Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / - DBPro Coding Challenges -

Author
Message
NA170425
User Deleted
Posted: 24th Dec 2006 01:41 Edited at: 2nd Jan 2007 23:18
Here's my second entry:

Coin Collectors

You have 1 minute to walk around the giant Christmas tree and collect goodness coins. The more coins you collect, the higher you get on Santa's nice list, and the more presents you get from Santa! If you don't get enough coins and get bumped down to the naughty list, and you get coal for Christmas!

Use arrowkey to move, this looks best in 1024*768 or better resolution.



"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
Nicholas Thompson
21
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Bognor Regis, UK
Posted: 24th Dec 2006 03:30
nice! You have some severe issues with angles... If you turn too much the controls seem to get inverted in some wierd way - but apart from that its a good start! I like the concept and I especially like the way the coins/media fly up into the corner as they would in a professional kiddy game like this. Has a very Playstation/Nintendo-esque aura to it.

[center]
NA170425
User Deleted
Posted: 24th Dec 2006 03:41 Edited at: 27th Dec 2006 22:37
Thanks, I've been having big problems with the camera angle, I'll get that fixed Christmas Eve, or sometime before New Year's Eve. The only other things I need is the the presents appearing and maybe get coins lost when you hit a rock.

Quote: "You have until the end of 2006! That's two weeks and a day."


I've called it two weeks flat, Ric, I doubt anyone will be coding on Christmas Day, there's too much to do!

Quote: "Has a very Playstation/Nintendo-esque aura to it."


I did get the idea concept of the coins flying up to the courner from Rareware. Those games had a very solid HUD design, you see the items fly up to their icons in the HUD, accompanied by a sound effect so you instantly know you got something. (The only time this is bad is when you look at the icon, think it's an actual item and try to collect it. )I prefer the Rareware style HUDs to Zelda because only attributes which are changing are show (Zelda keeps the entire thing on screen, sometimes hard to see what's going on it gets so cluttered)

"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
SirRoss
20
Years of Service
User Offline
Joined: 19th Aug 2005
Location: United Kingdom
Posted: 24th Dec 2006 11:26
Code Dragon, your game helped me so much; the first thing I ever coded in DB was a movement control engine, with the mouse to look and W and S to go forward and back, with the camera following in third person. But I couldn't get it to follow a bumped matrix, it just floated above a flat plane, and went through anything in front of it.

So thanks, extremely useful, if simple.

The Microsoft Motto: Hey! It compiles! Ship it!
RiiDii
21
Years of Service
User Offline
Joined: 20th Jan 2005
Location: Inatincan
Posted: 24th Dec 2006 12:08 Edited at: 24th Dec 2006 12:09
Code Dragon, try replacing the Turn Object Right in the Process_Player() function with this line:
YRotate Object player(0),Object Angle Y(player(0))+RightKey()-LeftKey()

Turn Object Left/Right flips the object over 180 degrees on the x axis and z axis and inverts the y rotatation, for every 180 degrees rotated on the Y axis. Ermm, try this snippet to see what I mean.




Open MMORPG: It's your game!
Sven B
21
Years of Service
User Offline
Joined: 5th Jan 2005
Location: Belgium
Posted: 24th Dec 2006 12:14
Hi Hobgobling, here I am again.
And I have a question again:

This part:

Seems to be not clear for me. So I started to compare it with the text file downloaded from you link.

write byte 1, %00000000
write byte 1,192
write byte 1,INSTRUMENT `instrument

as you can see, the first byte is 00000000 (binary). So, I looked into the file (msb = 0) and I found that this is the command to set the sequence number of the track, followed by the number of bytes (nn) and the sequence number (ssss). Well, this is what I don't get.
You're saying that it contains 192 bytes, and then 1 byte for the sequence number (while the file says it has to be 2 bytes for the sequence number).

And then there's one other question for now: I often see byte 255 (%11111111 binary, msb=1) and I can't find any documentation in the text file.

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
NA170425
User Deleted
Posted: 24th Dec 2006 14:13 Edited at: 24th Dec 2006 14:40
Thanks RiiDii, the camera works great now. I've updated the code to make presents appear when the time is up too.

[edit]

Just added lots of snow to the game.

"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
Hobgoblin Lord
20
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 24th Dec 2006 16:44
Quote: "as you can see, the first byte is 00000000 (binary). So, I looked into the file (msb = 0) and I found that this is the command to set the sequence number of the track, followed by the number of bytes (nn) and the sequence number (ssss). Well, this is what I don't get.
You're saying that it contains 192 bytes, and then 1 byte for the sequence number (while the file says it has to be 2 bytes for the sequence number)."


Ok not sure the best way to explain this and I think the confusion comes from the way I broke up the bytes but... that 0 actually belongs to the previous line for the number of bytes in the track, many MIDI events can be any number of bytes and the 0 is like a line return to state that the end of bytes assigned to that meta event has been reached. If you look at the info on BYTES IN TRACK you will see it says that event should have at most 4 bytes (but it can have more, or less).

Quote: "And then there's one other question for now: I often see byte 255 (%11111111 binary, msb=1) and I can't find any documentation in the text file."


All meta-events start with FF followed by the command (xx), the length, or
number of bytes that will contain data (nn), and the actual data (dd).

hope that clears things up, but please remember I have only scratched the surface of these files myself. I had to do alot more then read those files, they were a good starting point but far from a complete source. Something you can try is to compose a few midi files yourself with just 1, 2, and 3 notes then take a look at them byte by byte to see the differences since you set the control it makes dissecting them easier.

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 24th Dec 2006 18:13
Just got time to wish everyone here a merry Christmas! Glad to see some more entries for the challenge - I'll be having a go myself in a couple of days once things settle down - got lots of people staying with us this Christmas, and it's getting crazy busy here!! Also - welcome back Nick - long time no post!



RiiDii
21
Years of Service
User Offline
Joined: 20th Jan 2005
Location: Inatincan
Posted: 24th Dec 2006 18:51
Merry Christmas everyone.


Open MMORPG: It's your game!
Nicholas Thompson
21
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Bognor Regis, UK
Posted: 25th Dec 2006 01:11
Merry Christmas everyone!

@Ric - yeah its been pretty hectic recently. I've been reading every post made but I've not had time to reply, let alone enter any code!

[center]
Sven B
21
Years of Service
User Offline
Joined: 5th Jan 2005
Location: Belgium
Posted: 26th Dec 2006 22:39
Hobgobling Lord,

Thx, I get it now. Constantly converting binary to hexadecimal and versa is confusing

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Blobby 101
20
Years of Service
User Offline
Joined: 17th Jun 2006
Location: England, UK
Posted: 27th Dec 2006 12:12
ok, mabey i should give up coding. i can't make any sense out of that data to image function!


perfection is not achived, it is earned.
David Gervais
Retired Moderator
20
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 27th Dec 2006 14:13 Edited at: 27th Dec 2006 14:59
In case any of you missed my post in the code snippets thread, here is a nice medialess sprite/button/box type function. I especially like how I use a sprite to help make a nicer sprite with the paste sprite command.






As an example to make a button that gets highlighted you can make a dark red button and a bright red/orange one and toggle between them as the mouse goes over it.

Anyways, comments are welcome, cheers!
NA170425
User Deleted
Posted: 27th Dec 2006 14:19 Edited at: 27th Dec 2006 22:24
I've optimized my code for anyone with a slow computer (I noticed on some computers there's a slight pause when collecting coins)

How many presents has everyone gotten in my game? (this is the score by the way) Mine is 27, which is close to the real number of presents I got.

[edit]
Just added some boundaries to the map so you don't walk away. Plus ingame instructions and a nice camera entry scene. This won't make sense until you run it.

"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
Zotoaster
21
Years of Service
User Offline
Joined: 20th Dec 2004
Location: Scotland
Posted: 27th Dec 2006 16:51
I got 13

I made your code better, but since this part was my work I dont think you should get points for it, just had to do it cos it looked cool



NA170425
User Deleted
Posted: 27th Dec 2006 22:13 Edited at: 28th Dec 2006 14:20
Neat, you used cube mapping, right? That's a feature to keep, even if I can't get credit for it. I'll use the version without it as the "offical" entry. Something weird happened when I ran yours though, the score isn't going up anymore.

As a rule of thumb, the programmer for a game is usually the best player, because they spent so much time practicing it. That explains why I always get hi scores on my own games and no one else does Imagine playing the same game for several hours everyday for 6-18 months. That's a lot of practice.

"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
BillR
23
Years of Service
User Offline
Joined: 19th Mar 2003
Location: United States
Posted: 28th Dec 2006 13:34
@David, clever use of the paste sprite command, I wouldn't have thought to use it that way.

I really like your medialess sprite/button/box function!
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 28th Dec 2006 23:10
Quote: "ok, mabey i should give up coding. i can't make any sense out of that data to image function!"


What's the problem with it? You don't need to understand how it works - you just need to paste it into your code. I also posted an example of how to use it on the last page.

David Gervais
Retired Moderator
20
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 29th Dec 2006 00:06
It has been suggested in the 'announce' thread that perhaps an extended deadline is in order,.. I suggested January 6th, since that's what is known as 'Little Christmas'. Also, the mods might be back by then and finding a judge might be easier.

What say Ye? Ay? or Nay?

Cheers!
Hobgoblin Lord
20
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 29th Dec 2006 00:28
Quote: "What's the problem with it? You don't need to understand how it works - you just need to paste it into your code. I also posted an example of how to use it on the last page."


Perhaps blobby wants to understand why the code works, it may be fine for this challenge to copy and paste, but it is always good to understand the code itself so you can grow.

Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 29th Dec 2006 14:20
Extension

As discussed in the announcement thread, the deadline has been extended to January 6th. Hopefully, people who have been very busy over the Christmas period will now get a chance to get their entries in.

@HL: perhaps you're right - I interprated his remark as not being able to get it working, but I'll wait until he clarifies his problem with it before I give an in depth explanation of how it works.

Blobby 101
20
Years of Service
User Offline
Joined: 17th Jun 2006
Location: England, UK
Posted: 31st Dec 2006 13:42
yeah, Hobgoblin was right, sorry if i didn't make it clear.


perfection is not achived, it is earned.
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 31st Dec 2006 17:18 Edited at: 31st Dec 2006 17:24
Ok - you want a detailed explanation of how it works .... memblock tutorial follows:


It's a two step process - one function converts the image into data, and another coverts the data back to an image again. What you haven't seen, is the function for converting the image into data in the first place.

Step 1.

This makes use of the command 'make memblock from image', which takes an image and turns it into a load of data.

I wrote a separate program for this, which is here:



To understand how this works, you first need to know about the 'image memblock format'. When you turn the image into a memblock, which is just a bunch of data held in memory, there is a sequence to how the data is stored, and what it means.

The first three numbers are the 'header', which describes the image. The numbers are stored as 'dwords'.

1. Image width
2. Image height
3. Colour depth (32 bit in this case)

So, when you use the command 'create memblock from image' on the smilie image, the first three numbers it stores in memory are:

64
64
32

How do we know that? By using the command 'memblock dword'. This command needs a memblock position to read from. A dword takes up 4 blocks of memory in the memblock, so the position of each of the three dwords that make up the header are 0, 4 and 8 respectively.

So the code for reading the header is:



All the numbers which follow after the header, are stored as 'bytes' (a number between 0 and 255), and represent the 'bgra' values of every single pixel in the image, starting at the top left, and working row by row through each pixel ending with the pixel at the bottom right of the image. 'bgra' means each pixel is described by 4 bytes, the first representing the blue value, the second is the green value, the third is the red value, and the fourth is the alpha value to give it transparency.

You extract these values from the memblock using the command 'memblock byte'. When reading memblock bytes, you need to specify the position in the memblock you are reading from. This is best done by thinking of the pixels in the image as x-y coordinates, rather than the actual position of the byte in a whole string of numbers. We can run through all pixels according to their x-y coordinates by setting up a for-next loop within a for-next loop:



where sx and sy are the width and height of the image, read from the header.

The x-y coordinate of each byte of pixel data can then be converted into its actual memblock position using the equation pos=(y*sx+x)*4+12. (The +4 is there because each pixel takes up 4 bytes, and the +12 is there becuase thats the size of the header.) This will give you the byte which stores the blue value. Adding one to the position gives the green value, adding two gives the red value and adding three gives the alpha value.

The header and every byte of image data that follows then gets written to a file using the command 'write string'.

You'll also notice that I added an additional value at the start of the file - the memblock size.

Once this file is written, we can then move onto the datato image function.

Step 2

Here is the code which turns the data we saved in our file back to an image again:




First, we need to find the image data we saved to a file. The file could be loaded and read directly from the file, but instead we chose to paste the data from the file underneath the function.

The job of the function is to read this data back using the 'read' command, and to create a new memblock to store the information in memory - making sure that everything is read into memory in exactly the same order as it was written to the file in the first place.

To make the new memblock, we use the command 'make memblock'. This command needs to know the size of the memblock to create, and is why we wrote the memblock size at the beginning of the file we saved in the previous first function.

Once the new memblock has been created, it is filled with information - first the header, which is read from the data staements using 'read', then written to the memblock using 'write memblock dword'. Then comes the image data. We read the data using 'read', then write it to the new memblock using 'write memblock byte'. The code for doing this is almost exactly the same as in the first function, to ensure the order stays correct. Once the memblock is filled with information, it will now be identical to the one we read from in the first function, and now we just need to turn it back into an image, using the 'make image from memblock' command.

Hope that helps you understand the process.

MonoCoder
20
Years of Service
User Offline
Joined: 4th Dec 2005
Location: england
Posted: 1st Jan 2007 00:32 Edited at: 2nd Jan 2009 13:31
Hi, I have a game to enter. Sorry, but I had some trouble fitting it all into one post. The code goes across this post and the next. Just paste the code from the next post onto the end of this code here. Full game details are also there... just below.


EDIT: Broken Sig, fixing since it's linked from 2009 sig...

Space Shooter - DarkEye - Concentricious - Puyo - Brain Training
MonoCoder
20
Years of Service
User Offline
Joined: 4th Dec 2005
Location: england
Posted: 1st Jan 2007 00:41 Edited at: 2nd Jan 2009 13:31
A rare appearance by me, Monocoder. Hi! I have a game to enter.

Using just the given image and a few 2D commands (which I hope are allowed), I have put together this game in about a week (on and off).

You control the ball and roll it around on the snow in a bid to keep it's level from rising to the limit. The snow rises as snowflakes fall onto it's surface. Rolling across the snow slowly lowers it's level. Snowflakes that come into contact with you disappear. You are aided by power-ups that appear at intervals during the game:

GROWTH: The ball swells up five-fold, and can flatten the snow faster, as well as stop a greater amount of snowflakes from reaching the snow.

HEAT: A wave of heat moves up the screen, getting rid of all snowflakes on the screen, and also lowering the height of the snow.

LEVEL: Smooths the snow out, levelling towards the players height. This can be good or bad; make sure you pick this one up only when you're near to the ground.

WIND: This strong gust of wind sends the falling snowflakes hurtling across the screen (and rolls the player with it too). While the strong winds blow, any snowflakes that touch the snow lower it's level rather than raise it.

BONUSES: Increase your score by 500,2000, and 5000 respectively.

The level, and difficulty, increase over time. The game is over when the snow reaches the limit (indicated by a faint line, the lightest part of the background).

Use left and right to roll. When the game is over, press enter to restart, or escape to exit.

If you enable debug (debug=1 in code), you can use up/down to raise/lower the snow, and control with up/down to raise/lower the level of the ground. Also, use space to instantly flatten the snow to your height.

This game requires the code from my previous code, and the code in this post pasted on the end of it to work. Sorry, but I had some trouble getting it all into one post.

Feel free to edit how you like, but if you want to post your best score and furthest level, please use the original code. Have fun!

And Happy New Year!


EDIT: Broken Sig, fixing since it's linked from 2009 sig...

Space Shooter - DarkEye - Concentricious - Puyo - Brain Training
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 2nd Jan 2007 12:44
Great work there Monocoder. I like the way you have used the 2-d commands - looks stylish.

Just putting my entry together - will post later.

NA170425
User Deleted
Posted: 2nd Jan 2007 18:37 Edited at: 2nd Jan 2007 19:20
Fun game, Monocoder. I like the way you did the 2d grahpics as well. I got to level 9 with a score of 26394.

I've got an update on my entry. You can now see snow falling, and the sky gets darker as the night goes on, which means Santa's coming soon. Please post your scores!

"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
RiiDii
21
Years of Service
User Offline
Joined: 20th Jan 2005
Location: Inatincan
Posted: 2nd Jan 2007 19:22
Monocoder: That is a great game. Very creative.


Open MMORPG: It's your game!
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 3rd Jan 2007 10:46 Edited at: 3rd Jan 2007 10:57
Here's my effort - not an actual entry, as I've been too involved in setting the challenge, but just for the fun of it.

Warning: this game is addictive - once you start, your day will probably be ruined.

Screenshot:



Aim:

Shoot the coloured smilies. If you shoot a smilie with the same colour, it will fall down, along with any other smilies hanging from it. There are 5 levels.

Keys:

left and right arrow keys: aim
spacebar: shoot

Here's the code - it's in two posts as there seems to be a limit on how much you can post in one go:



Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 3rd Jan 2007 10:55 Edited at: 3rd Jan 2007 10:57
Add this bit to the end:



RiiDii
21
Years of Service
User Offline
Joined: 20th Jan 2005
Location: Inatincan
Posted: 3rd Jan 2007 18:07 Edited at: 3rd Jan 2007 18:08
You know this challenge is really evolved when folks need two pages to post their code and it is quality coding too). I will give it a try when I get on my desktop, but it looks fun.


Open MMORPG: It's your game!
NA170425
User Deleted
Posted: 3rd Jan 2007 18:41 Edited at: 3rd Jan 2007 22:42
That game reminds me of Snood. Snood is really addicitive, and it has a counter of how many games you've played.

Quote: "You have played 7321 games of Snood!"




I have a suggestion, make it so when you match two colored smilies the timer gives you an extra few seconds, the game seems to always end just when it's getting good.

"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
acelepage
22
Years of Service
User Offline
Joined: 2nd Jun 2004
Location: Plattsville
Posted: 3rd Jan 2007 22:04
Here's an entry: Slot Machine "Faces Wild"



( 2b || !2b ), that is the question. The answer: true
Hobgoblin Lord
20
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 5th Jan 2007 03:07
Accel thank goodness you do not design slots for Vegas, winning is damn rare

acelepage
22
Years of Service
User Offline
Joined: 2nd Jun 2004
Location: Plattsville
Posted: 5th Jan 2007 14:16
Yes, it is not a very loose slot machine is it? That's the problem with randomizing, you never know what it is going to give you.
It made testing a bit of a challenge, as I had to spin it 20 times to check for a win scenario. It probably needs more wild faces.

( 2b || !2b ), that is the question. The answer: true
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 5th Jan 2007 21:11
Looks nice, although there's something a bit weird about the money - you start with no money, and only pay for a spin if you have won something!

Last day for entries tomorrow - and then it looks like we'll be having a vote for the winner.

acelepage
22
Years of Service
User Offline
Joined: 2nd Jun 2004
Location: Plattsville
Posted: 5th Jan 2007 21:52
OK, I'll admit that I did not spend a lot of time on it. The holiday season has been very busy and all. It was a quick job.

I promise to try much harder next time, really.

( 2b || !2b ), that is the question. The answer: true
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 6th Jan 2007 04:17
Don't get me wrong - I thought it was a good piece of code. The money and the probability of winning issues are just small finishing touches to what you've already done.

NA170425
User Deleted
Posted: 6th Jan 2007 13:30 Edited at: 6th Jan 2007 19:08
Today's the big day, or is the voting tomarrow? How long will the votes be open?

"Did I ever tell you how I got the nickname the Dragon of the West?"
"I'm not interested in a lengthy anecdote, Uncle."
"It's more of a demonstration really."
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 7th Jan 2007 01:26
Well, this is another first - we've never had a vote before, although it has always been in the rules that if there was no appropriate judge available, it should go to a vote.

So, I'll make a suggestion that we have a 48 hour voting period, in which time people can vote for their favourite entry.

One vote per person, anyone can vote, and you can vote for yourself if you like.

Voting ends midnight on Monday night.

If anyone would like to post a list of names of people who entered, that'll be good - as I'm off to bed now - otherwise I'll get to it tomorrow.

acelepage
22
Years of Service
User Offline
Joined: 2nd Jun 2004
Location: Plattsville
Posted: 7th Jan 2007 05:48
I had a quick run through all the posts, and came up with this list.

Code Dragon - screen saver
David Gervais - mindless sample/demo
acelepage - blow up the smiley
Nicholas Thompson - breakout
Code Dragon - coin collector
Zotoaster - update to coin collector
MonoCoder - snow roller
Ric - shoot sticky smileys
acelepage - slot machine

( 2b || !2b ), that is the question. The answer: true
sixblades
21
Years of Service
User Offline
Joined: 30th Jul 2004
Location:
Posted: 7th Jan 2007 07:01 Edited at: 7th Jan 2007 07:14
Alright, I know this is really last minute, but I worked on this for awhile during my Christmas break and thought it would be worth submitting. There are many things I'd like to improve on (such as powerups, level design, etc.), but I ran out of time due to school starting up again and was unable to complete them.

Anyway, here it is:

[edit]This is the FIRST half of the code, the second half is in the post below

sixblades
21
Years of Service
User Offline
Joined: 30th Jul 2004
Location:
Posted: 7th Jan 2007 07:07 Edited at: 7th Jan 2007 07:16
OMG! NO WAY! Alright, well here on the West Coast it was definitely 10:01... . I guess it'll be up to everyone to decide if it's legitimate or not...

So I posted at 10:01 Western time (forgot about the time difference with the server), but the code tags didn't work, so I had to do an edit. I know this means that I'm probably disqualified but I feel like I might as well put my code out there after all the hard work I put into this.

[edit]Second half of code:
RiiDii
21
Years of Service
User Offline
Joined: 20th Jan 2005
Location: Inatincan
Posted: 7th Jan 2007 07:21
That's great sixblades! I don't think anyone is going to be picky about the time.


Open MMORPG: It's your game!
acelepage
22
Years of Service
User Offline
Joined: 2nd Jun 2004
Location: Plattsville
Posted: 7th Jan 2007 19:27
MY VOTE IS FOR: MonoCoder - snow roller

There were a lot of really good graphics out there, and I do enjoy the 3D stuff. The snow roller game seemed to me a unique design, good game play, used the graphic as a central part of the game, and fit the festive season.

( 2b || !2b ), that is the question. The answer: true
Ric
22
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 7th Jan 2007 20:05 Edited at: 7th Jan 2007 20:07
My vote is for Sixblades.

I liked the snowflakes and the destructable landscape. A little more work needed to make it more playable, but I liked the style.

Well done to all who got an entry in over this busy time! Thank's for the list Code Dragon.

MonoCoder
20
Years of Service
User Offline
Joined: 4th Dec 2005
Location: england
Posted: 7th Jan 2007 20:52 Edited at: 7th Jan 2007 20:53
My vote goes to SixBlades. I really like the cartoony hills and snow, and the game in general. Just a couple of quirks though; I think that the pace should be a bit quicker (the bombs explode a bit slowly), and I get a memblock error when the bomb leaves the screen. Other than that, it's quite fun.

And thanks to all of you for your compliments on my entry.


Uber Tails fan. monocoder.spaces.live.com http://MonoCoder.bebo.com
RiiDii
21
Years of Service
User Offline
Joined: 20th Jan 2005
Location: Inatincan
Posted: 7th Jan 2007 23:26
I'm going to vote for SixBlades as well.


Open MMORPG: It's your game!
sixblades
21
Years of Service
User Offline
Joined: 30th Jul 2004
Location:
Posted: 8th Jan 2007 01:48
I'm going to say that my vote goes to Ric as I'm totally addicted to that game (I think the arcade one is "Bubble Bobble", not sure though). The gameplay worked and was actually fun once I got into it, the only complaint I have is that the order of colors is predictable, which allowed me to cheat a little . Although I can't believe I'm saying this, it might have been better to have a lower resolution or worse collision, as the balls seemed too sticky sometimes. But overall a fun game to play.

Thanks also to those that commented on my game!

Login to post a reply

Server time is: 2026-07-20 06:39:38
Your offset time is: 2026-07-20 06:39:38