Thanks for testing :)

I thought the full screen Post Processing shaders would be a killer on older hardware. Certainly a toggle option I'd put in future 3D games via a graphics option section you mentioned in an earlier post.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: 3DzForMe on October 17, 2018, 07:04:20 PM
Well done to all applicants, looking forward to giving them all a whirl, is it a record number of submissions?
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Xerra on October 17, 2018, 09:52:58 PM
Well done to all applicants, looking forward to giving them all a whirl, is it a record number of submissions?

I just checked this out of curiosity.

Competition 1 - 6 Entries
Competition 2 - 4 Entries
Competition 3 - 10 Entries
Competition 4 - 6 Entries
Competition 5 - 8 Entries
Competition 6 - 11 Entries

So, yes, a new record for entries this time round, which is excellent. Unfortunately, I don't think we have any debutants this time round, which is a shame. I definitely thing more people should be aware of what we're doing here so we get some new people having a go each competition.

On a side note, there's now 45 games out there and, apart from the first competition where everyone was doing their own take on Asteroids, each competition has got people making different themed games. I still think there's a great opportunity here for a future competition where every entry has to be either a remake or a sequel to a game that's already been submitted. And that you should not be allowed to use your own game. I really do think this would go down very well so we might need to start bending Qube's ear :-)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: TomToad on October 18, 2018, 10:39:34 AM
I still think there's a great opportunity here for a future competition where every entry has to be either a remake or a sequel to a game that's already been submitted. And that you should not be allowed to use your own game. I really do think this would go down very well so we might need to start bending Qube's ear :-)

This sounds good in concept, but I'm not sure how we could make it work.  Technically, all the games submitted are under copyright, and I'd hate if someone chooses a game to remake that the original author would rather not have redone.  I thought about everyone submitting a game or two to a list that can be remade, and you can only enter if you submit at least one game to that list, but then that would eliminate the ability for new people to enter. If we eliminate the requirement to submit a game, then there is a possibility of someone entering the contest without adding to the list that could have.  If we require past participants to submit but exempt new people, it could become unfair, especially those that may have one or two submissions they don't want redone, but nothing else to offer. I can't think of a way to do this that would be fair to everyone, encourage new participants, and eliminate the risk of inadvertently stepping on someone's toes.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 18, 2018, 12:06:06 PM
the idea of making a sequel is interesting, not necessarily a similar game, but a game which has some of its entities / story related to a previous game.

for example, the ginger ninja fell from too high and now he has to use a vehicle to fight enemies...

and of course, all the graphics / sounds must be new and original (even if they could be similar in some ways)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 18, 2018, 01:16:03 PM
If you have to do a "similar" game then nobody would try to "sequel" a game with advanced graphics or "dynamic SFX" or whatever might be hard to "replicate".
So people would try to choose from something "easy" (in their own point of view).


I still prefer limiting in a certain way - "rotation", "air", ...
In my opinion remaking other entries has the limits which TomToad already exposed/explained.

bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: STEVIE G on October 18, 2018, 05:29:22 PM
I personally think it's a terrible idea and I would have zero motivation to get involved. 

Is it not much better that we create more new games based on new rules/categories?
   
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 18, 2018, 08:32:07 PM
I'm not quite sure a remake / sequel of someone else game would work out very well because that in effect is doing a competition with no category, a kind of free-for-all. I also don't think there are many games whereby a remake / sequel would necessarily be an improvement as they all have that raw charm about them.

Quote
Is it not much better that we create more new games based on new rules/categories?
That's my personal preference. I think it's better to keep the competitions with a theme / guide rules and let the person(s) entering be creative based off of that.

But it's worth exploring ideas as you never know what may come about from it :)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 18, 2018, 08:35:44 PM
well, personally i don't care, so disregard my comment ok ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 19, 2018, 03:40:25 AM
well, personally i don't care, so disregard my comment ok ;D
Is that because you don't enter the comps? :P - You should as it'd be great to get as many people participating as possible.

What I love about the competition entries is the pure freedom of creation and the little gems that people come up with. It's great to see what people can come up with in such short space of time and it's very impressive.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 19, 2018, 07:23:03 AM
i may participate in a "competition" in the winter season (between now and end of march), because i don't go out as much as in the summer season. so maybe, it depends on the theme...
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 19, 2018, 09:23:55 AM
Quote
Is it not much better that we create more new games based on new rules/categories?

I agree.  Re-making games here wouldn't interest me either.  And as for remaking games in general I love the idea, but there is always somebody that owns copyright and so could cause you some hassles.  I have 2 ideas for games, but they are both based on several games (rather than just one) with unique graphics.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 20, 2018, 12:29:36 PM
Quote
Here's my submission, Game Title: 'The Young Prince'

Nicely done.  It's not my type of game but I think you should develop this game further.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Matty on October 20, 2018, 10:20:38 PM
Thanks Steve.  I'm not quite sure exactly what direction to take it in from this point.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 20, 2018, 10:35:06 PM
I think this is your best game by far, so rather than switching from game to game I think you should flesh out this particular game.

Develop characters and the universe they inhabit.  Get feedback and ideas from like-minded gamers...
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Matty on October 21, 2018, 12:55:03 AM
Thank you.  I will work on it.

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: therevills on October 21, 2018, 02:10:41 AM
Quote
Here's my submission, Game Title: 'The Young Prince'

@Matty, I spent quite a while playing 'The Young Prince', it is really well done technically, I think the graphics should be more consistent. I preferred the dungeon tile graphics and would have liked smooth scrolling instead of the popup appearance of new tiles. The scope of the game for the compo is huge and I think you should spend more time refining it as it could be something special.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Matty on October 21, 2018, 08:17:56 PM
Thank you therevills....glad you played it.

Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 22, 2018, 12:13:10 AM
Voting is now open ;D (https://www.syntaxbomb.com/index.php/topic,4977.msg20271.html)
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: round157 on October 23, 2018, 11:36:55 PM
Well done to all applicants, looking forward to giving them all a whirl, is it a record number of submissions?

I just checked this out of curiosity.

Competition 1 - 6 Entries
Competition 2 - 4 Entries
Competition 3 - 10 Entries
Competition 4 - 6 Entries
Competition 5 - 8 Entries
Competition 6 - 11 Entries

So, yes, a new record for entries this time round, which is excellent. Unfortunately, I don't think we have any debutants this time round, which is a shame. I definitely thing more people should be aware of what we're doing here so we get some new people having a go each competition.



Hi, it is because there is nearly no promotion for these competitons and this forum.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 24, 2018, 05:22:42 AM
Quote from: round157
Hi, it is because there is nearly no promotion for these competitons and this forum.
There is no promotion for this forum or the competitions. This site is ad free and fully funded out of my own pocket for us old farts and new coders who like to hang out and have a bit of fun. The site was only relaunched over a year ago and although we're small we have a great dedicated talent onboard which is brilliant I think. Hopefully over time the site will gain more members willing to post and join in.

I have thought about paying for adverts to raise awareness of this site but I don't know what kind of people it would bring in?. Personally I don't want a huge members number with loads of crappy posts. I kinda like the smaller niche forums where we all know each other and slowly build up. I'm in this for the long haul as coding has been my hobby for the last 35 years ( VIC 20 for my 10th Birthday started all this ) so I'm in no hurry to build up the numbers. Hopefully in time new members will trickle in and become part of this community.

We have a whole bunch of members willing to dedicate their time to post and boost this forum and its those type of members I'd like to see continue being part of this forum and help it grow. It's all about the sites members and it's them alone that make a community, not me, so here's my opportunity to say thanks to those that contribute to the forum.

If members have any experience or ideas on promoting this site then please feel free to spread the word. I wish I had time to do it myself but when I'm not busy I immediately become super lazy :P
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 24, 2018, 07:13:29 AM
Promotion could be done in other coding forums:
- create a thread about the coding competition
- post "votes now open" in this thread
- if there was no reply in this thread: post about results there too
- if there were many replies - new thread (for the structure ;-) - and awareness increasing)

Benefit is, that you will reach the desired target audience.


Disadvantage: smaller communities might not like the idea of getting users "stolen" (which is not the case) and in bigger communities there might be certain rules to follow - or there are too many people advertising in some ways.


Still: every promotion has a little chance to attract a new coder.


bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on October 24, 2018, 08:32:46 AM
Still: every promotion has a little chance to attract a new coder.

For the next code-a-game compo here at SyntaxBomb, I will definitely promote it over at the (extremely quiet) forums that I frequent in the hope of getting one or more of my fellow BBC Basic users to participate, or at least collaborate with me. I really wouldn't want anyone from BBC Basic Land using a SyntaxBomb compo to overtly promote their favourite version of Basic, mostly because I think that would be rather rude and discourteous as most members here are (ex-)BlitzBASIC/BMax/Monkey 1/2 etc, and in any case already have access to (and use) a vast and fantastic set of dedicated cross-platform game dev tools. Personally, I don't participate to promote any particular dialect of Basic, I just like making games (passing the time at work!) with the rather limited set of tools that I have (rebooted my efforts learning Blender yesterday - this time I'm going to stick with it). So, yes, hopefully I can persuade someone from the BBC Basic userbase to pull their finger out and participate in the next compo. I'm not holding my breath, though.


Daivd.
--   
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 24, 2018, 09:00:33 AM
If you need "basic help" with Blender - create a thread in the forums and I will try to help out (Blender user for 10+ years).

And yes - promotion is not there to help people spread the word about their language - but about their "personal" capabilities to code a game in a given time frame.


Another option for the next compo might be "team tag". This would need collaboration between two (or more) forum members. If there is no monetary price in the pot, the "share" should not be a discussion topic.
For now many of us prefer coding "here and there" on our own. But it would be surely better to "learn" how to code a little indie game with a team. No need to have all of the team doing the game-coding, some could create tools and assets, some do music, ...
... voting would of course become a bit more problematic if you build up a big team (half of the competition-voters - who then cannot vote for their own game).



bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on October 24, 2018, 09:11:03 AM
If you need "basic help" with Blender - create a thread in the forums and I will try to help out (Blender user for 10+ years).

Thanks Derron, I might very well tap you for your knowledge at some point!  :)

I started right from the beginning yesterday with this tutorial by 'Blender Guru' (an excellent teacher, I reckon):

https://www.youtube.com/watch?v=JYj6e-72RDs (https://www.youtube.com/watch?v=JYj6e-72RDs)

I'm currently up to Part 5.

If anyone wants to know how to create a glowing, radioactive-looking donut, then they should check out those tutorials.


David.
--
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Steve Elliott on October 24, 2018, 09:43:05 AM
Quote
Hi, it is because there is nearly no promotion for these competitons and this forum.

The site was only relaunched over a year ago and although we're small we have a great dedicated talent onboard which is brilliant I think. Hopefully over time the site will gain more members willing to post and join in.

Personally I don't want a huge members number with loads of crappy posts. I kinda like the smaller niche forums where we all know each other and slowly build up.

We have a whole bunch of members willing to dedicate their time to post and boost this forum and its those type of members I'd like to see continue being part of this forum and help it grow. It's all about the sites members and it's them alone that make a community, not me, so here's my opportunity to say thanks to those that contribute to the forum.

I agree with Qube, the Community has sensible discussions on game-related topics and no flame wars with a ton of trolls, unlike some larger coding community sites.  The place has a nice relaxed vibe.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Derron on October 24, 2018, 12:05:27 PM
Pay attention when watching Andrew Price's newer videos. In the past he did very nice tutorials, newer ones were mostly hmm ... using his "pay"-stuff (materials you have to pay/register/... for - or have to look for quality stuff somewhere else with the result being not able to be absolutely sure if you did it correct as the visual result will differ).

Next to Blender Guru there is also CGGeek - who does nice stuff, for short tips I prefer Jayanam-videos (think he is German like me - so excuse his maybe "simple" English) as they are concise. Blendernation.com links to many nice tutorial videos.

And most useful thing is: to just start working with Blender for many things. If you do not need absolute precision you can even handle simple CAD stuff there (just am on my way to model a children's pumpkin-lantern with thread/nut and screw-ability of the LED light ... adjustments are done way easier then to fight with the pumpkin-modelling/sculpting in Solidworks ;-)).

Every little thing you do there helps to get "used to" Blender - and to improve your model-skills or at least model-speed.


Please also pay attention to the upcoming 2.8 release of Blender - it changes the interface (some newer tutorials use it already). I think it would be a good idea to try out the "alphas" to not get overrun by the interface changes then. I am still with 2.79.

bye
Ron
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: 3DzForMe on October 24, 2018, 02:46:23 PM
The beautiful thing about blender is the ability to export to B3d (Blitz3D) format, great tool with so much to offer. I confess to only managing a stickman esque low poly bike, but got it incorporated into a project I still use.
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: round157 on October 25, 2018, 03:28:18 AM
Hi,

Quote from Qube:
Quote
There is no promotion for this forum or the competitions. This site is ad free and fully funded out of my own pocket for us old farts and new coders who like to hang out and have a bit of fun. The site was only relaunched over a year ago and although we're small we have a great dedicated talent onboard which is brilliant I think. Hopefully over time the site will gain more members willing to post and join in.

In my opinion, this forum is quite perfect and very nice. Really very good. A lot of skilful game developers interact with one another via posts and replies. Programming learners can also learn a lot of knowledge here. I notice that the total number of members is always increasing.

Quote
I have thought about paying for adverts to raise awareness of this site but I don't know what kind of people it would bring in?. Personally I don't want a huge members number with loads of crappy posts. I kinda like the smaller niche forums where we all know each other and slowly build up. I'm in this for the long haul as coding has been my hobby for the last 35 years ( VIC 20 for my 10th Birthday started all this ) so I'm in no hurry to build up the numbers. Hopefully in time new members will trickle in and become part of this community.

Thank you for telling me the plan. It is very suitable for this nice programming forum.

Wow, 35 years of programming experience. Your entries in competitions are with awesome qualities.

Quote
We have a whole bunch of members willing to dedicate their time to post and boost this forum and its those type of members I'd like to see continue being part of this forum and help it grow. It's all about the sites members and it's them alone that make a community, not me, so here's my opportunity to say thanks to those that contribute to the forum.

ok...I totally agree with you. Many excellent members are regular visitors of this forum.

If I have time, I will also introduce this forum to other people...Sure!! 




Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: Qube on October 25, 2018, 06:15:05 AM
Quote
In my opinion, this forum is quite perfect and very nice. Really very good. A lot of skilful game developers interact with one another via posts and replies. Programming learners can also learn a lot of knowledge here. I notice that the total number of members is always increasing.
Yeah, I'm very grateful for the quality of members we have here. We've a whole bunch of talented coders as is clearly shown with the game comp entires. We are a small but dedicated forum and I prefer quality over quantity anyway :)

Quote
Wow, 35 years of programming experience.
For my 10th birthday I was given a Commodore Vic-20. The first thing I did was to type in the ocean wave sound from the manual. After that I was hooked on coding. Boy did I love my Vic-20 and it opened up a whole new world.

Quote
If I have time, I will also introduce this forum to other people...Sure!!
Great, anyone you think would enjoy and contribute to the forum, drag them in ;D
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: RemiD on October 25, 2018, 07:14:49 AM
i think that you could probably bring more coders, from others parts of the web, to participate in the future competitions, but you would have to go back to the previous model (2-3 months to make a game), and have good prizes (maybe an entry fee ?), and have a more reliable vote system (only participants can vote or something like that)

but if the competitions are just for fun, keep it as it is...
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: BasicBoy on October 25, 2018, 10:37:45 AM
Pay attention when watching Andrew Price's newer videos. In the past he did very nice tutorials, newer ones were mostly hmm ... using his "pay"-stuff (materials you have to pay/register/... for - or have to look for quality stuff somewhere else with the result being not able to be absolutely sure if you did it correct as the visual result will differ).

Next to Blender Guru there is also CGGeek - who does nice stuff, for short tips I prefer Jayanam-videos (think he is German like me - so excuse his maybe "simple" English) as they are concise. Blendernation.com links to many nice tutorial videos.

And most useful thing is: to just start working with Blender for many things. If you do not need absolute precision you can even handle simple CAD stuff there (just am on my way to model a children's pumpkin-lantern with thread/nut and screw-ability of the LED light ... adjustments are done way easier then to fight with the pumpkin-modelling/sculpting in Solidworks ;-)).

Every little thing you do there helps to get "used to" Blender - and to improve your model-skills or at least model-speed.


Please also pay attention to the upcoming 2.8 release of Blender - it changes the interface (some newer tutorials use it already). I think it would be a good idea to try out the "alphas" to not get overrun by the interface changes then. I am still with 2.79.

I appreciate the advice, many thanks.


David.
--
Title: Re: Code a game competition - Sep 1st to Oct 14th
Post by: round157 on October 28, 2018, 03:11:31 PM
Promotion could be done in other coding forums:
- create a thread about the coding competition
- post "votes now open" in this thread
- if there was no reply in this thread: post about results there too
- if there were many replies - new thread (for the structure ;-) - and awareness increasing)

Benefit is, that you will reach the desired target audience.


Disadvantage: smaller communities might not like the idea of getting users "stolen" (which is not the case) and in bigger communities there might be certain rules to follow - or there are too many people advertising in some ways.


Still: every promotion has a little chance to attract a new coder.


bye
Ron


Some members are members of some game development forums. They are really able to introduce Syntaxbomb competitions

to people in those game development forums. Your suggestions are very useful.