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Hagar

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Old klik fart

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  20/02/2002
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You've Been Circy'd!Teddy Bear
5th June, 2012 at 05/06/2012 13:41:29 -

The point of this competition is to spur creativity and get people making fun games for fun (without worrying particularly about extension x and getting bogged down in "big game fever"/creating a super duper realistic engine) which is what used to happen all the time in the old days, and even so there was a fair few gems produced in that era.

Full rules are:

* Runtime rescaling or rotation is not allowed.

* Only 1 layer.

* Seeing as crude fast loops can be created via loop unrolling there is no problem in their use. This will be only exception in terms of extensions from the original TGF.

* It is vastly preferred that all level data is stored internally. But you are free to use the INI object with TGF 1 limitations (64k load I believe). Perhaps a percentage of the presentation mark will go towards "TGF1 era spirit" .

* All of the ink effects from TGF1 are valid, but HWA and HWA pixel shaders are disallowed.

* Try to be efficient with alterable values as possible. No one is going to be strict about this, but try to keep in the spirit of TGF era game making.

* 256 or less active objects.

* No trigonometry functions are allowed.

* Submission should be via a download page submitted to the Daily Click. Funtition entry: Game Name. Upon submission please pm myself with a link to source, should the judges feel it is needed.

Try not to worry too much about exactly meeting every single one of TGF's more obscure limitations, and make some great fun games for fun

Deadline is the 12 th of August.


 
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Fanotherpg

I'm living proof

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  26/06/2004
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Game of the Week WinnerKlikCast StarHas Donated, Thank You!Second GOTW AwardVIP MemberHasslevania 2!The OutlawPokemon Ball!Evil klikerComputer
I am an April FoolI donated an open source project
5th June, 2012 at 05/06/2012 17:46:27 -

I believe if you want to keep it in TGF spirit keep it in TGF spirit.

3 Variables per Active (+ fixed)
16 Global Variables (+Score and Lives)
NO FAST LOOP
External files via Picture, Vitalize, INI and audio/video objects.

That is what old TGF could do easily and I got Xplosiv version of 1.04

 
www.therpg.pl

AndyUK

Mascot Maniac

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  01/08/2002
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Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
5th June, 2012 at 05/06/2012 18:05:46 -

Ive decided what I will do then.

I'll make a Competition version and a Standard version because I already started doing some crazy parallax background scrolling.

Kind of like how the Amiga EGA could only show one layer and so most games only have gradient backgrounds but Amiga AGA chipset games could do much more. So some games had two versions.

Edited by AndyUK

 
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MasterM



Registered
  02/01/2002
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  701

I am an April Fool
5th June, 2012 at 05/06/2012 20:16:09 -

Entries shall be judged by a panel of judges
Image

 
Image

jamesh



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  28/02/2012 15:24:25
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  381
5th June, 2012 at 05/06/2012 20:58:36 -

Only one entry per person, or no such restriction?

 
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Zezard



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  17/07/2005
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VIP Member
5th June, 2012 at 05/06/2012 22:15:50 -

"No trigonometry functions are allowed". How does basic math not fit into the TGF spirit?
...
Oh wait, it didn't support that, did it? So instead we have to go back to making something awkward with bouncing ball movement?
...
Or rather just the timer...

Edited by Zezard

 
http://create-games.com/project.asp?view=main&id=1217

Bricnic



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  16/07/2002
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VIP MemberWii OwnerHas Donated, Thank You!
6th June, 2012 at 06/06/2012 07:56:55 -

What's the filesize limit on submissions?

 
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Pixelthief

Dedicated klik scientist

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Game of the Week WinnerWeekly Picture Me This Winner!You've Been Circy'd!VIP MemberI like Aliens!Evil klikerThe SpinsterI donated an open source project
6th June, 2012 at 06/06/2012 12:43:28 -

There was a 64k limit on INI files? I never knew about that when I made GQ, I think the biggest there was 38k for the island map. Well, now I know

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

Chris Burrows



Registered
  14/09/2002
Points
  2396

GOTW WINNER OCT. 2011
7th June, 2012 at 07/06/2012 00:03:51 -

As time goes by, these things escape me... does TGF1 support alpha channels or any other kind of transparency?

 
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Chris Burrows



Registered
  14/09/2002
Points
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GOTW WINNER OCT. 2011
7th June, 2012 at 07/06/2012 00:33:42 -

Alterable values? Alterable strings? Global values? Global strings?

 
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Fanotherpg

I'm living proof

Registered
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Game of the Week WinnerKlikCast StarHas Donated, Thank You!Second GOTW AwardVIP MemberHasslevania 2!The OutlawPokemon Ball!Evil klikerComputer
I am an April FoolI donated an open source project
7th June, 2012 at 07/06/2012 01:50:50 -

Chris only semi-transparency, 3 Alterable Values per Object + Fixed, 32 flags. 16 Global Variables + Life and Score... No Strings global or object wise. 252 AO limit. (not 256 lol).

 
www.therpg.pl

Chris Burrows



Registered
  14/09/2002
Points
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GOTW WINNER OCT. 2011
7th June, 2012 at 07/06/2012 02:08:59 -

These are the official rules?

 
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Bricnic



Registered
  16/07/2002
Points
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VIP MemberWii OwnerHas Donated, Thank You!
7th June, 2012 at 07/06/2012 07:18:08 -

Note also that semi-transparency was not modifiable at run-time in TGF. Only at "compile-time".

 
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jamesh



Registered
  28/02/2012 15:24:25
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  381
7th June, 2012 at 07/06/2012 11:26:14 -

Object Qualifiers and Global Objects?

 
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Chris Burrows



Registered
  14/09/2002
Points
  2396

GOTW WINNER OCT. 2011
7th June, 2012 at 07/06/2012 16:21:11 -

It seems many people, myself included, are a little confused...

Are the rules "You may use whichever Clickteam product you please, but you CANNOT use any objects, actions, conditions or other features not possible in the original TGF1", or... are they simply as Hagar specified in his opening post and anything he didn't cover like alterable strings, global strings, object qualifiers and editing semi-transparency during runtime are all fair game?

Believe me, I really am "trying not to worry too much about exactly meeting every single one of TGF's more obscure limitations, and to make a great fun game for fun" but time is precious and it would be nice to know whether spending hours on various work arounds is actually necessary.

Thanks for the comp guys!

 
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