• Game Programming Competition #3
    243 replies, posted
[QUOTE=Map in a box;32027989]There's a formal way? Also I'm not submitting my game, its not "procedural" enough I would assume[/QUOTE] Submit it anyway. Worst that can happen is that you lose marks on the theme score. We're only going to have a few entries at this rate anyway.
Moon Lander will be uploaded by tomorrow at 11:59:59 PM
[QUOTE=BlkDucky;32028031]Submit it anyway. Worst that can happen is that you lose marks on the theme score. We're only going to have a few entries at this rate anyway.[/QUOTE] I'll have to work on it that means :saddowns:
[QUOTE=Map in a box;32032860]I'll have to work on it that means :saddowns:[/QUOTE] Do it! I'm sure everyone wants more than 3 or 4 entries submitted. Its way to easy and not as much of a competition.
So, how many hours do we have left?
[QUOTE=Dlaor-guy;32039999]So, how many hours do we have left?[/QUOTE] Im gwessing 8
I should probably start soon
[QUOTE=Ziks;32040589]I should probably start soon[/QUOTE] Nah, you're good
-snip-
Alright so here's the plan, I'm going to do some school preparations now, then go to bed, then go to school, and then when I'm back home I'm going to finish my entry up and send it. (which will be in about ~17 hours) I'll just put this here so my post won't be completely offtopic. [img]http://i.imgur.com/zAJIf.png[/img] No time for fancy animations or blur or stuff like that, sadly.
Haven't been able to work on my entry, been really busy :teary downs:
[QUOTE=Dlaor-guy;32043655]Alright so here's the plan, I'm going to do some school preparations now, then go to bed, then go to school, and then when I'm back home I'm going to finish my entry up and send it. (which will be in about ~17 hours)[/QUOTE] Yeah, I'll post mine sometime tommorow.
[url]http://www.mediafire.com/?tm721sp7d4qmxmp[/url] Moon Lander Featuring: -Asteroids! -Soviets! -Random Levels! -Points! -Three gameplay modes! -Retro-vector graphics! -Missing features! -Compile problems! -And probably not a lot more!
[b]Neon Defender[/b] Other than missing the sound effects and music, (the part that I was going to procedurally generate), I think it turned out pretty well. Everything else works. v:v:v How that was going to work is that every time you got a point, it would add a beat to the song, and every 20 you would add a different, more substantial beat. I might still do that, but for the competition I ran out of time. The fade stuff took way longer than anticipated. Click the mouse to start the game, and hold down the left left button to move. Catch the green orbs before they get to the top, and don't touch the red ones. You have three chances to mess up, (ie touch a red orb or let a green one get to the top), then you loose. [img]http://img854.imageshack.us/img854/2979/34344494.png[/img] [img]http://img716.imageshack.us/img716/7140/38752535.png[/img] [b]Download:[/b] [url]http://www.host-a.net/u/Lithium_Games/NeonDefender.zip[/url] [b]Also, it won't work unless you unzip it.[/b]
[QUOTE=chimitos;32053168][b]Neon Defender[/b] Other than missing the sound effects and music, (the part that I was going to procedurally generate), I think it turned out pretty well. Everything else works. v:v:v How that was going to work is that every time you got a point, it would add a beat to the song, and every 20 you would add a different, more substantial beat. I might still do that, but for the competition I ran out of time. The fade stuff took way longer than anticipated. Click the mouse to start the game, and hold down the left left button to move. Catch the green orbs before they get to the top, and don't touch the red ones. You have three chances to mess up, (ie touch a red orb or let a green one get to the top), then you loose. [img]http://img854.imageshack.us/img854/2979/34344494.png[/img] [img]http://img716.imageshack.us/img716/7140/38752535.png[/img] [b]Download:[/b] [url]http://www.host-a.net/u/Lithium_Games/NeonDefender.zip[/url][/QUOTE] That's cool, I guess. Whats procedural about this though?
[QUOTE=i300;32053279]That's cool, I guess. Whats procedural about this though?[/QUOTE] [quote]...Other than missing the sound effects and music, (the part that I was going to procedurally generate)...[/quote] It's not finished, but as a game, looking past that, it works well. I'm not going to put that much work into something and just not submit it.
Until the end of today to finish, until mid-day tomorrow to submit.
And here's my game. [url]http://dl.dropbox.com/u/4081391/SpaceHazard.zip[/url] Stuff you need to know: - You control the ship with the WASD keys and the mouse. Click to shoot. - Look at the minimap to see where you have to go. Both you and the finish "wormhole" are represented by a little white dot. - There are no loading screens, so while generating a new dungeon the game might appear to freeze for a while. - There are 4 enemy types, 4 upgrade types and 4 powerup types. - The dungeon gets increasingly hard on a per-level basis, so levels 1-3 might be a bit boring... you'll have to keep playing to get the good stuff. (because the better enemies only appear on the later levels, there are no upgrades laying around on level 1 and enemies will be more likely to drop powerups/upgrades on later levels) Known issues: - The game breaks when you go back to the main menu. (why would you want to be there anyway?) - The background texture is generated on a different thread, so while playing the background might suddenly switch to another one. (every level has a new background, so this happens mostly at the beginning) - The background texture is sometimes too dark and sometimes too bright. It's a pretty annoying bug and I can't seem to find a decent solution for it, since the way I'm doing backgrounds and parallax scrolling is a bit... different. - There is no sound, nor music. (not a bug, just a result of not having enough time) - It's really unoptimised, so you're going to need a pretty decent PC to run it. Fun fact: The game uses no preloaded content except for a shader and a font :v: Have some screenshots too: [img]http://i.imgur.com/b1JzS.jpg[/img] [img]http://i.imgur.com/JPKOd.png[/img] [img]http://i.imgur.com/xpbtL.jpg[/img] Also, if it doesn't work for you, you can try opening the config file and messing with some settings. (it's in the Data folder) Overall, I'm a bit disappointed how it turned out. I simply didn't have enough time to polish it, and to realize all the ambitious ideas I had, so I don't really expect to win this competition. I guess I'm better at making platformers, after all... [sub][sub](speaking about platformers, my first post in this page has secret Froid 2 concept art embedded in the editline tag)[/sub][/sub]
Looks very good. I will try it later. Any chance of releasing the source code? Froid's source code helped me immensely. [editline]1st September 2011[/editline] Tried it. The screen becomes white after I choose play, and I can only see my spaceship's two black lines. If I disable the shaders I can see the outline of the level but it's still "too white".
[QUOTE=SupahVee;32059475]Looks very good. I will try it later. Any chance of releasing the source code? Froid's source code helped me immensely. [editline]1st September 2011[/editline] Tried it. The screen becomes white after I choose play, and I can only see my spaceship's two black lines. If I disable the shaders I can see the outline of the level but it's still "too white".[/QUOTE] I'll release the source in a few days (first gotta clean it up a bit) Could you post a screenshot of the problem? It's also a possibility that the background generator accidentally generated a very bright background, how many times have you tried restarting?
Suddenly games. [img]http://dl.dropbox.com/u/13824718/ZScreen/2011-09/PriMono_-_(Facepunch_Programming_Competition_Entry)-2011-09-01_16.55.51.png[/img] Dat main menu. (Option screen is non-existent, btw) [img]http://dl.dropbox.com/u/13824718/ZScreen/2011-09/PriMono_-_(Facepunch_Programming_Competition_Entry)-2011-09-01_16.56.38.png[/img] Dat forest. Dat sword. [img]http://dl.dropbox.com/u/13824718/ZScreen/2011-09/PriMono_-_(Facepunch_Programming_Competition_Entry)-2011-09-01_16.56.18.png[/img] Dat blue colour bit. [img]http://dl.dropbox.com/u/13824718/ZScreen/2011-09/PriMono_-_(Facepunch_Programming_Competition_Entry)-2011-09-01_17.06.29.png[/img] [img]http://dl.dropbox.com/u/13824718/ZScreen/2011-09/PriMono_-_(Facepunch_Programming_Competition_Entry)-2011-09-01_17.06.48.png[/img] Dat diverse range of locations Challenge mode, play at actual resolution: 160x144 (same as the Gameboy and Gameboy Colour, fun fact) [img]http://dl.dropbox.com/u/13824718/ZScreen/2011-09/PriMono_-_(Facepunch_Programming_Competition_Entry)-2011-09-01_16.57.06.png[/img] So yeah. I only put a few days of work into this, starting about a week or so ago and only actually adding to it maybe every other day, so the game itself is very incomplete. Missing basic stuff like player damage and a game over screen, so there's no way to die. At all. :v:. There's no real objective atm, just collecting the colour bits (which don't really do anything atm) and defeating the one easy boss. I planned to add a lot more than I ended up doing (ranged weapons, more dungeons, bosses etc.). [url=http://dl.dropbox.com/u/13824718/PriMono.zip]Download here[/url] Controls: Arrow keys to move Z to use sword (when obtained) Numpad + and - to change screen scaling. Oh, and feel free to extract the exe to take a look at the source code if you fancy a laugh. :v:
Are any of these games linux compatible?
[QUOTE=Richy19;32059888]Are any of these games linux compatible?[/QUOTE] [url=http://dl.dropbox.com/u/13824718/PriMono.love]Mine is[/url], provided you have LÖVE.
Alas, I will not be entering this time round. Best of luck to everyone else though. Please PM me your Entries and a short description by Midday tomorrow (GMT) And I'll make the thread. Please Include: Your Games Name Your Name (Real or Username) A short Description of your game A screenshot (Capped at a max of 640 * 480) A download link to your game (Please no adf.ly)
[QUOTE=BlkDucky;32059943][url=http://dl.dropbox.com/u/13824718/PriMono.love]Mine is[/url], provided you have LÖVE.[/QUOTE] [code] [richy@fedoraLt Pictures]$ love PriMono.love Error: [string "main.lua"]:3: module 'kikito-middleclass' not found: no field package.preload['kikito-middleclass'] no file './kikito-middleclass.lua' no file '/usr/share/lua/5.1/kikito-middleclass.lua' no file '/usr/share/lua/5.1/kikito-middleclass/init.lua' no file '/usr/lib/lua/5.1/kikito-middleclass.lua' no file '/usr/lib/lua/5.1/kikito-middleclass/init.lua' no file './kikito-middleclass.so' no file '/usr/lib/lua/5.1/kikito-middleclass.so' no file '/usr/lib/lua/5.1/loadall.so' no file "kikito-middleclass" in LOVE game directories. stack traceback: [C]: in function 'require' [string "main.lua"]:3: in main chunk [C]: in function 'require' [string "boot.lua"]:1: in function <[string "boot.lua"]:1> [C]: in function 'xpcall' [/code] Also is it possible to pack a love game into one exe that contains all you need to run it (love + lua + game code)
[QUOTE=Richy19;32060192]Also is it possible to pack a love game into one exe that contains all you need to run it (love + lua + game code)[/QUOTE] Not easily on Linux, unless the wiki is outdated. [quote]Then, you'll have to make a package for various packaging systems with dependencies as the love package. Were you to make a .deb package this way, for instance, the user would not have to install the love package separately. Eventually, we will provide scripts which do this automatically for various package systems. You'll have to figure it out yourself until then.[/quote] Edit: And I'm not sure why you're getting that error.
[QUOTE=Richy19;32060192][code] [richy@fedoraLt Pictures]$ love PriMono.love Error: [string "main.lua"]:3: module 'kikito-middleclass' not found: no field package.preload['kikito-middleclass'] no file './kikito-middleclass.lua' no file '/usr/share/lua/5.1/kikito-middleclass.lua' no file '/usr/share/lua/5.1/kikito-middleclass/init.lua' no file '/usr/lib/lua/5.1/kikito-middleclass.lua' no file '/usr/lib/lua/5.1/kikito-middleclass/init.lua' no file './kikito-middleclass.so' no file '/usr/lib/lua/5.1/kikito-middleclass.so' no file '/usr/lib/lua/5.1/loadall.so' no file "kikito-middleclass" in LOVE game directories. stack traceback: [C]: in function 'require' [string "main.lua"]:3: in main chunk [C]: in function 'require' [string "boot.lua"]:1: in function <[string "boot.lua"]:1> [C]: in function 'xpcall' [/code] Also is it possible to pack a love game into one exe that contains all you need to run it (love + lua + game code)[/QUOTE] Unzip the game and run love . in the folder.
[QUOTE=BlkDucky;32060352]Not easily on Linux, unless the wiki is outdated. Edit: And I'm not sure why you're getting that error.[/QUOTE] What about on windows? I was mainly thinking about creating a playable exe that could be used with steam without everybody being able to read the code. [editline]1st September 2011[/editline] [QUOTE=thelinx;32060413]Unzip the game and run love . in the folder.[/QUOTE] Yey it works, and I have no idea what Im doing :D
[QUOTE=Richy19;32060508]What about on windows? I was mainly thinking about creating a playable exe that could be used with steam without everybody being able to read the code.[/QUOTE] [url]http://love2d.org/wiki/Game_Distribution[/url] People will still be able to read your code, though. There's no way to make them not able to. But it's not like LÖVE is the only framework where that is the case. Look at Minecraft and Terraria.
[QUOTE=thelinx;32060649][url]http://love2d.org/wiki/Game_Distribution[/url] People will still be able to read your code, though. There's no way to make them not able to. But it's not like LÖVE is the only framework where that is the case. Look at Minecraft and Terraria.[/QUOTE] And I dont suppose anyone has made a love2d fork to create the same framework but for c++? And the forum seems to be broken, i cant register
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