Everything on the programmer challenge here
Sumea Programmer Challenge
Tsumea 1000 ai challenge entry "Paper Zombies"
i had a go at the 1000 ai challenge. you can read the journal entry on what i came up with.
click here to download the executable demo in a rar file (~6 MB).
if you are not a developer, or are having trouble with the rar file, download an installer (~8 MB).
So who's got an entry?
With so few days remaining I'm wondering who here has actually developed an entry worth submitting?
I myself am kind of doubtful if I'll get mine finished in time, as I only really started working on it solidly about two weeks ago.
And so far I've only seen Manix's work, so does anyone else have an entry that would be ready by the (new) deadline?
I've got something
Yeah, I've got an entry but have been lazy over the last month so probably won't get everything that I wanted working, but gezzz, you learn a lot doing these kind of things.
No Entry
Okay, so I've decided that I don't have enough time to complete an entry now. I gave it a good shot but three weeks (of about 12-16 hour days) was not enough time to create an game engine/framework and a game with interesting AI.
I did manage to create a decent game engine (fairly no frills though), and I learnt/refreshed a lot of mathematics that I hadn't used for a while.
So I'll write about the experience on my blog (www.dominikgrabiec.com) and I'll be building a proper game with what I've got now.
Good luck to the remaining entrants!
mmm
Darn!
I really wish I had done something for this, every programming contest ever suffers from a lack of entries :(
I would have loved to have entered...
but i only saw it 2 weeks ago and have been really busy (not to mention 2 weeks prolly wasnt long enough so even though i started work on an entry it would never have been done in time =)
I will keep on eye on this site for future contests XD since it sounds like a lot of fun
but i must mention that starting it in september does seem like a bad time of year (exams anyone? :O)
-queries possibility of extension until end of january? :P!!!-
i don't know if there is
i don't know if there is ever an "ideal" time, lots of competitions suffer a big drop out rate regardless of the time of year. Just be sure to get some resolve to have a crack at the next one!
Yeah, at least now I havee
Yeah, at least now I havee some sort of base game engine/framework to work from for the next competition.
Language Clarification
I posted this on the announcement comment thread but have received no replies, so posting here as well.
Just a little clarification on the rules, does the whole thing, including all AI have to be done in C++? Or can we write our own little AI language and use that for part of the entry?
Language Clarification
HI
It is preferred that the entire application is written in C++.
If your AI language uses C++ as a core for a scripting style language, then that is also an acceptable solution.
Cheers
William Docherty
Technical Director
THQ Studio Oz
Competition Objective
Okay so i'm a little confused as to the actual objectives of this competition.. from what i've gathered, we're making a game and also programming the AI controlled units in the game. Of which there are to be over 1000+ AI controlled units.
But how are we we being judged? Is the goal of the competition to make a game that is better than everyone elses with smarter AI, or the goal to make the smartest AI you can make?
If the latter it doesn't really make sense since we're all making different games anyway.
Basically i'm just a little confused as to how we are going to be compared to everyone else in order to judge the winner? What does our game have to achieve?
Taken straight from the
Taken straight from the challenge brief:
The Judges will be reviewing your work with the following criteria:
- Quality of code framework
- Code & data efficiency
- Levels of player interaction
- Unique & clever uses of AI
You will not be judged on the graphics quality of the work submitted.
- Quality of code
- Quality of code framework
- Code & data efficiency
but how could you compare those two when the 'game's we make will be vastly different?
Doesn't matter what you
Doesn't matter what you make, if the code is poor its poor.
Maybe you create a game that is the most fun to play but in the end if it doesn't score well in all the judging criteria then it won't win.
Ok first of all, i'm
Ok first of all, i'm assuming people doing this competition are competent enough programmers to be able to code cleanly, so your statement about the code being poor just seems irrelevant to me.
The first two clauses of the judging criteria just don't seem to be things you can compare in this competition because they way you code it is unique to the product/game you're making. We haven't been told that this game is to support extensions or comply to standard X or standard Y or anything of the sort; thus the first criteria is the most generic criteria possible.
The second criteria i'm going to assume is related to resource usage, ie. CPU and memory. And also slightly more generally to say you won't need the 100% resource usage of a top-end computer just to run Snake.
The second two criteria seem to be related to gameplay, but it is not clear how this is going to be judged? Thats really what i'm trying to find out in this thread. Is player interaction measured by how fun it is to play? the UI? What players have the ability to do? Its just that the more I look at it its sounding like a Game design competition not an AI programming challenge.
And as for unique & clever uses of AI, what does this mean? Is it a measure of how intelligent the AI are in the game? Are we programming bots that play like humans or is AI here defined as how intelligent the units in an RTS game are at carrying out their tasks? its so broad! an extra-intelligent AI could have more knowledge about its environment than the human player and also be able to cheat...
The competition brief is quite vague isn't it? Making it more specific at this stage wouldn't be possible but i'd like to have some sort of a better idea as to what they want and how they will be judging it.
For example you could create a chess game with a chess player AI (which could be coded cleanly, efficiently, have a good UI and the AI opponent could be pretty smart), but you could also create a whacky game of your own design where you're shooting things in the most complex world ever, where the physics of every object accurately reflects science on earth and the AI is so smart it recursively knows the next 5 branched levels of possible game state and acts accordingly. But how would you compare the two?
If this is an AI programming challenge, how do you compare two AIs when the game they are being played on is not common?
From what i'm guessing, it seems like a Game Design competition with a specified focus in its AI components where we have to make a Fun (? does it have to be) game (how complex?) where there are 1000+ (quoted) AI controlled objects/units/whatever that doesn't take up excessive ammounts of resources (but what is considered excessive?)
Actually, regarding the 1000+ AI unit requirement, what does that entail? do a thousand units that move forward or left depending on the colour of the square they're standing on count as 1000+ AI units?
Sorry its so long, and I would really like to enter the comp but what are we measuring :(
I'm not going to comment on
I'm not going to comment on the design stuff, because I think one of the organisers could answer it better, but in regards to the quality of code it is quite easy to measure (in my opinion).
In my job I frequently look at code written by other programmers who are all 'competent enough' but their code is not always easy to follow, easy to debug, well commented or particularly well written! The code still works, obviously, but it can take a little while to figure out what it is doing (or trying to do!).
With that in mind, I think it makes sense to add it as a criteria to be judged against. If the reviewer can't look at your code and understand what you are doing then you aren't coding cleanly :)
Hope that helps.
I say
I know I will come across as a grumpy old man, but let's face it. I am one
Brief answer to a few of your inane quandaries
1. Does it have to be a game?
In the competition specification it says "player interaction". Player implies the verb play, and play means game. At least, this is my take on it.
2. Player interaction ?
Fun may not be the top priority. My initial understanding is that it would be likely that this is more about the AI having not only a level of reaction to player input, but some 'perceivable consequence' - probably making it both a design and programming consideration.
3. Unique/clever use of AI ?
Two things I can think of that might come into the judging process. First is that AI already has many established methods, although it might seem like a 'design challenge' it's also true that to apply these solutions to new problems requires thorough understanding of the behaviour of the method. Judging whether the AI 'appears' smart is how I am going to look at it.
I think, regarding say your chess example that I would think that an AI being 'successful' is not equivalent to an AI being 'smart'. Knowing more branches of the game than a human can see is a dull, boring, obvious method for AI.
4. How complex a game ?
I think this is only implicitly part of the judging criteria, I'm not sure. It's likely (although not necessarily true) that a simpler game will have simpler AI requirements, and hence may effect what you can actually achieve AI wise. Hence, affect your result.
5. What is considered excessive ?
My logic :
We are given that we will be able to use DX9. Most systems that support the features of DX9 are probably 2-3 years old at least. If it doesn't run in real time on that kind of system, it's probably excessive. I am fairly sure it'd be a bad idea to write for a target platform of a mobile phone.
Okay - I will now spend less time responding, and more time coding
I suggest we all follow suit :)
Competition Objective
HI
As someone was already kind enough to point out, the submissions will be reviewed using these criteria:
- Quality of code framework
- Code & data efficiency
- Levels of player interaction
- Unique & clever uses of AI
Some additional notes:
Quality of code framework
- Has nothing to do with coding standards or coding style
- Has everything to do with the architecture & quality of implementation
- This criteria will reward solutions that are architecturally sound
Code & data efficiency
- Solving unique code challenges within reasonable CPU performance bounds & memory restrictions is an every day task when developing games It is very easy to solve many problems by ignoring real-time aspects & reasonable memory use.
- This judging criteria will reward solutions that recognise the importance of code & data efficiency
levels of player interaction
- In game development it's all about player interaction for the end user
- This criteria will reward solutions that show good use of player interaction
Unique & clever uses of AI
- In game development a unique/clever feature may become a USP for your title. Pushing the boundaries of what's being achieved before or implementing an old system well using a new technique.
- This criteria rewards solutions that offer something new
Regarding some of the other questions:
A solution that moves 1000 units forward and left based on the colour of the square they are standing on, will not fulfill the criteria outlined above, for example, being unique or clever.
Proving a solution that plays chess, would be clever and may score well, however it wouldn't be unique or demonstrate 1000 units.
The specification for the task is deliberately open to interpretation, but is closed enough to limit the solutions that can be presented.
Cheers
William Docherty
Tehcnical Director
THQ Studio Oz
Month to Go
How is everybody going with the challenge???
I'm not going to repeat myself so this is what I'm up to:
http://www.tsumea.com/journal/manix/111108/update-thq-challenge-entry-m…
Deadline extension
I may have to extend the deadline to match the modeller challenge's finishing date. I'm going overseas and won't be back in the country until the 13th or 14th of December. So yeh, you may get an extra few days :o
THQ Challenge Entry - Kyin
Okay, I've figured out what I want to do
Overview:
The NPCs will attempt to reach a goal area by crossing over hills and valleys. Going uphill slows them down and going downhill speeds them up (within limits). The Player can drop bombs which deform the landscape and kill NPCs, or Terraform to create difficult terrain.
NPC Behavior:
NPCs will have basic flocking behaviours and no pathfinding. Their direction of movement will be largely determined by the goal, and the terrain.
There will be three distinct NPC types: Engineer, Shielder and Soldier.
- Engineers will stop and attempt to smooth out steep uphill slopes.
- Shielders will stop and deploy shields in areas that the player has recently bombed.
- Soldiers are the only ones that will score points for the NPCs when they reach the goal zone.
My goal is to see some emergent cooperative behavior among the NPCs. e.g. Shielders protecting Engineers as they smooth out a slope for the Soldiers.
Development Environment:
I will be using Visual C++ 2008 Express Edition and the Truevision SDK for this project.
THQ Challenge Entry - Squashed_Bug
Hi all,
Here's my entry ...
Overview:
AI Agents have to make it to the goal zone before the time runs out and without being shot by the sniper. The player takes the role of the sniper and must shoot as many agents as they can.
A Little More Detail:
- The scene is created with the goal zone in the center and the sniper positioned a few meters above it.
- The scene gets populated with a random set of objects.
- Agents are placed randomly.
- The scene is analyzed to find where it safe for an agent to hide from the sniper and where the agent is able to walk (This will be hardest step).
- A set of waypoints will then be generated to lead the agents through a clear path to the goal zone.
- Edges between each waypoints will be assigned some weight, which will be updated frequently and based on a number of variables (i.e distance, time left, where the sniper is looking, number of agents on the edge, does the edge lead to cover?).
- The A* algorithm will then be used to find the best path to the goal zone.
Development Environment:
This project will be developed in Visual C++ 2008 Express Edition. I'll be using Ogre for the graphics and the Bullet Physics for collision detection.
First Screenshots
I created a scene where objects are randomly placed and now I'm working on analysing the scene. So far I've managed to mark where it is safe for agents to stand, which has hopefully ment a lot the math is out of the way. Next will be finding where the waypoints will go and then I can start concentrating on the AI.
An early screenshot showing some objects for agents to hide behind.
A debugging screenshot showing where it is safe for an agent to stand. The green areas are safe and the red areas are where objects are.
THQ Challenge Entry - Helo
Hi all,
Just trying to thinking of an idea at the moment. Will post more when I have a solid idea.
Good luck to everyone.
Ok so I think ive got the
Ok so I think ive got the idea im going to go with.
Its a human vs AI war game where you control huge army's into battle. A lot of emphasis will be put towards group formations and tactics.
If time permits ill also put in some more advanced individual/unit behaviors to give them each different personalities.
The game in dot points:
*Each army will start at each end of the map.
*The terrain will vary so archers/snipers could take advantage of higher grounds.
*Formations can be as large(within the size of your army), or as small, as you like. Different formations include rectangular, defensive circles, triangles, etc.
*Tactics such as flanking and group dividing can be used. The book "the art of war" will be used as reference for AI tactics.
I think ill use the Irrlicht engine.
THQ Challenge Entry - Manix
Ok, Well the idea I have is still being worked on so I don't know if I can do it in the time given, or if I will just make a simpler one but here is my idea:
It is a god sim where you influence your followers to advance the tribe. Think Black and White with less direct interaction with your people. For example, you will have a leader of your tribe, and depending on attributes that they have (E.g. Warmonger, Poet) will depend on what your tribe focuses on (E.g. Killing everything in sight, trying to build a prosperous community). Your influence comes in the for of 'God Abilities'. E.g. If your leader is a Warmonger and you want a Poet, you can strike them down with lighting and hope the new leader is better.
What I'm hoping to see is that if you start a game, and walk away, you little people will just continue on evolving without any input.
That's kind of it.
THQ Challenge Entry - StephenWade
Well I thought in keeping with the concept of half decent development I thought I would put up a small time-line and plan
Basic Concept :
Try to implement a 'herding' game. Rules should be very simple,
* Goal is to herd a large number of sheep into a pen
* Player interacts by giving commands to helpers (sheepdogs)
* Time is constrained
Timeline :
5th October
* 'Low-level' DirectX code governing device input and window to be completed.
* Basic prototype of the sheep flocking mechanism probably in Matlab, some kind of 'cellular automata'
* Full specification of rules of play
31 October
* Complete and tested sheep flocking mechanism, with good performance for up to 5000 sheep
* Prototyped 2D interface and 2D graphics
* Prototyped sheepdog AI, prototyped sheepdog command system
31 November
* Completed and tested 2D interface
* Completed and tested sheepdog AI and command system
Optional tasks
3D graphics, higher performance flocking and/or AI to scale the play to larger than 10,000 sheep and more sheepdogs
Programmer challenge announcement coming soon
Hi folks,
We're just ironing out some small details, but hopefully this challenge will commence fairly soon. Once the guidelines and details are finalised, I'll be sending the news to as many locally game related sites as I can.
Should we post up our
Should we post up our progress here or in the other programmer challenge thread ?
Well ... I tried to create a
Well ... I tried to create a new forum topic and it had some error :(
Says this at the top of the page
* warning: reset() [function.reset]: Passed variable is not an array or object in /home/tsumeaco/public_html/sites/all/modules/og_forum/og_forum.module on line 712.
* warning: key() [function.key]: Passed variable is not an array or object in /home/tsumeaco/public_html/sites/all/modules/og_forum/og_forum.module on line 713.
* warning: array_key_exists() [function.array-key-exists]: The first argument should be either a string or an integer in /home/tsumeaco/public_html/sites/all/modules/og_forum/og_forum.module on line 714.
Give it another shot
Ok, that's not supposed to happen! Give it another shot, I'm sure it'll be fine this time.
New challenge ?
I notice Souri has created a programmer challenge group, and apparently a new programmer challenge is coming up.
I wonder what this is all about !
Can't say much more...
except that it's a programmer challenge like our modeller challenge, and our sponsors are writing up the guidelines right now. It should be pretty cool!
It's getting close
There's been a bit of back and forth with the sponsor with some small refinements, but I think we're getting real close now.
Mini Programmer Challenge #1 entry
Here's my simple entry for the challenge:
http://www.mechanicalcat.net/tech/sudoku_solver.py
You'll need [url="http://www.python.org/"]Python[/url] installed to run it.
Apparently won't solve puzzles of fiendish complexity, but I've not found one it doesn't solve yet. The addition of some furher solving rules, or possibly just a brute-forcer at the end, would fix that. I'm not interested in brute-forcing Sudoku though - that's just too easy.
Mini Programmer Challenge #1 - Soul
Here's my entry:
[url]http://users.on.net/~kachizmu/Sudoku.zip[/url]
Syntax is Sudoku.exe
Hope this is enough to get everyone inspired to have a go. This is a simple a brute force method, unoptimized (as there's little point, seeing as a better algorithm would be so much faster). Only works for order 3 puzzles though.
I haven't seen it crash yet, but it might - no guarantees!
Written in C - I've included the source and some example puzzles to play with.
Good luck everyone!
Mini Programmer Challenge #1
The first Mini Programmer Challenge will start on July 31! You will have a week to complete the challenge and submit it. Subscribe to this thread to be kept up to date (I know how slack you guys are...) and I'll give more information closer to the date.
What's the challenge?
Write a program that can solve sudoku puzzles. The input will be a text file (9 rows of 9 digits, 0 being an unknown cell). The output can be displayed on screen (text console or a gui) or saved to a text file.
Why should I do this?
These challenges are an easy way to brush up on your coding skills. They may or may no be directly game related, and it's a good chance to do something you might not normally do. There is no "winning" as such.. but by participating and learning we all win!
How should I do it?
I guess there's no reason to restrict it to any language, but if you want others to use your program it's probably best not to use some obscure language with a 20MB runtime :)
When do I start?
Now!
When do I finish?
We'll make it the end of next week (13th). Work on it by yourself until the end of this week (6th), and then after that everone can discuss any problems they have encountered and/or solutions they have found.
Why didn't it start when you said it would?
I'm busy with work. And sleep.
48 hour challenge #3?
The summer holidays are nigh and i've been unable to take part in the previous two 48 hour comps...
who's up for a 3rd?
I'm against having a public "stock content" thing... I don't think all the games sharing the same graphics is a good thing. The programmer art in the first challenge was not a major issue.
Perhaps an alternative is to have artists involved in the challenge and they're allowed to work before the deadline. So in this way, perhaps we might allow all audio/visual game assets to be constructed ahead of time, but no code is made till the clock starts?
Is there any chance we can have more than 48 hours?? Something like a week would be nice, and would (probably) result in more polished entries.
When you consider that the last modeller challenge went for about 2 months, while we have to design a game, code it, test it and create the art & sound content in only 48 hours!! It's a tight squeeze for even the most mighty of caffeine-powered code monkeys.
quote:Originally posted by Soul
Is there any chance we can have more than 48 hours?? Something like a week would be nice, and would (probably) result in more polished entries.
When you consider that the last modeller challenge went for about 2 months, while we have to design a game, code it, test it and create the art & sound content in only 48 hours!! It's a tight squeeze for even the most mighty of caffeine-powered code monkeys.
Well.. i'd like to see more pollished entries too, but I have 2 other projects to finish over the next 3 months and at this rate I couldn't enter if the compo was much longer than 2 days.
If the comp was a week long (or more), couldn?t people who only have one weekend to spare still enter? Previous modelling challenges have been 2 months long, and while most people take all the available time, some people get their entry done in just a couple of days.
Theoretically, the programming challenge could be a couple of weeks long, but those psyched for a 48-hour challenge could just do a 48-hour caffeine induced marathon?
Wouldn?t the end result be more polished entries, and more challengers competing?
Of course I?m just sticking my nose in where it doesn?t belong because I have no intention of entering (certainly not in a 48 hour challenge anyway), but it just seems logical to me to have it over a few weeks.
Going back to the idea of having a set of graphics to work with, what if we have a couple of weeks prior to the challenge of artists submitting art based on the theme, then programmers could use whatever they want from the archive. Maybe afterwards the artists could make specific pieces on request, based on what pieces the programmers want to use?
quote:Originally posted by Kezza
Perhaps an alternative is to have artists involved in the challenge and they're allowed to work before the deadline. So in this way, perhaps we might allow all audio/visual game assets to be constructed ahead of time, but no code is made till the clock starts?
This sounds like a good idea.
However it's achieved, it would be cool to somehow have a challenge involving both artists and programmers.
Perhaps the question that we should be looking at is what exactly the competition is to be judged on. Having artists working with purely a coding competition could actually distract people from the technical challenges which should be our focus IMHO.
The modelling challenges are being used to improve peoples skills and get them some exposure to the industry, can we somehow use a programming challenge in the same way?
quote:Originally posted by Barry Dahlberg
Perhaps the question that we should be looking at is what exactly the competition is to be judged on. Having artists working with purely a coding competition could actually distract people from the technical challenges which should be our focus IMHO.
The modelling challenges are being used to improve peoples skills and get them some exposure to the industry, can we somehow use a programming challenge in the same way?
Hmm, we'd have to be careful not to turn it into a tech demo challenge. [:D]
I didn't pay close attention to the second competition, however i don't think that quality of artwork was a huge factor in the marking of the first challenge.
Although the winner wasn't the one with the most complex gameplay, but it was the one that seemed most "finished".
Nah speed as in amphetamines. Could make up lots of fun games oriented around that...from truck driving to being a bikie gang :D
If it's a game development challenge then I dunno if I CBFed - all the art/design/ideas stuff is too much of a pain in the ass to accomplish in such a small time frame - I'd never be totally satisfied with it!
quote:Originally posted by Maitrek
Nah speed as in amphetamines. Could make up lots of fun games oriented around that...from truck driving to being a bikie gang :D
If it's a game development challenge then I dunno if I CBFed - all the art/design/ideas stuff is too much of a pain in the ass to accomplish in such a small time frame - I'd never be totally satisfied with it!
well you see, ideas/design/music has always been done before the compo... that's why we called it a programming competition before, because the main work was always coding the game.
As for the art, this time round we may also let that be done ahead as well.
hmm not a lot of movement here is there ;)
so whats the consensus? 48hr comp? longer comp? a less comp structure but more of a all in "lets just write a game by a date and see what everyone else did" type of thing?
all it needs is a decision really. maybe a quick poll? technology is another biting point, with a small number of entrants its not like you can have a hardcore and open leauge (as was touted with LD last time). maybe using the rules from the last comp (anything with a binary) could work. although it rules MDIP v2 stuff out :P
ideas?
Matt D
48 Hour Challenge #2 - Soul/Maitrek
Well, just posting up a brief design doc/description. It's so patchy it's almost retarded. Should be fun to make over the next 34 hours -> tea/coffee/coke here I come.
Well, we're pulling out...yes, we aren't men enough to code what we wanted in the time frame. Having said that, I have at least 3 good excuses as to why :)
1. I was working at the pizza store till midnight on friday, meaning we had no time to prepare anything
2. I was rostered on for a further 10 hours at the pizza store over sat/sun and soul was on for 4
3. I'm a total pansy :P
Considering that for the last 48 hours I've had only 9 hours sleep and every other hour has been spent working I don't feel too bad.
I have to say sorry to, and a good luck to Kane. Looks like you are set to win if you hand up anything! But don't drop your standards because of that, go for it boy!!! *cracks whip*
48 Hour Challenge #2 - Kane
Well, I have never made a side scroller before, but I'll give it my best shot!
After recently buying and becoming addicted to the stake-gun antics of Painkiller, I have decided to base my side scroller on it. I really doubt that I will get it working properly before the challenge ends, but I will do as much as I can... [:D]
ok, here we go people!
keep in mind this is my first side-scrolling type game, even though it has limited scrolling abilities...[:p]
Name: Painkiller 2D : Aspro Clear
[url]http://home.graffiti.net/dinomedia:graffiti.net/Painkiller.zip[/url]
Size: 302KB Zipped
Requirements: Java VM or SDK. I have only tested it on a Windows XP machine, but should work fine on a Mac.
Installing and Running: Unzip the contents of the zip file to a desired location. Open a command prompt and navigate to the directory in which you unzipped the game. At the prompt, type the following;
java PainRun
Then hit the enter key. With any luck it will appear on the screen.
Controls and Instructions:
RIGHT = right arrow key
LEFT = left arrow key
SHOOT = space
JUMP = j (use at own risk!)
You have to be at least 2 spaces from enemies to shoot them.
You will get hurt if you run into an enemy.
There is currently only the one level, and provides a maximum of 20 seconds gameplay!
Bugs: There are plenty of bugs in this baby...
The first major bug is with the repainting of the window. At first only some or none of the graphics will be displayed, but if you minimize the window, them open it again, it will correct itself.
Secondly, there is no animation in the game at all, so basically you will see a man sliding across the ground.
Thirdly, enemies have no AI and basically just stand there waiting to have a stake shoved through their head.
Fourthly (?), the avatar can jump onto the one platform that is in the game, but unfortunately defies all laws of physics and remains airbourne when he walks off the platform. So jump at you own risk. Also, he can't jump onto it unless he is directly underneath it.
And finally, at least to my knowledge, if you walk to the edge of the level, (the level is about 20 tiles long...), the game will have a spaz attack and the graphics will go haywire. Just walk back the way you came and it will correct itself.
Yes nice job Kane,
I downloaded it first thing this morning at work.
Yes, its buggy buy hey you tried.
I was almost going to compete but was put off by the 2d nature of the topic. Could I suggest that for the next comp. we get people to submit their on ideas on a topic and we vote for the most interesting.
All I wont to know now is what does Kane win?
Wow, someone actually dug up this old piece of junk!
I had never attempted anything like this game before, and I had very very limited programming skills at the time, but I was quite proud of I managed to do in that short amount of time! I am surprised to see that you were amazed by it, but I suppose it was the winning entry. [;)]
48 Hour Coding Challenge #2, Rules and Guidelines
48 Hour Coding Challenge #2, The First: Rules and Guidelines (based on Blitz's original guideline for the first challenge)
Overview
The goal of this challenge is to make a game in 48 hours. The game should follow the theme for this challenge which is a 2d side scrolling platformer conversion of a 3d game title/franchise of your choice. Use elements and ideas of that game and transfer it into a 2d platformer title. For example, in Half Life, the main character used crow bars, smashed a lot of crates, jumpig puzzles, fought alien creatures etc... other titles you can consider: Splinter Cell or Metal Gear Solid (stealth), Max Payne (bullet time) etc It's up to you..
You can see this gives you quite a bit of freedom to do what you want. Described below are the specific rules regarding content, timeline, submission etc.
Competition Timeline
Begins at 0:00hrs on Saturday 2nd July.
Ends at 23:59hrs on Sunday 4th July.
Entries should be submitted by the competition end to avoid any penalties (like nasty red letters saying you're late!). See below for exceptions to this.
Time is based on Australian EDT (Eastern Daylight Savings Time), and the Sumea clock (note that the sumea forum clock may not be EDT if you have set it as a different time zone).
If you live in a different (non-EDT) timezone (such as NZ or WA), you can start and finish the competition on your local time, be sure to note in your submission that you are in a different timezone to avoid late penalties.
Design and Concept stage
You MAY design your game, design your program layout (not in code though), concept art, etc. and most general pre-production stuff before the competition starts. Anything (code, art assets and other resources, sound etc.) that are in the submitted version of your game must be developed inside the competition's 48 hour timeframe.
Entry Rules/Guidelines
All code must be written during the 48hours of the competition. that is, between midnight friday and midnight sunday. You may not use any pre-existing code that you have written (such as engine or framework code). All to be done from scratch.
Any resources (such as textures, sounds, graphics) must also be your own work and also must be created in the 48 hour timeframe. No pre-existing work to be used. However, you may use music that is not of your own creation (or is pre-existing). You must either have permission to use the music if it is not public domain, or it must be public domain.
You can use any external libraries (ones you haven't created yourself) to develop the game. You can also use any programming language you wish (be wary of anything that does not compile to a win32 executable however, you may need to include appropriate interperator programs etc.).
The completed game archive, including all resources and any non-standard libraries (see below), must not exceed 5Mb.
Source code may be submitted in a seperate archive. It does not count toward your 5Mb limit.
Standard Libraries
The following "standard" libraries may be assumed to be present on the end-users system, and are not required to be included in your game archive.
DirectX 9.0, OpenGL, Windows libraries (winmm etc.). You can also assume the end user has the latest *decent* (ie. Sun, not microsoft) Java Virtual Machine.
Any other libraries (such as SDL, OpenAL, FMod) must be included in your archive to ensure they will run on the end users system. Also, if you require an emulator to run the game (such as GBA or mobile), you need to include the emulator in your archive. Use of emulators is discouraged due to the extra setup etc. required by the user. Standalone win32 executables are highly preferred.
System Requirements
As a minimum you can assume that the end user has the following:
A reasonably fast cpu (500+).
At least 128mb system memory.
A reasonable 3d graphics card (TNT2+ or so).
A sound card.
Mouse + Keyboard.
Windows 98 SE (people won't be penalised much if they are unable to test on older OS's than what they develop on though).
DirectX 9.0, OpenGL, JVM support.
Submission
Entries should be posted as a message in the official (when it's created) challenge submission thread. This thread will be for submissions only, no discussion. The entry should give a brief description of the game, and provide a link where it can be downloaded from. The link should point to an archived ZIP file containing your entry. The entry should extract into it's own folder. The entry (archive) should be no larger than 5Mb. If your entry requires doing more than deleting the folder to clean up (such as removing registry entries), then you should provide an appropriate uninstall process.
If you wish to provide source code for your game (and you should!) you should post this (once again ZIP archive) as a seperate link in your submission.
You may work in a pair of two programmers if you wish (the intent that a less experienced programmer can work with a more experienced programmer). No artist+programmer teams allowed! The result should be a single entry submitted by one of the team members, just note that you are a pair in the submission, and who you worked with.
Judging
The most controversial bit...
The games will be "judged" by a vote from sumea members who have played the games. Basically this will just come down to peoples favourite games, but people playing them should try and keep the following in mind (imo):
Completeness - How "finished" does the game seem. Please don't be *too* harsh on our poor programmer art :)
Theme - How well does it capture the ideas of the original game and transfer it across as a 2d platformer?
Gameplay - Most importantly, is the game fun to play, or is it worse than slipping over and landing face first in cow crap.
Please post any questions you have about these rules in this thread. Hopefully they sit well with everyone, the competition rules, themes etc. were discussed for a couple weeks and no-one objected at the end, so it's too late if you want to object now! :)
If you wish to discuss your own game, you can start a new thread for your game, you can discuss other peoples games in their threads!
If you have any queries/comments related to the rules, please post them here!
When it comes time to submit your entry use the submission thread or your entry may get lost!
*Edit: 14/3 - Added Java Virtual Machine to standard libraries.
48hr Competition #2 - Discussion
well, its about that time isnt it? who's up for another one in the upcoming uni break? ideas on format/libraries/topics?
MattD
This is just a crazy idea, but what about having something where programmers and artists team up? Of course then it isn't a programmer challenge, so it would probably mean changeing it into like a 7 day game dev challenge or something, but the results would be pretty cool.
Or if not, what about having a programmer challenge that goes for a bit longer? Say 4 days or something?
Or, it would be really cool to pick a free game engine of some sort that everyone has to use. Though it takes time to learn an API...
...still, that could be part of the challenge?
-Just thought I'd throw around some ideas. [:)]
as for the date, i dont know, when does uni finish for you uni student types?
quote:
This is just a crazy idea, but what about having something where programmers and artists team up? Of course then it isn't a programmer challenge, so it would probably mean changeing it into like a 7 day game dev challenge or something, but the results would be pretty cool.
could be fun, but uless you know an artist it makes it a little hard.. :) anyone else like to comment?
quote:
Or if not, what about having a programmer challenge that goes for a bit longer? Say 4 days or something?
i think too many people work fulltime for a longer comp unfortunately. unless theres a 4 day weekend anytime soon ;) (although itd be fun)
quote:
Or, it would be really cool to pick a free game engine of some sort that everyone has to use. Though it takes time to learn an API...
...still, that could be part of the challenge?
any particular engine you had in mind? theres a lot of talk on ludumdare at the moment about open and hardcore entry streams and all that, but i dont think we quite have enough entrants to split the field.
perhaps using a standard API or toolset might be a better option rather than using an entire engine?? especially for things like 2d games?
Matt D
quote: am i wrong in saying that it was open to use artists in the last programming test ?
From the rules of the last one:
quote:?You may work in a pair of two programmers if you wish (the intent that a less experienced programmer can work with a more experienced programmer). No artist+programmer teams allowed!?
I was thinking of something where an artist and a programmer from Sumea team up, and over a period (like a few of weeks maybe), develop a game ? more like the modeller challenge then the programmer challenge in implementation. The benefit being that at the end we would have a cool game that could be added to a portfolio if desired.
This idea isn?t really for a programmer challenge though; it?s a hybrid artist/programmer challenge ? something new for Sumea.
To organise teams, we would just start a thread where people state their skills (what they plan to do) and try to team up with interested people. I think it would be interesting to work with new people, and team work is good experience. Of course, it?s always a problem bringing artists and programmers together! [;)] And it could bring up issues if someone doesn?t pull their own weight.
I guess another option could be just to have a straight programmer challenge that is implemented over a few weeks, like the modeller challenges are. Wouldn?t need to rush so much then! I guess the programmers like the 48 hours thing though.
But the more I think about a Hybrid programmer/artist game dev challenge, the more I like it. Anyone else think so?
GBA development is quite simple as long as you're not worried about performance too much (which shouldn't be a problem with simple games that aren't using much memory etc.).
However, the time required to learn the system would vary depending on peoples experience, which is one of the reasons we allowed the first comp to be done in any language etc.
So, if you wanna do GBA stuff it should be optional IMO.
Artist/programmer teams is a nice idea, but it runs into trouble when communication comes up. I can't really see a 48hr artist/programmer team working unless (like Kane) you actually can talk to the person in reality. Trying to communicate this stuff over the net in such a short period would be difficult.
As far as having competitions over an extended period of time, i think that is a fine idea. I understand that some people dislike this idea because of school/work etc. but i think really you just would have to bite the bullet and resolve that you may not be able to spend every waking minute on it, and just deal with it. With these sorts of competitions it's just not easy to be entirely fair to everyone :) Howver, i think the other problem with longer term competitions, and particularly a group one, is that they do require a certain commitment, which people may be unwilling to do. They may just get bored of the project, or completely run out of time, and they don't want to let other people down etc.
I actually have some fairly crazy off the wall ideas about a next comp which i'll elaborate on in a later post, after oiling them up with a bit of indy conference tomorrow :)
CYer, Blitz
I think teaming up like maybe an artist and a programmer or two or something could work quite well. GBA wouldn't be too challenging, the best thing we could do is to decide on the platform early enough that people could research a little on the GBA without actually knowing what kind of game/theme that they will make.
I *strongly* advise that it be set to the Uni holidays (hehe)
The dates for me and daemin's uni are
7th June -> 20th June is SWOT-VAC (study!).
21st June -> 4th July EXAMS (argh!!)
5th July -> 25th July mid year break (woot!!!).
Cool, another programmer challenge. I'd be up for a side scroller theme this time.
Artist/Programmer team would be cool but we'd need some design time prior to the competiton to coordinate tasks, etc. It can be very frustrating trying to make artists and programmers play nice together, especially under these sorts of time constraints.
As for a date I'd suggest somewhere in the first half of July. All Unis should be on holidays by about the 5th of July (most people will finish earlier if they don't have exams on that date).
The 5th of July (just under a month away) seems like a nice time for everyone, I think. With the modeller challenge coming pretty soon, I'm not sure if the artists are free enough to do two projects if the two challenges run at the same time.
And how long do you reckon the next challenge to be? A weekend or more? A month long challenge?
48 hour challenges are better. Makes you think of what's really needed in a game instead of what you think would be cool tech to research and trying to fit that in to a game that doesn't need the tech. Especially if you find out about the challenge 24 hours before it starts and work out the design and what's needed in that time :)
I like the idea of themes for the programmer challenge, where the programmers can come up with any sort of game to suit that theme and it's really open. Of course, I think we have to be a bit more strict when it comes to voting to stick to the theme this time [;)] Anyway, let me know what you think.
Can you programmers who will be taking part give me a yay or nay on 48 hour, 2 week, month long, topic/theme ideas?
yay 48, nah for anything longer...
we could steal some of the reject ideas from the ld48... there were some pretty good ones there.
I think i like the one or two word themes.. gives more scope because it doesnt nail down exactly what it has to be. Mind you the last one we had here was pretty successfull too. The harder the topic the better :) keeps the game simple.
48 Hour Challenge Voting Thread - WINNER ANNOUNCED
This is the voting thread for the Sumea 48 hour challenge!
Judging
The games will be "judged" by a vote from sumea members who have played the games. Basically this will just come down to peoples favourite games, but people playing them should try and keep the following in mind (imo):
Completeness - How "finished" does the game seem. Please don't be *too* harsh on our poor programmer art :)
Theme - How well does it capture the retro/classic/endangered species them. This should be like "Not at all", "It says endangered species on the splash screen but the game was about breeding rabbits", "Used the theme very thouroghly and consistently throughout". (of course here i've used the endangered species them as an example a bit).
Gameplay - Most importantly, is the game fun to play, or is it worse than slipping over and landing face first in cow crap.
So, you have three categories to judge each entry on. Please rank them in order from 1st (best) to 7th (last). Please post your votes in this thread in a format like:
Challenger #1 (name): 2nd,5th,4th (Completeness, Theme, Gameplay)
Challenger #2 (name): 3rd,1st,6th ""
Here are the challengers, download links to their games, and forum threads:
Challenger #1 - [url="http://www.sumea.com.au/sumeachallenge/programmer1/ChamaeleonChaos.zip"]Chaemelaeon Chaos[/url] by [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1531"]Kane[/url]
Challenger #2 - [url="http://www.sumea.com.au/sumeachallenge/programmer1/SimianRescue.zip"]Simian Rescue[/url] by [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1550"]TheBigJ[/url]
Challenger #3 - [url="http://www.sumea.com.au/sumeachallenge/programmer1/deformedstickfigurem…"]Deformed Stick Figure Man[/url] by [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1566"]GooberMan[/url]
Challenger #4 - [url="http://www.sumea.com.au/sumeachallenge/programmer1/BarryDahlberg.zip"]Ignorador[/url] by [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1572"]Barry Dahlberg[/url]
Challenger #5 - [url="http://www.icecave.com.au/sumea48/SuperSprintf.zip"]Super SprintF[/url] by [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1573"]shiva/kalin[/url]
Challenger #6 - [url="http://www.sumea.com.au/sumeachallenge/programmer1/Studio48.zip"]Studio 48[/url] by [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1580"]Koden/Stoffle[/url]
Challenger #7 - [url="http://www.sumea.com.au/sumeachallenge/programmer1/redcamel_bin.zip"]Red Camel[/url] by [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1536"]Alia/MattD[/url]
Challenger #8 - [url="http://www.sumea.com.au/sumeachallenge/programmer1/Columnz.zip"]Columz[/url] by Blitz
- This is the voting thread only! No discussions please! You can post your comments in the challenge discussion thread [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1537"]here[/url].
- Everyone (yes, I mean EVERYONE, download the games and vote!!!!)
- If you took part in the challenge (your name is in the list above), you can't vote!
- Voting closes in three weeks (22 April)
1st - Challenger #5 - Super SprintF by shiva/kalin
2nd - Challenger #2 - Simian Rescue by TheBigJ
3rd - Challenger #1 - Chaemelaeon Chaos by Kane
4th - Challenger #6 - Studio 48 by Koden/Stoffle
5th - Challenger #7 - Red Camel by Alia/MattD
6th - Challenger #3 - Deformed Stick Figure Man by GooberMan
7th - Challenger #4 - Ignorador by Barry Dahlberg
8th - Challenger #8 - Columz by Blitz
[code]
Challenger #1 - Chaemelaeon Chaos by Kane (6th, 6th, 6th)
Challenger #2 - Simian Rescue by TheBigJ (4th, 4th, 4th)
Challenger #3 - Deformed Stick Figure Man by GooberMan (2nd, 1st, 1st)
Challenger #4 - Ignorador by Barry Dahlberg (7th, 7th, 7th)
Challenger #5 - Super SprintF by shiva/kalin (1st, 3rd, 2nd)
Challenger #6 - Studio 48 by Koden/Stoffle (3rd, 2nd, 3rd)
Challenger #7 - Red Camel by Alia/MattD (8th, 8th, 8th)
Challenger #8 - Columz by Blitz (5th, 5th, 5th)
[/code]
Challenger #2 - Simian Rescue by TheBigJ (3rd,2nd,2nd)
Challenger #3 - Deformed Stick Figure Man by GooberMan (4th,4th,4th)
Challenger #4 - Ignorador by Barry Dahlberg (5th,6th,5th)
Challenger #5 - Super SprintF by shiva/kalin (1st,3rd,1st)
Challenger #6 - Studio 48 by Koden/Stoffle (2nd,1st,3rd)
Challenger #7 - Red Camel by Alia/MattD (7th,5th,6th)
Challenger #8 - Columz by Blitz (6th,7th,7th)
note: i couldn't get chaemelaeon chaos to work,
I hope no one gets offended by my votes! *All* the games were great!
Challenger #1 - Chaemelaeon Chaos by Kane (th, th, th)
Challenger #2 - Simian Rescue by TheBigJ (3rd, 2nd, 3rd)
Challenger #3 - Deformed Stick Figure Man by GooberMan (2nd, 5th, 2nd)
Challenger #4 - Ignorador by Barry Dahlberg (4th, 1st, 1st)
Challenger #5 - Super SprintF by shiva/kalin (1st, 7th, 5th)
Challenger #6 - Studio 48 by Koden/Stoffle (5th, 3rd, 6th)
Challenger #7 - Red Camel by Alia/MattD (7th, 4th, 7th)
Challenger #8 - Columz by Blitz (6th, 6th, 4th)
Sorry, I couldn't get your game to work either, Kane. I'll adjust my votes when I do!
Challenger #1 - Chaemelaeon Chaos by Kane (8, 8, 8)
Challenger #2 - Simian Rescue by TheBigJ (3, 7, 7)
Challenger #3 - Deformed Stick Figure Man by GooberMan (2, 2, 2)
Challenger #4 - Ignorador by Barry Dahlberg (7, 6, 1)
Challenger #5 - Super SprintF by shiva/kalin (1, 1, 3)
Challenger #6 - Studio 48 by Koden/Stoffle (4, 5, 4)
Challenger #7 - Red Camel by Alia/MattD (6, 3, 5)
Challenger #8 - Columz by Blitz (5, 4, 6)
Challenger #1 - Chaemelaeon Chaos by Kane (was unable to get it to work)
Challenger #2 - Simian Rescue by TheBigJ (4, 1, 5)
Challenger #3 - Deformed Stick Figure Man by GooberMan (3, 2, 2)
Challenger #4 - Ignorador by Barry Dahlberg (was unable to get it to work, missing .dll)
Challenger #5 - Super SprintF by shiva/kalin (1, 4, 1)
Challenger #6 - Studio 48 by Koden/Stoffle (2, 5, 3)
Challenger #7 - Red Camel by Alia/MattD (was unable to get it to work, missing .dll)
Challenger #8 - Columz by Blitz (5, 3, 4)
Challenger #1 - Chaemelaeon Chaos by Kane (6th, 4th, 5th)
Challenger #2 - Simian Rescue by TheBigJ (5th, 5th, 6th)
Challenger #3 - Deformed Stick Figure Man by GooberMan (3rd, 2nd, 1st)
Challenger #4 - Ignorador by Barry Dahlberg (7th, 7th, 7th)
Challenger #5 - Super SprintF by shiva/kalin (1st, 1st, 2nd)
Challenger #6 - Studio 48 by Koden/Stoffle (2rd, 3rd, 3rd)
Challenger #7 - Red Camel by Alia/MattD (missing .ddl [V])
Challenger #8 - Columz by Blitz (4th, 6th, 4th)
Stu
[edit: changing votes, as I managed to get Kane's program to work.]
Challenger #1 - Chameleon Rescue - Kane [-][-][-]
Challenger #2 - Simian Rescue- The Big J [-][-][-]
Challenger #3 - Deformed Stickman - Gooberman [3][4][3]
Challenger #4 - Ignorador - Barry Dahlberg [2][1][1]
Challenger #5 - Super Sprint - Shiva/Kalin [4][6][2]
Challenger #6 - Studio 48 - Koden/Stoffle [1][2][4]
Challenger #7 - Red Camel - Alia/Matt [6][3][6]
Challenger #8 - Columz - Blitz [5][5][5]
Ok, the guys with [-]s instead of scores, I couldn't make your games run so I couldn't mark you's, sorry.
[code]Challenger #1 - Chaemelaeon Chaos by Kane (6th, 5th, 4th)
Challenger #2 - Simian Rescue by TheBigJ (3rd, 6th, 7th)
Challenger #3 - Deformed Stick Figure Man by GooberMan (1st, 2nd, 1st)
Challenger #4 - Ignorador by Barry Dahlberg (5th, 3rd, 6th)
Challenger #5 - Super SprintF by shiva/kalin (2nd, 1st, 2nd)
Challenger #6 - Studio 48 by Koden/Stoffle (4th, 4th, 3rd)
Challenger #7 - Red Camel by Alia/MattD (8th, 8th, 8th)
Challenger #8 - Columz by Blitz (7th, 7th, 5th)[/code]
Challenger #1 - Chaemelaeon Chaos by Kane (-, -, -) - sorry, didn't have Java on the computer i was on
Challenger #2 - Simian Rescue by TheBigJ (2, 6, 6)
Challenger #3 - Deformed Stick Figure Man by GooberMan (4, 1, 2)
Challenger #4 - Ignorador by Barry Dahlberg (7, 2, 1)
Challenger #5 - Super SprintF by shiva/kalin (1, 5, 5)
Challenger #6 - Studio 48 by Koden/Stoffle (3, 7, 4)
Challenger #7 - Red Camel by Alia/MattD (6, 4, 3)
Challenger #8 - Columz by Blitz (5, 3, 7)
Wow, some really great work people. Though I can see why not many people have voted: it?s so hard to choose! They are all really great. Sorry if my votes offend anyone, you all deserve to win! Anyway, here goes:
Challenger #1 - Chaemelaeon Chaos by Kane (Won?t run! Sorry!)
Challenger #2 - Simian Rescue by TheBigJ (2nd, 2nd, 3rd)
Challenger #3 - Deformed Stick Figure Man by GooberMan (1st, 4th, 1st)
Challenger #4 - Ignorador by Barry Dahlberg (3rd, 1st, 2nd)
Challenger #5 - Super SprintF by shiva/kalin (5th, 5th, 4th)
Challenger #6 - Studio 48 by Koden/Stoffle (4th, 3rd, 5th)
Challenger #7 - Red Camel by Alia/MattD (6th, 6th, 7th)
Challenger #8 - Columz by Blitz (7th, 7th, 6th)
Challenger #1 - Chaemelaeon Chaos by Kane # (- - - Couldn't get working)
Challenger #2 - Simian Rescue by TheBigJ # (5th 6th 5th)
Challenger #3 - Deformed Stick Figure Man by GooberMan # (4th 3rd 4th)
Challenger #4 - Ignorador by Barry Dahlberg # (7th 7th 7th)
Challenger #5 - Super SprintF by shiva/kalin # (1st 1st 2nd)
Challenger #6 - Studio 48 by Koden/Stoffle # (3rd 4th 3rd)
Challenger #7 - Red Camel by Alia/MattD # (6th 3rd 6th)
Challenger #8 - Columz by Blitz # (2nd 2nd 1st)
Some thoughts for future competitors.
1. Help file/screen! Only takes a few moments to make a readme file.
2. Get someone non technical to test your programs. Some problems were fixable (The missing SDL.dll problem), some others are probably fixable (Chamaleon Chaos). If your using something relatively non standard (like java) then setup a batch file and explain to people how to setup.
Congrats to everyone whom entered.
Challenger #1 - Chaemelaeon Chaos by Kane ( didnt run )
Challenger #2 - Simian Rescue by TheBigJ ( 3rd, 4th, 4th )
Challenger #3 - Deformed Stick Figure Man by GooberMan ( 4th, 3rd, 3rd )
Challenger #4 - Ignorador by Barry Dahlberg ( 2nd, 2nd 2nd )
Challenger #5 - Super SprintF by shiva/kalin ( 1st, 1st, 1st )
Challenger #6 - Studio 48 by Koden/Stoffle ( 7th, 5th, 6th )
Challenger #7 - Red Camel by Alia/MattD ( 6th, 6th, 5th )
Challenger #8 - Columz by Blitz ( 5th, 7th, 7th )
Some pretty good little games in there guys, some were alot more fun to play than some of the top shelf games that are being released nowadays, some of you should seriously think about going indy :)
OK, the votes are tallied up! And the winner is...
[img]http://www.sumea.com.au/sumeachallenge/programmer1/Programmer1.gif[/img]
Challenger #5 - Super SprintF by shiva/kalin !!
The scoring method was simple - if you got a 1st, you received 8 points, and if you got 8th, you got 1 point. (If your demo didn't work, you were given 8th place, and so you received 1 point). Thanks to all the programmers who took time to take part, and thanks to everyone who voted as well. Every voted counted, and it was really neck and neck between shiva/kalin and Gooberman (2 points seperated them) right until the last vote.
If any of you remembered my little ramble on my Unreal Tournament 2004 ordering stuff up, I ended up paying for/receiving 2 copies. So for Shiva/Kalin, I'm gonna send them a copy of Unreal Tournament 2004 as a prize.
I'd mail it :)
Since i have a job now i can afford postage stamps :P
Most of teh stuff is fairly small or thin, and would not cost more than about $2-3 or so in most cases, sending a small bundle of stuff might run me like $6 postage which is hardly worth mentioning :)
You can check out the loot here http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=1640
see if something catches your fancy, theres probably enough stuff there to give away to the top 4 or so, and a booby prize for Kane! (he really seems to want that booby prize :))
Heck, there might be enough for all who entered, it just depends how much useless crap people want :P
CYer, Blitz
I'm thinking we should run the next one maybe during the upcoming school holidays (June/Julyish). Probably allow the most people to compete...for people at tertiary/secondary school, they probably will have some spare time, and for people who work it doesn't really matter when you have it!
I think one of the reasons this comp. worked better than previous attempts was that this one actually made a game, rather than a tech demo, which probably catches peoples excitement a bit more...or it may have just been because of the time limit...
Anyway, we can start discussing that soon (if someone else wants to start discussing ideas for the next one, probably best to start a new thread and not clutter this thread :))
CYer, Blitz
quote:Originally posted by Blitz
I'm thinking we should run the next one maybe during the upcoming school holidays (June/Julyish). Probably allow the most people to compete...for people at tertiary/secondary school, they probably will have some spare time, and for people who work it doesn't really matter when you have it!
sounds good blitz, the hard part now is, how we come up with a topic! :)
Matt D
48 Hour Challenge #1- Koden/Stoffle -Challenger #6
Title: Studio 48
Code: Koden and Stoffle
Art: Stoffle
Sound: Koden
Requires DirectX 9
[url]http://www.icecave.com.au/sumea48/Studio48.zip[/url] (740kb)
See readme.txt for keys and "story".
It is a little unstable due to decreasing caffeine levels and decreasing sleep levels. :/
If you want the source just email me: stoffle_work@hotmail.com
If you compare the game, the level file and the tileset texture you should be able to workout how to create your own levels.
Ok, a stable version with a few modifications can be found at [url]http://www.icecave.com.au/sumea48/Studio48.Fix1.zip[/url].
Now you have to beat the clock
-- edit --
apparently the version i called 'stable' was not so stable at all :( works fine for most people, including those that had the random crashes, however i've had at least one report of the game crashing onload :(
if anyone else has this happen could you please let me know how far you do get (ie, window created, splash screen displayed? etc)
thanks,
stoffle
well if anyone downloaded that last update they would have been unpleasantly surprised by the huge fricken uncaught exception :/ for those of you with the patience to give us another shot, please download again from [url]http://www.icecave.com.au/sumea48/Studio48.Fix1.zip[/url] :)
48 Hours #1 Official Submissions
This is the thread you should post your final submissions to.
Post once only. If you need to change something in your post, then edit it, rather than replying again :)
Please post the following...
* The name of your game.
* A link to where your game can be downloaded from.
* If you worked as a pair, include the name of your partner.
* If you are in a different timezone (or for some reason did the challenege in a different 48 hours) please note this.
* Brief description of the game, any instructions that might be useful, any "warnings" for unstable programs.
* Optional post mortem, what went wrong, what went right, and your motivations behind the game you did. Please keep it reasonably brief so we don't flood people who just want to download the damn things :)
* A link to your source code, if you wish to provide it.
That should do it.
A note to anyone who has any problems or comments for the entries, please post either in the specific thread that the person has created for their entry, or in the General Discussion thread for the challenge. This thread is for submission of entries ONLY.
Voting for entries should open in a couple weeks (gives people plenty of time to try all the entries, we also have a few people "postponing" the challenge til next weekend.)
Thanks.
haha! how did I know I would be the first to submit!
this is my attempt at making a BreakOut clone...i call it Chamaeleon Chaos!
Download install file: [url]http://dinomedia.topcities.com/chamaeleonChaos.exe[/url]
as you will all soon find out, it is no were near finished, and I thought I'd submit it know because I wouldn't get much further with it tonight anyway...currently there is no sound, but i really like what I have done so far, so I will work on it in my spare time...
also, i was unable to compile it into an executable, so I hope nobody minds running it through the Java VM (if you have it)...if you dont know how to do it, open up a command propmt and go to the directory the game is installed in (it will be set to C:Program FilesChamaeleon Chaos by default)...then just type the following to run it...
java Chamaeleon
it also has some major rendering issues, so you have to minimize the window then maximise it again to start it...here are the controls...
LEFT ARROW KEY = left
RIGHT ARROW KEY = right
and thats about it! like I said, extremely basic, but im pretty happy with it! hope someone else can get some laughs from it to!
** [url="http://www.sumea.com.au/sumeachallenge/programmer1/ChamaeleonChaos.zip"]Alternate Sumea download[/url]
Other things have taken my time this weekend so I haven't got much done but here's the entry anyway.
Name: Ignorador
Link: http://stingray.ftw.net.nz/48/BarryDahlberg.zip (Approx 230k)
If you get a warning about msvcr70.dll you need to get this file and add it to the game directory: http://stingray.ftw.net.nz/48/msvcr70.dll (Approx 330k)
Overview:
Breed an endangered bird while keeping out predators and fighting for funding. I'm not sure what genre it falls into, any suggestions...?
Warnings:
There is a random lock up bug I haven't had time to track down, I have left the game in windowed mode so you can task manager it if necasary.
Post Mortem:
The source is very messy but all the code was fairly straight forward. Unfortunately others things took up my time this weekend so I didn't spend much time on it but it was an interesting exercise.
I am seriously considering cleaning up the source code and expanding on it as I enjoyed tinkering with bird and predator AI. For this reason I wont post it for now.
Instructions can be found in my individual progress thread, enjoy!
** [url="http://www.sumea.com.au/sumeachallenge/programmer1/BarryDahlberg.zip"]Alternate Sumea download[/url]
Name: Deformed Stick Man and the Attack of the Automated Salt Shakers of Horrible Doom!!!
Link: http://www.geocities.com/gooberman_and_friends/downloads/deformedstickf… or http://www.geocities.com/gooberman_and_friends/index.html for a page with a link.
Description: An Impossible Mission clone. Run around rooms avoiding robots and their death rays, search items in the room to find keycard pieces (finding keycard pieces unimplemented, searching works though).
Post Moretem:
Source: Included in archive linked to above.
Notes: Win32 native executable. Requires DirectX 9. Runs in window mode by default. No way to specify dimensions and fullscreen in INI file, so use F9-F12 to chance resolution and fullscreen/windowed (more in readme.txt).
** [url="http://www.sumea.com.au/sumeachallenge/programmer1/deformedstickfigurem…"]Alternate download from Sumea[/url]
Name: Simian Rescue
Link: [url]http://www.julianmckinlay.com/downloads/simianrescue.zip[/url]
Overview: Endangered monkeys are being used for testing by the evil pharmaceutical company. Fly into their compound and liberate them, but beware the automated defense systems and patrolling jets!
Instructions: Use the arrow keys to maneuvre your chopper. Land on the far base to pickup a monkey and bring it back to your base to score. Every tenth monkey rescued gives you one bonus life. Press F1 to review these instructions in-game.
Tip: When landing, be careful not to crash into the ground or the edge of the platform. Bring your chopper to a stop above the platform and lower it down.
Postmortem: Had a lot of fun making this game, and had fun playing it. My top score is about 15 monkeys. My programmer art turned out far better than what I usually manage. Never got around to doing sound effects.
Source: [url]http://www.julianmckinlay.com/downloads/simianrescuesrc.zip[/url]
** [url="http://www.sumea.com.au/sumeachallenge/programmer1/simianrescue.zip"]Alternate Sumea download[/url]
Name: Columnz
Link: http://www.shinnen.net/Columnz.zip
Brief: This is a (bad) remake if the sega classic "Columns". I originally planned to do a 2D sidescroller platformer (Sonic styles) that had endangered species themes! But around midday sunday i realised it was just not going to happen, and rather than pull out, i switched to doing Columns, and old favourite of mine on the game gear.
It didn't turn out as well as i'd hoped. Most (about 95%) of the basic columns gameplay is there. However i didn't have time to put all the interface displaying score, level etc. in. Scores also aren't combo'd at the moment. If you want to view your score it's printed to the log at the end...
Overall, although i wasn't to happy with the result i enjoyed the reasonably intense codathon. (Especially the 3-4 hours trying to make the app run fullscreen, when it turned out it was just my PC not working, and the code was fine).
Please don't suffer too much playing this game!
CYer, Blitz
PS. I'll post source code later. Due to the change of tack halfway through theres just the odd thing i want to change in the project files etc. first. (This may not be until i get back from america in a couple weeks).
** [url="http://www.sumea.com.au/sumeachallenge/programmer1/Columnz.zip"]Alternate Sumea download[/url]
Alia & MattD
Name: Red Camel
Link:
http://www.roidsofdoom.mine.nu/redcamel/redcamel_bin.zip
Source:
http://www.roidsofdoom.mine.nu/redcamel/redcamel_src.zip
Instructions:
z/x for accelerate
m/> for change orientation
. to flip
b/space to fire (if you look very closely you can even see bullets)
Tip: think happy thoughts.
Postmortem: Was fun to do... definately not finished tho.
Overview:
Fight another baron to the death and kill his cow... (we didnt get that far).. a remake of RedBaron/Triplanes/Biplanes/Sopwith Camel
http://www.roidsofdoom.mine.nu/redcamel
ill put the rest in here in a bit.
Completed, enjoy
read the readme for keys.
code by kalin, shiva
art by shiva
sound by shiva
music used with permission from machinae supremacy [url]www.machinaesupremacy.com[/url]
game:
[url]http://www.icecave.com.au/sumea48/SuperSprintf.zip[/url]
source:
[url]http://www.icecave.com.au/sumea48/SuperSprintf_code.zip[/url]
we're in qld, none of that daylight savings crap
its a super sprint clone. race. have fun!
Here we go "Studio 48".. finally :) it's a bit late, but good fun none the less..
code by koden & stoffle,
art by stoffle
sound sourced by koden
read readme.txt for keys / "story" etc.
game: [url]http://www.icecave.com.au/sumea48/Studio48.zip[/url]
it is a little unstable due to decreasing caffeine levels and decreasing sleep levels ;)
if you want the source just email me: stoffle_work@hotmail.com
if you compare the game, the level file and the tileset texture you should be able to workout how to create your own levels ;)
cheers, stoffle
ps: koden explicitly says "";
--- UPDATE ---
readme file tells you the incorrect keys, they are:
Keys:
Move Left: Left Arrow
Move Right: Right Arrow
Jump: Z
Fire: X
--- ANOTHER UPDATE ---
Ok, a stable version with a few modifications can be found at [url]http://www.icecave.com.au/sumea48/Studio48.Fix1.zip[/url].
Now you have to beat the clock. I guess the original post would be our official submission still of course :)
48 Hour Challenge #1- kermitten
I'm making a pacman clone(+ some extra features)
I'm living in Sweden, so i will start coding at 00.00 GMT +1
(I believe that's about 10-11hrs after edt)
So don't forget that i'm living in another time zone, okey? :)
Happy coding!
Well...
I got the (stupid) idea to let Visio generate the code for me, based on my UML doc...
The code that was generated was a disaster, and after the first 3h the only thing that i had been doing was debugging the framework! So I wasn't in a mood for staying up another 45h.
Tip. NEVER try something new in a 48h compo... Just look what happened to me! ;)
Will there be anymore 48h compos soon? ;)
48 Hour Challenge #1- shiva/kalin - Challenger #5
we'll be doing a super sprint esc. game
see everyone in 48 hours
took some pics at 0000, 0130, 0300, 0430, 0800, 1000, 1200
notice the increasingly tired expressions and the mounting cans of energy drinks.
[url]http://www.icecave.com.au/forum/viewtopic.php?p=510#510[/url]
Completed, enjoy [:D]
read the readme for keys.
code by kalin, shiva
art by shiva
sound by shiva
music used with permission from machinae supremacy [url]www.machinaesupremacy.com[/url]
game:
[url]http://www.icecave.com.au/sumea48/SuperSprintf.zip[/url]
source:
[url]http://www.icecave.com.au/sumea48/SuperSprintf_code.zip[/url]
we're in qld, none of that daylight savings crap [:p]
48 Hour Challenge #1 - Barry Dahlberg - Challgr #4
Right, I've been to the supermarket, I've cleared out my weekend and I have my idea, all set and ready to go. My entry will be a cross between an RTS and a Sim style game, where the goal is to manage a breeding park for an endangered bird while keeping out the predators and making sure the government doesn't cut your funding.
Oh and I think my programmer art will more than make up for the retro side of the theme! I will be concentrating on fleshing out the gameplay as much as I can at the expense of art and sound, I expect to have to deal with some interesting balance issues.
I will try to keep you posted on my progress once I start coding tomorrow morning, for now I'm sorting out exactly what objects I want to make it into the game and how they will interact.
After a good sleep in this morning things are under way, unfortunately a construciton crew has decided to work out side my window, nevermind. I have the basic structure layed out and there are little circles roaming my "park" which represent the birds at the moment.
Next task is to set up the basic interface for selecting objects and menus. I'm taking alot of shortcuts due to the nature of the contest, will be interesting to see how this turns out.
Hehe, well you might beleive it when you see it in action... I've been pretty slack, went out for dinner and stuff so I haven't made as much progress as I probably should have. I've spent quite a bit of time toying with the AI and testing it which takes a while.
Anyway, these things are in the game and working:
* Basic economy. Every 5 seconds the accounts get done. You receive money for each bird alive and well in your park, and you can also sell birds for a nice profit if you don't want them for breeding. You lose money for each ranger working at your park and must also pay maintenance fees for any objects such feeders you have placed.
* Birds. The birds are purposely very stupid so I have named them 'Ignorador', not a terribly good game but it's a play off the word ignorant which I thought was fitting. They currently hunt for food which you must give them to stop them dieing. A well fed bird who reaches adulthood (about a minute) can breed if it finds a good mate. Ignorador also panic randomly for no apparent reason.
* Park HQ. When something needs doing in your park a ranger will be sent out from HQ and will return once the task is done. Park HQ also allows you to hire and fire rangers.
* Park rangers. Rangers do the dirty work in your park, distributing food and equipment at your request. Rangers cause your birds to panic if they get to close which can be a bad thing but also allows you to herd them if you are careful.
* Feeders. The first piece of equipment available in the game, feeders randomly distribute food, easing the workload on your rangers. They are expensive to purchase and maintain but essential once your flock starts growing.
These are some of the things I have planned for tonight and tomorrow:
* Predators. Currently under construction, predators feed on the Ignorador and generally try to ruin your day. They will appear at random and having more birds and food in your park will make them appear more frequently.
* Wards. Wards are a simple piece of equipment design to drive away either Ignorador or predators. They are expensive but allow you a little more control over your birds and help keep them frm becoming food.
* Art. Currently everything is represented by coloured circles and while I know the code, I doubt many players will find it asthetically pleasing. I'll probably be doing some simple 1 colour sprites in MS Paint to make things a bit more obvious.
I hope every one else is coming along well, it always amazes me what people can manage in these sorts of competitions!
Well other things have taken priority this weekend so I haven't got a whole lot done, I'll hand in my work shortly. It has been an interesting little task though, I might clean up the source and expand on it, see where I can take it.
I got some terrible little sprites in but I had to draw with my laptops touch pad so don't expect much!
How To Play
You start the game with a Park HQ and a pair of birds, 1 male, 1 female. The basic goal is to keep the birds alive and healthy enough that they will breed, so you can expand your park.
On the left side of the screen is a menu of options and along the bottom of the screen is some status info. Clicking on any object in the game will change the menu and status line to suit. You can also return to the default menu by clicking on an empty area of the screen.
With the default menu showing, position the mouse near one of the birds and press '1' on the keyboard to select the first menu option. A ranger will set out from HQ and drop a piece of food for the birds to eat. Note that you only begin with 1 ranger and you can't give him orders unless he's in HQ, by clicking on HQ you can hire and fire more rangers to suit.
Money
The government funds your park but needs to see results. Every 5 seconds the accounts will be done and you will give/take money as follows:
+ $10 for per bird
- $10 per ranger
- $7 per feeder
You can also sell feeders and birds to gain cash in an emergency.
Feeders
Once you save a little cash you can place feeders in your park which greatly ease the workload on your rangers. Each feeder randomly drops food near it however you will need to keep an eye on your birds as they tend to crowd around and starve each other.
Looking After Your Birds
In order for your birds to breed a few conditions need to be met. First you must have at least 1 male and 1 female and both birds must have become adults which takes about a minute of real time. Secondly both birds need to be well fed, select a bird and check it's status line, you need to get hunger up to about 75%. Be careful because if hunger drops below about 25% the bird will die.
The birds are jumpy little critters and sometimes panic for no reason, causing them to run off in random directions. Rangers that get to close can also cause them to panic, you can use this to your advantage if you need to break up groups getting in each others way.
You can also sell birds for a nice price if they are getting out of hand, but make sure you always keep at least a pair you can breed from.
Predators
Predators will occasionally enter your park and prey on your birds and generally upset them. Predators will be more frequent when you have a large number of birds around. If a ranger comes to close they will leave the park so try placing food on them if they are getting to close.
General Tips
To begin with stick with 2 or three birds, they will be easier to manage and less predators will show up. Just trying to get them all fed can be tricky as they aren't very good at sharing. Placing food near by the HQ will shorten the trip for your ranger but don't place it actually on the building as the birds wont go there.
Once you can afford a feeder, place one out from your HQ a little and you wont have to manually feed them so much. Remember it still costs to maintain feeders so don't place lots unless you have lots of birds.
Be careful to make sure you have both males and females doing well in your park, otherwise you're not going to get very far. If 1 bird is getting pushed around and can't feed you can break the flock up by sending a ranger at them.
It reminds me a little of Harvest Moon [:)]. Nice game - you should definately expand on it! Add in more animals/jobs to do... if you're planning on working on it more, and you need some art, I could make the next Sumea Draw Club activity for this so people can contribute pixel art of character animations, farmhouses, animals and other stuff to spruce it up. Eventually you should have a whole load of things to place there!
Currently there is no health meter cause there is no health, birds are either alive or dead. I plan to change it so that there is several meters like you have in The Sims, and health is one of them. When hunger drops it starts to take away from health etc. The new version will have a greatly expanded and improved AI system.
ahahahahahaha
unfortunately i have been faaaaaaaar too busy, exams, thesis, research projects.
I won't be entering in spite of my best intentions :( I did come up with some ideas though that I might write up and make a demo out of to put up sometime this summer