Omnimaga

Calculator Community => Contests => Official Contest => Topic started by: Raylin on September 16, 2010, 03:25:39 am

Title: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 03:25:39 am
CAGE MATCHES

Have you the nerve to try?
Have you the need for speed?
Can you crank out quality code in no time at all?

Put your reputation on the line and step up to the plate.
This, good sirs, is the true test of coding.

Hello, Omnimagician. Welcome to the Cage Matches.
This is where your mettle will be pitted again another strong competitor whose wants to prove his worth as well.
The rules of this are simple: Make a game of said theme within the time limit.

For starters, you must send me a PM with your programming languages so I can add you to the roster.

Every (other) week, starting in October, two random people will be the contestants for that Cage Match.
A contestant has exactly 24 hours to reply. If a contestant does not reply, another contestant will be picked.
When both contestants have done so, the deadline is set a week or two from the top of the hour.
(Top of the hour means that if the PM is replied to at 8:23, the deadline is a week from now at 9. All times are in CDT (GMT -5.)).
The theme will be picked at random.
The language will be picked at random.
If the language is C or ASM, some code must be sent inside of the PM to assure that a contestant isn't over his head.
The result of the contest will be based a poll that the community votes on. (I will also be casting my vote.)
The winner gets fame, prestige, and a userbar.

That is all.


CONTESTANTS

Pure BASIC
*Raylin
*tloz128
*meishe91
*Builderboy
*Deep Thought
*ztrumpet
*matthias1992
*Michael_Lee
*FinaleTI
*nemo
*happybobjr
*ASHBAD_ALVIN
*SirCmpwn
*Qwerty.55
*cooliojazz
*willrandship
*Art_of_camelot

Hybrid BASIC
*Raylin
*Builderboy
*matthias1992
*FinaleTI
*happybobjr
*ASHBAD_ALVIN
*SirCmpwn
*cooliojazz
*ztrumpet

Axe
*Raylin
*yunhua98
*tloz128
*Builderboy
*Deep Thought
*ztrumpet
*Michael_Lee
*FinaleTI
*shmibs
*nemo
*happybobjr
*ASHBAD_ALVIN
*SirCmpwn
*Qwerty.55
*cooliojazz
*willrandship
*ScoutDavid
*Fast Crash

ASM
*SirCmpwn
*Hot_Dog

Projected Matches

Spoiler For October 24th, 2010:
nemo (accepted) vs. FinaleTI (accepted)
Axe - Tunnel (topdown)
Due October 24th, 2010 (finished)

Winner: nemo

Spoiler For November 11th, 2010:
Builderboy (accepted) vs. guy6020665 (accepted)
BASIC - Game using homescreen only
Due November 11th, 2010

Winner: Builderboy

Spoiler For CANCELED - November 20th, 2010:
SirCmpwn vs. FinaleTI
Hybrid BASIC - Use DCS (please). Fighting game.

Spoiler For POSTPONED - December 6th, 2010:
FinaleTI vs. Raylin
Hybrid BASIC - Use DCS (please). Role-playing game. Storyline not necessary but gives bonus points.
Due December 6th, 2010

Spoiler For December 21st, 2010:
ztrumpet vs. meishe91
Pure BASIC - One button game. Only one button.
Due December 21st, 2010

Winner: meishe91 (due to swing vote)

Spoiler For January 6th, 2011:
happybobjr vs. squidgetx vs. Michael_Lee
Axe - Puzzle game with a storyline (no point-and-click allowed)
Due January 6th, 2011

Winner: squidgetx

Next match:

Strike! The Storm Begins to Brew!

*Raylin
*tloz128
*meishe91
*Builderboy
*Deep Thought
*ztrumpet
*matthias1992
*Michael_Lee
*FinaleTI
*nemo
*happybobjr
*ASHBAD_ALVIN
*SirCmpwn
*Qwerty.55
*cooliojazz
*willrandship
*Art_of_camelot
Make the very best game you can think of in exactly 30 days.

Rules:

*This must be for the TI-83+.
*There cannot be a shred of Hybrid BASIC.
*No Axe subroutines.
*No ASM (unless it is on this (http://tibasicdev.wikidot.com/hexcodes) page). Yes, I know that there is a loophole there.
*No late entries.
*No exceptions. At all.
*Submit to me ([email protected]) <- reverse the 'moc'.
*You cannot vote for your own entry.

Protips:
*Try not to make clones of other games.
*IF YOU SUBMIT A WRFNG PROGRAM, I WILL STAB YOU.

Same rules apply as well. This starts when over 50% of the people accept after the 20th.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on September 16, 2010, 03:34:09 am
* Builderboy puts on tipless gloves *
* Builderboy takes out stainless steel 84SE *
* Builderboy puts on rimless shades *
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on September 16, 2010, 03:54:11 am
/me puts on a Ash Ketchum hat, turns it backwards and throws a pokeb...

Oh wait, wrong place...

/me puts on a Rick Astley trench coat, shades that say "The" on one side and "Game" on the other, and starts eating his bag of peanuts.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on September 16, 2010, 04:46:19 am
I don't think this topic was posted in Randomness Builderboy and Meishe91 <.<.

Sounds cool. I doubt I'll be able to contribute much but I wonder how it will goes. It would be nice to have some small contests from time to time.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on September 16, 2010, 07:59:40 am
Well there isn't exactly a lot we can say until he gets rules posted, so we are just prepping ourselves ;) Haha just kidding.

In all seriousness though, this really is a good idea I think. It will be good learning experiences and such too.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 09:00:50 am
Edited.

EDIT: Also, you must send me a PM to be in the Matches at all.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on September 16, 2010, 09:25:28 am
Edited.

EDIT: Also, you must send me a PM to be in the Matches at all.
You should put it in the first post in case ppl think you randomly PM anyone. Some people may not be willing to participate and may see this as spam if you just plain PM any random person without asking their permission first.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 09:33:45 am
Done.
Title: Re: [BULLETIN] Cage Matches
Post by: calcdude84se on September 16, 2010, 05:18:16 pm
Sounds cool! I might participate. (Though I've never made a game... ;D)
Can we request to only compete with (a) certain language(s)?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 05:19:15 pm
Yes. Lemme edit that in.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on September 16, 2010, 05:25:03 pm
I would add that if someone wants to change the languages in which he wants to compete in to just send you a email saying that.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 05:26:47 pm
I can't allow that. The challenge is to program in the language that comes up. If you aren't good at a language yet, don't put it on the PM. You can always update your roster later. :)
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on September 16, 2010, 05:29:25 pm
Well I meant say that I only put TI-BASIC down for my languages but then later become proficient in Axe and want to start competing in that.

Or are we sending you PMs each time a contest comes around? Because it sounded like we send you one and then we are set for all contests, and its just a matter of getting chosen.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 05:32:18 pm
Send me a reply to my CONTESTANT PM every time, but send a roster PM once.
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on September 16, 2010, 11:10:53 pm
This sounds cool.  Unfortunately, I am very busy so I probably won't be able to do this.  But can we tell you a time frame? Say we only can do it in the summer or something?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 11:18:27 pm
Just PM me your information when you are ready. :)
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on September 16, 2010, 11:26:38 pm
But, I mean, can we tell you to take us off the list (for a while, anyway)?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 16, 2010, 11:31:50 pm
No. Just don't reply to the PM. :P
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on September 16, 2010, 11:34:56 pm
Ah, ok. thanks
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 17, 2010, 01:19:53 am
Contestant roster begins now.

Split up the BASIC category into pure BASIC and hybrid BASIC.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 20, 2010, 11:32:44 am
*bump* Edited people in.
/me disappears again
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on September 20, 2010, 11:47:34 am
Nice, quite a bit of people so far. I wonder what will they come up with :)
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on September 20, 2010, 04:13:15 pm
Sounds like fun!  I'm in! ;D
Title: Re: [BULLETIN] Cage Matches
Post by: matthias1992 on September 20, 2010, 04:17:52 pm
Get ready for me....muhahaha!

I CRUNCH basic
I SMACK hybrid
and I EAT asm.

*PM ME. [Raylin]
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 20, 2010, 04:23:09 pm
Done.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on September 20, 2010, 04:26:07 pm
Get ready for me....muhahaha!

I CRUNCH basic
I SMACK hybrid
and I EAT asm.

*PM ME. [Raylin]
/me can't wait for Matthias1992's Starcraft clone in ASM ;D
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on September 20, 2010, 05:03:43 pm
Hm. I'm pretty sure I sent Raylin a PM saying I was game. Perhaps it didn't go through?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on September 20, 2010, 05:07:21 pm
If it said "the game" he is probably angry at you now. :P
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on September 20, 2010, 05:34:09 pm
Lol. No, I didn't say the game.
Title: Re: [BULLETIN] Cage Matches
Post by: matthias1992 on September 20, 2010, 05:47:30 pm
Get ready for me....muhahaha!

I CRUNCH basic
I SMACK hybrid
and I EAT asm.

*PM ME. [Raylin]
/me can't wait for Matthias1992's Starcraft clone in ASM ;D
JUst a sec and you'll have it xD.
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on September 20, 2010, 05:54:30 pm
This sounds like fun!

I think I'll try.

(I'm probably not going to win anything, but what better way to improve?)
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on September 20, 2010, 07:03:20 pm
(I'm probably not going to win anything, but what better way to improve?)

Mh, good point! :D

Aww, we need more Hybrid prgmmers (and a lot more for ASM :P).
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 20, 2010, 07:04:43 pm
Fixed everyone's everything.
That is all.

You may now start post topics to compete in.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on September 20, 2010, 07:11:08 pm
Raylin, I'll do Pure BASIC and Hybrid BASIC as well.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 20, 2010, 07:18:54 pm
Done.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on September 21, 2010, 08:05:30 pm
[idea]Maybe make the userbar a bit different for each match, so we can see how many we can collect? In that case, it also shouldn't be too wide.[/idea]

EDIT: 3/4!
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on September 21, 2010, 08:09:50 pm
Maybe make the userbar a bit different for each match, so we can see how many we can collect? In that case, it also shouldn't be too wide.

I second that emotion :)
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on September 21, 2010, 10:16:14 pm
That'd be cool. I think if it just had the date, language, and what the challenge was would be enough to differ between them :) That's what I think anyways.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 21, 2010, 10:19:40 pm
Done.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on September 21, 2010, 10:26:28 pm
PM me. *Raylin
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on September 21, 2010, 10:29:36 pm
may we suggest possible challenges here as well?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on September 21, 2010, 10:40:15 pm
That's what it's for, nemo. :P
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on September 21, 2010, 10:59:40 pm
This sounds like fun!

I think I'll try.

(I'm probably not going to win anything, but what better way to improve?)

By the way, I'm right there with you, Michael_Lee. Especially if going up against a few of these people :P

I've got a question though, in the PMs we get to compete what is going to be in those? Just a request to compete or will it have like your current opponent, language, and/or theme?
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 03:53:38 pm
*Builderboy pokes the cage matches*
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on October 17, 2010, 04:46:28 pm
ya i have been wondering about this.  I have been expecting a challenge in axe or ti-basic forever....

*happybobjr can't wait for a pythagorian theorm ti-basic prog :P
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 05:53:37 pm
Let the games begin.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on October 17, 2010, 05:56:46 pm
PM me.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 05:59:32 pm
Did you already pick the first two contestants?  Or do we only get to know after they PM back?
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on October 17, 2010, 06:00:26 pm
look at 1st page.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 06:01:54 pm
Oh sweet :D
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 06:03:49 pm
So we got rid of the assembly portion? Huh, didn't realize that. Good luck guys :)
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 06:04:58 pm
whats the first cage match theme?
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 17, 2010, 06:06:25 pm
I want to get in on this :D

Sounds fun.  This is a good Idea!  good luck to the first 2 contestants...
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 06:07:33 pm
I'm ready!
I suppose the theme is still being decided?
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 17, 2010, 06:07:56 pm
ready for this finale?
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 17, 2010, 06:08:50 pm
Good luck to both of you ^.^

Two elite programmers pitting it out in Axe... Now this IS a cage fight! ;D
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 06:09:06 pm
whats the first cage match theme?

Ya, I'd like to know too :P I think it could be beneficial for other people to know so if we want we can try to come up with our own programs as practice and such.

@ASHBAD_ALVIN

I want to get in on this :D

Sounds fun.  This is a good Idea!  good luck to the first 2 contestants...

Then just post what you want to compete in and Raylin will add you.
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 17, 2010, 06:10:24 pm
I already PMed him just now saying I could do any language but preferably Axe or Hybrid (ASM/BASIC)

(just stating it in case he doesn't see my PM)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:10:51 pm
Finished. Adding ASHBAD now.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 06:11:45 pm
Me sees theme and chuckles.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 17, 2010, 06:11:58 pm
what do you mean by top down? the screen has to scroll vertically?
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on October 17, 2010, 06:12:18 pm
I'm in, for fun I'm in!

*ScoutDavid picks up his fiery NSpire*
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 06:12:49 pm
I think it just means a birds-eye view perspective, but I could be wrong.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:13:29 pm
Yes. Birds-eye view.
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 17, 2010, 06:13:48 pm
Hmmm.  top down tunneler, that seems appropriate because you can pound out an engine pretty quickly, but making it high quality requires some time.  This will be interesting :D
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:16:00 pm
Never mind.
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 17, 2010, 06:17:21 pm
Hey, Raylin, what are you going to put me down for? (programming language wise)

Hopefully AXE

EDIT: ok, so it looks like I'm down for all languages; that's beast better practice them all some more ;)
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 06:17:26 pm
Yeah, making the engine isn't that hard. *cough*Blur*cough*
Now making the game really good or unique is a little more difficult.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:18:45 pm
FinaleTI, you must remake the engine from scratch. I will compare your source codes.
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 17, 2010, 06:18:48 pm
I have an idea for making it special, but I'd prefer the contestants don't look:

Spoiler For Spoiler:
I told you not to look FinaleTI and Nemo!
Spoiler For Spoiler:
dodging rocks
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 17, 2010, 06:18:57 pm
lol... and i still need to write an engine.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 06:19:26 pm
Do we all get to know the deadline?
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 06:21:48 pm
two weeks from today if i am not mistaken
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 06:22:07 pm
FinaleTI, you must remake the engine from scratch. I will compare your source codes.
I wasn't gonna use Blur's engine for anything but inspiration.

Edit: Are we allowed to sprites from previous projects?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:24:21 pm
Ah. Understood.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 06:26:53 pm
two weeks from today if i am not mistaken

Ah ok. I must have misread something or something. Sorry.

Ah ok. I saw what I missed. It's a week or two from now. So that would mean, I think, Raylin needs to custom set them.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 06:27:11 pm
Lol is it just me or are you super serious in this thread Raylin ;D

*Builderboy understands it to be the solemn contest judge*
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on October 17, 2010, 06:27:57 pm
^
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:32:33 pm
As the only judge, I must be serious.

@meishe91: The deadline changes based on the overall difficulty of the theme. An RPG automatically qualifies a two week deadline.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 06:34:24 pm
As the only judge, I must be serious.

Isnt the entire community the judge? :D
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 17, 2010, 06:35:07 pm
But Raylin gets to decide some of the finer details I'm sure :D

Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 17, 2010, 06:35:43 pm
True ^^
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 06:37:51 pm
As the only judge, I must be serious.

@meishe91: The deadline changes based on the overall difficulty of the theme. An RPG automatically qualifies a two week deadline.

Ah ok. Gotcha. So it is either a week or two weeks?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:38:27 pm
On the first page.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 06:41:20 pm
I meant for contests in general. That the deadlines are either one or two weeks from then. Or can it also vary from that?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 06:42:57 pm
Ah. The deadline is always one week unless it is an RPG, strategy, or text-based game. Then, it is two weeks.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 06:46:59 pm
Ah ok. Gotcha. Thanks.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 08:07:10 pm
Both contestants have accepted. The challenge has begun.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 08:09:11 pm
And so have I. ;)
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 17, 2010, 08:24:30 pm
well... my engine is finished. so there  :P
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on October 17, 2010, 08:25:37 pm
Good luck guys!
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 08:26:55 pm
I have a question. If both contestants get everything finished before the deadline could the contest be done sooner, which means a faster start to the next round?
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 17, 2010, 08:28:38 pm
good luck to everyone who is competing!  :D
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 17, 2010, 08:33:13 pm
@meishe91: Yes. If both contestants submit their work, the deadline is moot and the judging begins.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 17, 2010, 08:34:51 pm
Ok, that's what I figured. Good to know :)
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 08:39:05 pm
well... my engine is finished. so there  :P
I finished my basic engine too. Now to add the rest of the gameplay...
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 17, 2010, 08:42:46 pm
well... my engine is finished. so there  :P
I finished my basic engine too. Now to add the rest of the gameplay...

so what are you doing to spice it up?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 17, 2010, 08:54:12 pm
I'd be happy to tell, if you would too.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 18, 2010, 03:05:27 am
Let the games begin.
I lost :(
Ah. The deadline is always one week unless it is an RPG, strategy, or text-based game. Then, it is two weeks.
Mhmm... I wonder if I still have it... In 2002 Illusiat 7, 8 and 9 took me 2 weeks each...

Maybe I could try something, if there's ever a pure-BASIC RPG theme that isn't too restrictive on content/story theme :P

Good luck to everyone for the current contest!
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 18, 2010, 02:00:41 pm
I wish there could be two fights going on at a time... :(
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 18, 2010, 02:36:03 pm
You mean 2 contest rounds at once?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 18, 2010, 03:05:28 pm
That could be done. I will see how this round turns out.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on October 18, 2010, 03:11:38 pm
Thanks for adding me, Raylin.

I'm still willing to challenge anyone to a cage match in Casio-BASIC, though ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 18, 2010, 03:15:05 pm
Casio is not welcome here. >:C

I jest.

But, seriously.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on October 18, 2010, 03:24:58 pm
 I just have wait until January for it to become acceptable...
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 18, 2010, 03:28:37 pm
Lol Casio isn't that bad but we should keep those matches for the TI line for now, since this is what most people here are experienced with. Casio Prizm stuff might be cool later.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on October 18, 2010, 03:39:22 pm
I mentioned it because I know that this is a TI community. Only a few people know Casio-BASIC. Thus, I won't be going against SirCmpwn, against whom I'll probably lose.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on October 18, 2010, 04:00:10 pm
I wish there could be two fights going on at a time... :(

I disagree.
Then it wouldn't be so exciting.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 18, 2010, 07:27:59 pm
It depends if he is planning many contests, though. There would be less wait between competitions this way. On the other hand, it might put more work on Raylin at once x.x
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 18, 2010, 08:08:19 pm
I'd like to see an ASM cage match with the people who are currently in for ASM :P

Nice to see this going! /me can't wait for first blood...
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on October 18, 2010, 08:10:48 pm
I'd like to see an ASM cage match with the people who are currently in for ASM :P

Nice to see this going! /me can't wait for first blood...
Yep, Sir vs Sir. ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 18, 2010, 08:11:18 pm
Btw, did anyone design the winners' userbar yet?
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 22, 2010, 06:06:49 pm
how should we turn these in? i have it almost done and may finish tonight.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 22, 2010, 06:15:59 pm
Also, when exactly on the 24th are they due by?
Mine might be done tonight, but just in case I need the time I'd like to know...
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 22, 2010, 06:18:20 pm
Btw, did anyone design the winners' userbar yet?
/me takes the challenge  :P
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on October 23, 2010, 12:19:36 am
I so want to do this but i don't know if i have time, and i think i would miss my chance to accept because the chances that i have to get on the computer would probably make me miss the 24 hour deadline to reply.

Edit: If i miss the deadline because i couldn't get on can i still reply and have a 3 way competition?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 23, 2010, 02:08:08 am
@FinaleTI: 24th at 11:59 CST.
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 23, 2010, 02:20:47 pm
Userbar template!

suggestions anyone?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 23, 2010, 02:40:47 pm
Mhmm... you might want to not make the text bold, because it's a bit hard to read some of the a's and the g looks a bit weird
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 23, 2010, 02:59:30 pm
Agreed. Or make the text wider. Otherwise, it looks good, but color would be nice ;)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 23, 2010, 03:51:31 pm
I think for pure-BASIC, monochrome or having colors similar to calc LCDs would fit well, actually.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 23, 2010, 03:53:16 pm
maybe have something stating which cage match it was? so this would have a "1" in it cause it's the first cage match, and the second would have a 2, etc
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 23, 2010, 04:45:42 pm
ok, thanks for the suggestions guys!
/me goes to modify
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 23, 2010, 04:47:12 pm
thanks for designing it, yunhua (:

and raylin, how do you want these to be turned in? i've got mine finished.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 23, 2010, 04:57:23 pm
Well I had some time so I decided that I would make a quick userbar possibility for this contest from scratch. Thoughts?
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 23, 2010, 05:03:38 pm
Well I had some time so I decided that I would make a quick userbar possibility for this contest from scratch. Thoughts?

how did you get the custom font? or did you edit it with an image editor? i like it, but i want to modify it.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 23, 2010, 05:05:05 pm
Nice Meishe91 :D

I really need to figure out userbars for the Omni contest. I tried to make some the other day, but in vain.
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 23, 2010, 05:06:33 pm
Isn't that the TI math font?
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 23, 2010, 05:24:05 pm
Ya, it's just the TI-83p Mini Sans font. I don't remember where I got it though I feel like it came with like TI-Connect or something. What did you want to do with it, Nemo? Just curious 'cause it might be easier for me to edit it to what you want since I have the actual .psd document on my computer with the layers and all in it.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 23, 2010, 05:53:38 pm
here's my modification
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 23, 2010, 05:56:01 pm
Wow i really like that one!
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 23, 2010, 06:03:32 pm
Nice nemo. You should probably make the text a bit lighter for the Cage Match part, though. Maybe change the 1 a bit, too, since at first I read 78
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 23, 2010, 07:44:10 pm
me too, what font is that, btw?
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 23, 2010, 07:45:42 pm
it's called BM Tube, i found it here (http://www.dafont.com/bitmap.php?page=4)
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 23, 2010, 07:47:32 pm
wow, me likes!
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 23, 2010, 08:02:30 pm
so i redid it just a little bit, putting in what DJ suggested. the Winner is optional.

oops. it still has FinaleTI on there. that's because his name is longer than Nemo so i had to make sure it fit, that's all.
Title: Re: [BULLETIN] Cage Matches
Post by: ASHBAD_ALVIN on October 23, 2010, 08:10:30 pm
It would suck if you didn't win your own userbar :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 23, 2010, 08:10:40 pm
Wow looks even better! :D

What if "GreatestTIeightyTHREEplusCALCULATORprogrammerOFallTIMEofTHEdoomWHOmanagedTOwinTHEgameOVERnineTHOUSANDfreakingTIMESandSURVIVEDashleyTISDALErickrolls1990" joins the forums and win this contest, though? ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 23, 2010, 08:48:53 pm
/me creates a new account ... j/k ;D
Title: Re: [BULLETIN] Cage Matches
Post by: JosJuice on October 24, 2010, 03:56:16 am
Isn't there a length limit on names in the forum software? s:
Title: Re: [BULLETIN] Cage Matches
Post by: Magic Banana on October 24, 2010, 07:55:26 am
How have I not heard of this until today? Nonetheless, sounds really interesting, but due to me getting rusty in my programming, as well as not having the time to crank out some code (free time goes to sprites), I won't be joining in. I'll still keep tabs on this (literally) to get updates and such. Actually, I should start with the 9 pages I skipped to write this. :P

EDIT:Ok, caught up. Are there any restrictions on sprites they can/can't use or is it a Free-for-all when it comes to making their game pretty?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 24, 2010, 09:37:26 am
@FinaleTI: 24th at 11:59 CST.
Is that noon or midnight?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 24, 2010, 05:50:03 pm
Done! I finally finished.
So, just as Nemo asked, how do we submit them? Should we email you, PM you, or just post them?
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 24, 2010, 06:07:57 pm
Done! I finally finished.
So, just as Nemo asked, how do we submit them? Should we email you, PM you, or just post them?

i PM'd mine this morning since i wasn't sure if i would have time tonight to send it.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on October 24, 2010, 06:21:27 pm
Kay. I just emailed him and PM'd him just to cover my bases.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 24, 2010, 08:57:01 pm
Tweaked the userbar again to this. It looks like people are going with nemo's though.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 24, 2010, 11:32:12 pm
Gentlemen. The judging will begin shortly.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 24, 2010, 11:36:31 pm
Isn't there a length limit on names in the forum software? s:
I don't remember for SMF. I think it's 40 chars or something for this board.
Tweaked the userbar again to this. It looks like people are going with nemo's though.
Nice :D
Gentlemen. The judging will begin shortly.
Cool :D.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on October 25, 2010, 11:14:16 am
Ooh, Mini contests! sounds interesting, but I probably won't be able to compete in many. maybe one or two.....
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 25, 2010, 03:42:20 pm
I posted a news article about those contests on front page to grab visitor attention. :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 25, 2010, 03:49:43 pm
Win. :D
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 27, 2010, 09:47:23 am
Builderboy vs. guy6020665
BASIC - Game using homescreen only
Due November 3rd, 2010
Title: Re: [BULLETIN] Cage Matches
Post by: JosJuice on October 27, 2010, 09:53:48 am
That is an awesome theme.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on October 27, 2010, 11:26:37 am
This should be interesting...
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 27, 2010, 02:37:19 pm
I wish I was in this one.  :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 27, 2010, 03:14:23 pm
Builderboy vs. guy6020665
BASIC - Game using homescreen only
Due November 3rd, 2010
Nice!
/me also can't wait for FinaleTI/Nemo results.

Btw Raylin in case activity spikes massively, you might want to post the results in the first post of each Cage match topics, close the polls and not delete them, so I don't forget to add them to the Awards section of the site.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 27, 2010, 03:42:04 pm
in response to FinaleTI in the locked topic CageMatch #1, thank you for the competition, i loved the graphics Collision Course and am sure that with your planned features will be an even greater game (:
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 27, 2010, 03:42:44 pm
Congratulations Nemo!  You both behaved admirably and you both created wonderful games :)

And now its my turn >:D
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 27, 2010, 03:53:17 pm
Yeah I did not see it on my previous post and then I replied in it only to find out it was locked. X.x

Congrats Nemo! And good job for both of you!
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on October 27, 2010, 04:01:39 pm
Oh my.  This is an epic challenge.  I really wish I had it. >:D
* ZTrumpet thinks of this program...
http://ourl.ca/4055
http://ourl.ca/4075
http://ourl.ca/4098
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 27, 2010, 10:52:33 pm
Wow those should definitively be released in the archives, they were great and since Jsj795 stopped working on calc stuff the 3-in-1 pack will most likely not get finished anyway.
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on October 28, 2010, 02:07:36 pm
I did'nt get a PM but i'm game. I already have an idea in mind.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 28, 2010, 02:12:43 pm
Both have accepted. Let the games begin.
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on October 28, 2010, 02:55:57 pm
Just wondering, if i was working on something that qualifies when i got the notification, can i use that?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 28, 2010, 02:57:04 pm
No. All code must be created from scratch unless it is distributed to your opponent as well.
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on October 28, 2010, 02:58:48 pm
Ok then, that means i need a new idea, then again I don't think I'm going to stand a chance because of what I've seen from Builderboy.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 28, 2010, 03:23:26 pm
Hey thats not a winning attitude :P I am attempting such a big project to pull off in a weeks time that there is a high probability i will not even get it done in time
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 28, 2010, 03:49:46 pm
Ok then, that means i need a new idea, then again I don't think I'm going to stand a chance because of what I've seen from Builderboy.

don't you want my shiny new userbar though?
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 28, 2010, 04:54:07 pm
ya know, instead of a name, it should just say winner, and after the new cage match is over, previous winner must pass the userbar on.  what do ya'll think?  ;D
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 28, 2010, 05:01:17 pm
ya know, instead of a name, it should just say winner, and after the new cage match is over, previous winner must pass the userbar on.  what do ya'll think?  ;D

but then i lose my bragging rights :( plus, i (mostly) made my own winning userbar, with the background courtesy of meishe, so i'd like to keep it.
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on October 28, 2010, 05:04:52 pm
fair 'nuff.  ;)
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on October 28, 2010, 05:55:58 pm
Ya, I think each userbar should be custom made for each competition. That way you can show which ones you've won and such. If I get time I shall try to create another one.

Good luck you guys!
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 28, 2010, 07:02:33 pm
Ya, I think each userbar should be custom made for each competition. That way you can show which ones you've won and such. If I get time I shall try to create another one.

Or make the runner-up create a userbar? ;D

And this is a bit late, but congrats, nemo!

EDIT: And an idea: Why not make the current match be in red on the front page, instead of previous ones? It'll show up better.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 28, 2010, 08:22:12 pm
i know people have been calling for multiple cage matches, and i came up with a new idea. if Raylin is too busy to have multiple, maybe we could make the cage match 3-5 people involved? i know it's technically not a cage match then, and you aren't focused on just besting one person, but it is a solution to getting more people involved without much effort on Raylin's part.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 28, 2010, 10:10:54 pm
That could maybe be an idea.

Also eventually I will add those contest results to the Misc->articles and awards->awards section, along with the 2009 and 2010 contests, so we can see who won each Cage match contests easier.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 29, 2010, 10:35:44 am
i know people have been calling for multiple cage matches, and i came up with a new idea. if Raylin is too busy to have multiple, maybe we could make the cage match 3-5 people involved? i know it's technically not a cage match then, and you aren't focused on just besting one person, but it is a solution to getting more people involved without much effort on Raylin's part.

That's an idea... But if multiple people work on a single project, you'd have to make each contest much longer than for the cage matches (because the programs would be much more complicated and would need to be transferred back and forth).
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on October 29, 2010, 10:54:18 am
I'll see what I can do.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on October 29, 2010, 01:28:59 pm
i know people have been calling for multiple cage matches, and i came up with a new idea. if Raylin is too busy to have multiple, maybe we could make the cage match 3-5 people involved? i know it's technically not a cage match then, and you aren't focused on just besting one person, but it is a solution to getting more people involved without much effort on Raylin's part.

That's an idea... But if multiple people work on a single project, you'd have to make each contest much longer than for the cage matches (because the programs would be much more complicated and would need to be transferred back and forth).

i think you misunderstood me. i'm not talking about multiple people working on a single project. i'm talking about a cage match 1 vs 1 vs 1 vs 1, where 4 people each have their own project.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 29, 2010, 05:06:27 pm
i know people have been calling for multiple cage matches, and i came up with a new idea. if Raylin is too busy to have multiple, maybe we could make the cage match 3-5 people involved? i know it's technically not a cage match then, and you aren't focused on just besting one person, but it is a solution to getting more people involved without much effort on Raylin's part.

That's an idea... But if multiple people work on a single project, you'd have to make each contest much longer than for the cage matches (because the programs would be much more complicated and would need to be transferred back and forth).

i think you misunderstood me. i'm not talking about multiple people working on a single project. i'm talking about a cage match 1 vs 1 vs 1 vs 1, where 4 people each have their own project.

Oh, I see. That sounds like a good idea. And four people at a time sounds best IMO.
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 01, 2010, 02:32:58 pm
Grrr Code Block!!! Battle engines are indeed such a pain, may just go with a simple one. Oh and BATTLE ANIMATIONS THAT CHANGE DEPENDING ON YOUR WEAPON!!!!!!

Edit: by the way a bit late but lowercase letters are ok right? if not its not that big a deal but i could make it look better with.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 01, 2010, 02:44:39 pm
Grrr Code Block!!! Battle engines are indeed such a pain, may just go with a simple one. Oh and BATTLE ANIMATIONS THAT CHANGE DEPENDING ON YOUR WEAPON!!!!!!

Edit: by the way a bit late but lowercase letters are ok right? if not its not that big a deal but i could make it look better with.
I think lowercase would be allowed, but I wouldn't use it too much, just because it's twice the size of uppercase.

And yea, battle engines are a pain, aren't they?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 01, 2010, 05:26:58 pm
I would advise against them right now. Wait until you're done with your game, then try adding them in. They take a lot of space so you better save that space first then only use lowercase if you have a lot of space left.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 01, 2010, 05:33:12 pm
Yeah unless you are using them for animations i would recommend against it, since they bloat the code size so much its ridiculous X.x I am not going to use them save for battle animations or the like
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on November 01, 2010, 05:34:40 pm
And yea, battle engines are a pain, aren't they?

/wrists


;)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 01, 2010, 05:35:23 pm
Haha. Rules for Making RPG's, gentlemen.
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on November 01, 2010, 06:19:23 pm
Which is why Imagination Quest is sitting in limbo right now.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 01, 2010, 10:09:30 pm
And yea, battle engines are a pain, aren't they?

/wrists


;)
yeah they are hectic to work on. In ROL4 2007 project that's what killed it. X.x. Illusiat battle engine wasn't too hard because it was meant to be true to the rest of the serie so there wasn't much difference with Illusiat 8, 9, 11 and 12 battle style. Making those animations was a nightmare, though...

MRide I hope it gets finished, though D:
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on November 01, 2010, 10:12:16 pm
Oh, it's not dead.  Don't worry.  winter break will be a good time to code.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 02, 2010, 02:52:27 am
Cool :D
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 02, 2010, 02:11:49 pm
umm i think that the next chance that i have to get on will be tomorrow at about 12:30, might be a problem.... and yes lowercase is just for a very short animation, it was really simple so not that big a deal, just need to add a simple shop, and some way to end the game. Not an RPG, its kind of a survival tournament.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 02, 2010, 03:30:42 pm
Ouch, I hope you can submit your entry in time X.x
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 02, 2010, 06:02:32 pm
Phew ok I rechecked the date, I thought it was due tomorrow, I should be fine. Thanks
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 02, 2010, 07:01:07 pm
Maybe the deadline should be 2 weeks instead of 1 week to give us both time to actually finish and polish our games before submitting them?  We seem to both be doing fairly involved tournament style games that seem fairly in depth, so maybe the extra time would really help
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 02, 2010, 07:02:51 pm
Wait your doing a tournament too?
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on November 02, 2010, 07:06:09 pm
Lol, he's running against you. :P
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on November 02, 2010, 07:07:09 pm
LOL
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 02, 2010, 07:23:07 pm
Wait your doing a tournament too?

Yep, its a tournament style setting

http://ourl.ca/7636
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 03, 2010, 08:38:00 pm
Lol weird. Umm probably not going to make it tomorrow but will try.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 03, 2010, 10:40:32 pm
I myself am laden with homework and progress is probably also not going to make it D: Since both of our projects are fairly large can we agree to postpone the deadline by 1 week?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 03, 2010, 10:50:09 pm
Deadline extended.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 03, 2010, 11:06:50 pm
wewt ^^
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on November 03, 2010, 11:14:54 pm
Hope you both can get them finished. :) I'm axcited to see how they will turn out.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 03, 2010, 11:43:50 pm
Good luck everyone! :)
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 04, 2010, 11:42:40 am
Great, thanks!

Edit: Well life has gotten in the way so definitely not going to be finished, and I'm probably going to disappear from the forums for a while after this.
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on November 08, 2010, 04:05:36 pm
Edit: Well life has gotten in the way so definitely not going to be finished, and I'm probably going to disappear from the forums for a while after this.

Wait, what?

:(
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 08, 2010, 11:12:53 pm
Sorry to hear guy602665. I hope nothing too bad happened. :/
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 09, 2010, 11:23:35 am
Nothing really happened, just way too much got randomly piled into my schedule.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on November 09, 2010, 11:32:39 am
Ah, good, it sounded at first like something had gone wrong. Good luck sorting out your time!
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 09, 2010, 03:44:56 pm
:( i hope everything gets less busy soon!  Good luck with sorting all that stuff out.

What does this mean for the contest?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 09, 2010, 04:30:33 pm
Nothing really happened, just way too much got randomly piled into my schedule.
Ah ok phew. I hope you get less busy soon. X.x
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 09, 2010, 08:45:26 pm
Well this is what I've got so far on my original idea, as for the contest, I made something extremly small and simple for it, but it must be on a 15mhz calc otherwise its too easy.
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on November 09, 2010, 08:58:17 pm
Oh, sorry to hear about your schedule.
Also, you're at >:D/2 posts. :o
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 11, 2010, 01:47:41 am
So i just submitted my entry, titled Light Bot :)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 11, 2010, 01:50:38 am
Looks nice, but unfortunately I'm not sure if I get what is going on. ??? COuld you explain a bit? Sorry.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 11, 2010, 02:00:44 am
Heh yeah thats ok, its a tricky game to understand, but once you get it its pretty fun (if puzzling).  Basically you need to get your little dude (the arrow) to 'light up' all of the 0's on the screen.  But the only way to control him is to program him with these commands.  The up arrow moves the dude forward, the left arrow rotates left, right rotates right.  And the square makes the dude light up the tile underneath him.  So basically you have to program the dude with these commands to get him to light up all of the Circles. :D Its a bit confusing, the best way to get used to it is to play with it, although it gets really tricky in the later levels.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 11, 2010, 02:03:08 am
How did you access those characters?

By the way, it looks great.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 11, 2010, 02:04:42 am
A handy dandy program called Xtravars :D

http://www.ticalc.org/archives/files/fileinfo/391/39138.html

Gives you access to all 256 matrix, picture, string, graph data base, and every special character out there! :D
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 11, 2010, 02:05:52 am
I thought it was pure TI-BASIC ???
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 11, 2010, 02:08:13 am
Well yes it is, Xtravars just gives you some tokens into ans that you can recall into your Basic program, and they work fine.  Its just a way to access Basic vars that you cant access normally :)
Title: Re: [BULLETIN] Cage Matches
Post by: Darl181 on November 11, 2010, 02:09:02 am
Hmm...reminds me of logo
Ad Xtravars, I think, allows you to copy/paste the character into the source or something.

EDIT: ninja'd
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 11, 2010, 02:13:31 am
Well yes it is, Xtravars just gives you some tokens into ans that you can recall into your Basic program, and they work fine.  Its just a way to access Basic vars that you cant access normally :)

Okay, thanks for informing me about that. :)
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on November 11, 2010, 02:20:58 am
Ya, all 208 (I think that's how many there are) tokens are able to used in Pure TI-BASIC perfectly fine. All you have to do is just access them with assembly first and then just put them in a string or something and paste them into your Pure TI-BASIC game. The only bad thing really is that most of them are two byte tokens.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 11, 2010, 02:24:02 am
Memory efficiency isn't a strong feature of Battlefield, with a two digit number of multiscreen maps :P
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 11, 2010, 02:30:46 am
The number is closer to over 1700 different possible tokens you can use in Basic, including all of the hacked tokens
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on November 11, 2010, 02:34:23 am
Looks like a neat little program Builderboy! ^^
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 11, 2010, 02:36:57 am
The number is closer to over 1700 different possible tokens you can use in Basic, including all of the hacked tokens

I know even TI wouldn't waste all of that space on unused variables. Are the RAM spaces dynamically allocated? And what are the hacked tokens?
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on November 11, 2010, 02:38:08 am
The number is closer to over 1700 different possible tokens you can use in Basic, including all of the hacked tokens

Well I meant like the single character tokens. Like the ones that come in XtraChar (http://www.ticalc.org/archives/files/fileinfo/386/38657.html).
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 11, 2010, 02:40:58 am
Yeah the ram space for all variables is dynamic, which is why you get more ram when you delete them :) Also note that it has to be dynamic, sine things like strings and lists can change sizes.

And by hacked tokens, i mean this.  You know how there are 6 built in Lists?  Well there are actually 256 built in lists, but the TiOS only gives you tokens for 6.  It doesn't even have names for the other 250, but if you get your hands on the token, you can use it just the same as normal lists.  The same goes for Strings, Matrixes, Pictures, GDB's, and Equation variables.

EDIT: Oh i see, yeah the number is probably around there.  There are 256 characters, but only about 200 tokens that are equivalent :(
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 11, 2010, 02:44:19 am
Hmm I will need to try the game out to understand it I guess. It seems fun, though.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 11, 2010, 02:45:06 am
I hope everybody will like it ^^
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on November 12, 2010, 07:56:18 pm
Wonderful Builderboy, the only thing I'd add to yours is an on-calc help feature that tells the user the controls.  I can see myself giving this to friends at school and forgetting to tell them the controls. :P
Title: Re: [BULLETIN] Cage Matches
Post by: MRide on November 12, 2010, 08:05:37 pm
The number is closer to over 1700 different possible tokens you can use in Basic, including all of the hacked tokens
hacked tokens?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 12, 2010, 08:37:55 pm
Pic11 through Pic255 for example, which have no token assigned to them, so they'll show like GDB1, GDB2, Str1, etc, even if they're pics.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 13, 2010, 01:09:41 am
Wonderful Builderboy, the only thing I'd add to yours is an on-calc help feature that tells the user the controls.  I can see myself giving this to friends at school and forgetting to tell them the controls. :P

Yeah i plan to add that in :) I didn't have enough time to finish it for the deadline, so it wasn't implemented.  I also have a level editor too ^^
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 13, 2010, 02:18:58 am
That might indeed be an idea, since I may not always have access to the readme right away. :P
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on November 20, 2010, 11:34:32 am
/me pokes Raylin to set up the next match but apologizes if he is too busy and hopes that he'll get around to it soon :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 12:04:24 pm
SirCmpwn vs. FinaleTI
Hybrid BASIC - Use DCS (please). Fighting game.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on November 20, 2010, 03:54:34 pm
this should be an interesting one..
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 20, 2010, 03:58:19 pm
Curious, so any hybrid basic at all?  Or is it *restricted* to libs provided by DCS?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 20, 2010, 04:31:22 pm
Mortal Kombat for the 83+ ;D

I made one back in 2002 but it's not very great D:

That said, DCS libs seems like a cool deal, since that includes xLIB, Celtic III, Omnicalc, DCS libs themselves and even CODEX, in some ways.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on November 20, 2010, 04:42:32 pm
This sounds neat!  Good luck you two! ;D

I just realized that I'm not on the hybrid list.  Can I be on there please? :D
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on November 20, 2010, 04:44:08 pm
epic! /me can't wait.  ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 05:11:29 pm
@Builderboy: I say use DCS because every library is on there for the most part. But, if you have another APP you want to use, make sure you give a link to it or something so that your opponent has it too.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 20, 2010, 06:35:10 pm
Since DCS7/Celtic III has a function to run hex ASM, do we have to post the hex we use, if we use that?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 06:52:54 pm
Yes.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on November 20, 2010, 07:12:26 pm
Yes.

so Axe and hybrid Basic competitions could turn into ASM competitions, theoretically?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 07:14:45 pm
No. It is Hybrid BASIC. If a program is more ASM than BASIC, it is automatically disqualified.
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on November 20, 2010, 07:19:13 pm
hmm... Raylin, can you put me on the list under Axe, but not put me in a match until Christmas or Summer Vacation?  if not, don't put me on.  ;)  thanks.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 07:35:41 pm
Done.
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on November 20, 2010, 08:21:30 pm
Oh.  I'm supposed to be doing a cage match.
The only problem is I have no way of getting DCS, or any other Hybrid onto my calc atm.  Can I make Axe utilities that I use in TI-Basic?
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on November 20, 2010, 08:24:30 pm
making your own libs for a hybrid Basic one-week-contest is one of the most hardcore things i've ever heard.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 08:28:47 pm
Hmm. SirCmpwn, if you have the ability to share said utilities with your opponent, then yes. You can.
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on November 20, 2010, 08:30:52 pm
I don't actually think that any of this would be practical.  I am afraid I have to decline.  This is just the worst time for me to need DCS or the like on my calculator.  I would be willing to participate if it was in pure basic or pure axe.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 08:37:35 pm
New match:

FinaleTI vs. Raylin
Hybrid BASIC - Use DCS (please). Role-playing game. Storyline not necessary but gives bonus points.

EDIT: My randomizer hates me.
Title: Re: [BULLETIN] Cage Matches
Post by: Darl181 on November 20, 2010, 08:38:08 pm
Oh wow, this should be interesting...who's the judge?
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on November 20, 2010, 08:38:30 pm
Oh wow, this should be interesting...who's the judge?

the community judges the cage matches
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 20, 2010, 08:38:40 pm
This soon after Team battle  :P
Title: Re: [BULLETIN] Cage Matches
Post by: Darl181 on November 20, 2010, 08:39:19 pm
Oh, ok
Now I remember, the separate topics and polls.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 20, 2010, 08:39:46 pm
Let's see if I can make a game WITHOUT RAM CLEARS! :c
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 20, 2010, 08:47:16 pm
 I'll make a nice userbar if you can manage that ;)
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 20, 2010, 09:54:05 pm
I guess your randomizer really likes me. ;D
I know what my RPG's gonna be though: a prequel to Nostalgia called Nostalgia Origins: Sky's Story. I'm thinking it'll be 4 lvl grey, but we'll have to see.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 20, 2010, 10:16:34 pm
I don't actually think that any of this would be practical.  I am afraid I have to decline.  This is just the worst time for me to need DCS or the like on my calculator.  I would be willing to participate if it was in pure basic or pure axe.
Is it because parents won't let you install TI-Connect/TiLP?

Also this shall be interesting, I can't wait to see what both of you will have to offer as entry :)
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on November 20, 2010, 10:24:47 pm
I guess your randomizer really likes me. ;D
I know what my RPG's gonna be though: a prequel to Nostalgia called Nostalgia Origins: Sky's Story. I'm thinking it'll be 4 lvl grey, but we'll have to see.
That's awesome!  I read this and thought: "Let's see.  The only really good 4 level greyscale I'd scene was on Pokemon TI, so I wander if he's going to make it look as good as that guy did.  Oh wait, they're the same person!" :P

This is going to be awesome!  Good luck to the both of you, especially to Raylin for RAM Clears. :)
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on November 20, 2010, 11:20:37 pm
I don't actually think that any of this would be practical.  I am afraid I have to decline.  This is just the worst time for me to need DCS or the like on my calculator.  I would be willing to participate if it was in pure basic or pure axe.
Is it because parents won't let you install TI-Connect/TiLP?
No, it's because neither of them work consistently.  I'm working on a program to transfer files from an Nspire to an 83/84+ and back.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 21, 2010, 01:04:31 am
Aw sorry to hear. Same problems as ASHBAD ALVIN I guess...

I wish there was an alternative or something. X.x Your program sounds cool.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 21, 2010, 03:13:19 am
I'll make a nice userbar if you can manage that ;)

Can i have a nice userbar anyway? :D
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 21, 2010, 03:38:42 am
Sure.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 21, 2010, 06:00:18 pm
FinaleTI, if you don't mind, could you please stop development on your game until Monday? ASHBAD_ALVIN extended the deadline of the Team Battles to Monday. I'll extend my deadline as well.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 21, 2010, 06:20:19 pm
Is there a limitation on when you can work on your games or something? ???
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on November 21, 2010, 06:24:10 pm
I think he just wants to dedicate all of his time to one contest
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 21, 2010, 06:25:43 pm
Nah. But, doing two games at once doesn't work. :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 21, 2010, 06:26:08 pm
Oh ok right. X.x

In that case it's 3, though (Nostalgia Axe RPG) O.O
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 21, 2010, 06:31:04 pm
I'm talking about me, DJ. :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 21, 2010, 06:35:48 pm
Oh

Well, still 3, then. :P *cough*ARMY*cough* ;D
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 21, 2010, 07:36:35 pm
FinaleTI, if you don't mind, could you please stop development on your game until Monday? ASHBAD_ALVIN extended the deadline of the Team Battles to Monday. I'll extend my deadline as well.
Kay, but is it OK if I still work on the graphics for it?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on November 21, 2010, 07:42:52 pm
Jajaja.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 21, 2010, 08:16:36 pm
Awesome. I think I'm gonna make a topic for my entry this time.
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on November 22, 2010, 08:34:20 am
Hey, can I be moved category?

Because I'm in TI Basic and wanna go to Axe :S

Can I?

Thanks
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 22, 2010, 02:17:58 pm
There shouldn't be any problem unless you're in the middle of writing a contest entry.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on November 23, 2010, 01:21:02 am
Good luck you guys. This will be interesting :)
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on November 24, 2010, 07:25:00 am
There shouldn't be any problem unless you're in the middle of writing a contest entry.

No, it's just that TI basic sucks and I just realized it and Axe ftw lol
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on November 24, 2010, 08:41:27 am
It just takes a little coaxing to get good quality code out of BASIC.
Title: Re: [BULLETIN] Cage Matches
Post by: guy6020665 on November 24, 2010, 11:45:37 am
Sometimes more than just a little depending on what you're doing.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 24, 2010, 11:52:15 am
Yep. It can take a lot of work, but BASIC can do some amazing things. *cough*Pokemon Purple*cough*
And Hybrid BASIC can blow your mind if you aren't expecting it.
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on November 24, 2010, 12:01:51 pm
Yep. It can take a lot of work, but BASIC can do some amazing things. *cough*Pokemon Purple*cough*
And Hybrid BASIC can blow your mind if you aren't expecting it.

Yes, it is good, but for competition, at the moment, I'm more prepared to Axe
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 24, 2010, 06:11:55 pm
I actually find it easier to write a game in Axe, but getting it to run fast is very hard in BASIC. In BASIC, what I like is that the code is twice smaller (except the data is over twice larger) and you don't have the 16 KB code limitation in apps and 8 KB in programs. Speed is the main issue, as well as the lack of access to memory. It's cool to see what can be done in BASIC with only some ASM libs, though (even more in pure BASIC).
Title: Re: [BULLETIN] Cage Matches
Post by: JosJuice on November 25, 2010, 09:44:41 am
you don't have the 16 KB code limitation in apps
Well, the limit is 0 kB :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 25, 2010, 04:46:48 pm
What do you mean? ??? It's 16 KB of code but it also includes the data. Basically a 1 flash page app. Just ask in the Axe sub-forum if you want someone to confirm what I said.
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on November 25, 2010, 04:52:01 pm
He's talking about basic prgms, saying there's no limit. :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 25, 2010, 04:53:16 pm
Oh, well, then the limit would be his entire RAM+Archive-Doors CS7 size. :P
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 25, 2010, 05:59:16 pm
In a little bit, I'm gonna upload a small Axe program I made that generates a matrix from a binary string, cuz it's much better storage for xLib maps that way.
I'm uploading it because I'm gonna use it in the Cage Match.
Title: Re: [BULLETIN] Cage Matches
Post by: Darl181 on November 25, 2010, 06:40:11 pm
you don't have the 16 KB code limitation in apps
Well, the limit is 0 kB :P
I have yet to hear of a BASIC program making an app :P
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 25, 2010, 08:23:15 pm
Here's that program I was mentioned earlier.
AMAT is the source and ZBIN2MAT is the compiled code.
ZBIN2MAT takes the tokens in Str0 and turns it into the matrix [A].
Currently the size is fixed at 14x16, but you can change that in the source.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 26, 2010, 12:25:16 am
Interesting, how does the conversion works? Does it uses hex?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 26, 2010, 12:08:06 pm
No, actually, it uses the step below hex, tokenized binary. It basically just takes a string of tokens and converts them to their decimal equivalent and writes that to the matrix.
For example, the token '?' is equivalent to 0, so wherever there is a ? in the string, that cell in the matrix becomes a 0. And >DMS is 1, >Dec is 2, etc. Celtic III/DCS7 provides commands for converting decimal numbers to hex or tokens.

Oh, and if you want to change the size of the matrix the program creates, the size in the GetCalc() command is the height times the width times 9.
The width of the matrix is stored in P-2 and the height is stored in P-1, if P is the pointer to the matrix.

That reminds me, after the match, I should really work some more on my external variables tutorial for Axe.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 26, 2010, 06:00:20 pm
Ah I see now, thanks for the info :)

Also an external var tutorial would be cool, including appvars. A lot of people ask help on creating appvars.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 26, 2010, 07:27:21 pm
Ah I see now, thanks for the info :)

Also an external var tutorial would be cool, including appvars. A lot of people ask help on creating appvars.
Yeah, it covers appvars/programs so far, as well as real numbers.

Currently, I'm just trying to get all the info together before I do a final write-up.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 26, 2010, 09:20:08 pm
You know, I think there should probably be a sub-forum in the Axe section just for tutorials, eventually, and one for programming tools such as sprite editors.

I'll have to start a discussion about that in the Axe section eventually.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on November 27, 2010, 04:39:23 pm
That sounds neat Finale.  How many times smaller does this make maps?  2-ish bytes?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on November 27, 2010, 05:29:53 pm
It makes it much, much smaller until I decompress.
A 14x16 matrix (14 tall, 16 wide) is about 2027 bytes, and a string containing the compressed data for a matrix of that size is about 235 bytes. I'm estimating the compression is somewhere around 88%.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on November 28, 2010, 06:09:25 pm
How long does it take to decompress such map?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 01, 2010, 12:25:18 am
Due to complete gridlock in life right now, I have not even STARTED PLANNING my entry.

At first, I thought that having FinaleTI finish his game and then postponing the entire match until after finals.
But, that's not fair.

Thusly, on paper, FinaleTI wins.
I now feel incompetent for losing my own contest.

/me goes to die in a hole
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 01, 2010, 01:48:59 am
I'm sorry to hear. :(

I hope this is not extremly bad life stuff you are going through, this always sucks when this happens, especially when it doesn't stop. :/

Maybe you'll regain interest before the end? Anyway I hope things get better for you soon.

I would dig up an RPG and try to submit something if it was pure-BASIC, but I haven't used xLIB-like stuff for several years, haven't finished a RPG in almost 6 years and due to the Christmas shopping rush, my work schedule is gonna become hectic soon, meaning I would barely have the motivation to learn DCS7 basic AND program. X.x
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on December 01, 2010, 06:33:04 am
Due to complete gridlock in life right now, I have not even STARTED PLANNING my entry.

At first, I thought that having FinaleTI finish his game and then postponing the entire match until after finals.
But, that's not fair.

Thusly, on paper, FinaleTI wins.
I now feel incompetent for losing my own contest.

/me goes to die in a hole
I'm sorry to hear.

Honestly, it would be fine by me if you wanted to postpone the match for a bit.
It would give me more time to work on Nostalgia or Pokemon and I wanna get a demo of one of those out by Christmas.

But it's up to you.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 01, 2010, 07:23:46 pm
Due to complete gridlock in life right now, I have not even STARTED PLANNING my entry.

At first, I thought that having FinaleTI finish his game and then postponing the entire match until after finals.
But, that's not fair.

Thusly, on paper, FinaleTI wins.
I now feel incompetent for losing my own contest.

/me goes to die in a hole
I'm sorry to hear.

Honestly, it would be fine by me if you wanted to postpone the match for a bit.
It would give me more time to work on Nostalgia or Pokemon and I wanna get a demo of one of those out by Christmas.

But it's up to you.

I'm game for a postponement.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 02, 2010, 01:23:59 am
Ooo, that sucks :( I'm sorry about finals, those can be tough. I know a lot of my friends are stressing about those too. (I get the joy of waiting until next semester before stressing over them :P) But glad a postponement agreement was made :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 14, 2010, 02:18:46 am
ztrumpet vs. meishe91
Pure BASIC - One button game. Only one button.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 14, 2010, 02:26:17 am
What exactly do you mean by one button game? Like there is only a single button used to do everything?

Also, I might suggest this be held off until Z is on winter break. He's just told me he's been really busy with school and such. Up to him though, when ever is fine with me.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 14, 2010, 02:31:22 am
Hmm interesting, I wonder how this will turn out. Does it mean the other cage match is dead, though?
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 14, 2010, 07:39:42 am
only one button to use. or you may only press it once?
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on December 14, 2010, 02:08:14 pm
Lol well if you can only press one button, lets hope you can press it more than once :P
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on December 14, 2010, 02:13:13 pm
wow, sounds interesting.  btw, if ztrumpet can't do it, I'd be happy to.  ;)  also, does that mean one button for the game, or even for Menus and stuff?
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on December 14, 2010, 02:16:38 pm
Lol one button menu?  I think that is impossible XD unless you utilized holding of the button.... in basic?  dunnow o.O
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on December 14, 2010, 02:19:02 pm
nah, I mean THE BUTTON once would go down one, and to go back up, you have to wrap around.  D:  but the menu function requires no getkey.  >:D
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on December 14, 2010, 02:20:23 pm
Lol sure that works but then how do you select? ;)
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on December 14, 2010, 02:20:58 pm
/me lost the Game...

I can't wait to see what people come up for this... Some ideas would be awesome in BASIC ;)
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on December 14, 2010, 02:22:13 pm
press the button.
jk
use a Reapeat loop and see how long you don't press the button, when it reaches a designated time, it selects.  :D
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on December 14, 2010, 02:24:02 pm
That's an idea ... or "To select, pull a battery."

Anyway, hopefully ztrumpet/meishe91 won't be too busy this week...

By the way, Raylin's avatar kinda matches his job as judge. Just a note ;D
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on December 14, 2010, 02:24:58 pm
"To Select, Lose The Game"  XD
Meishe said he would have time...
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on December 14, 2010, 04:08:57 pm
This sounds like a strange one, but I'm game.  At least for this I don't have to put a massive amount of work into it. :D

Looks like it's on Meishe!  When can I/we start, and when is it due? ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 14, 2010, 04:59:52 pm
1) The match between FinaleTI and I will begin after this one.
2) Let the games begin. This is due on the 21st of the month at 11:59 CST.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on December 14, 2010, 05:03:54 pm
ztrumpet vs. meishe91
Pure BASIC - One button game. Only one button.

That's an awesome challenge.
/me mocks up a pseudo-program just for fun
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on December 14, 2010, 05:10:23 pm
I just made one in Axe.  :P  one button, no menus, uploading into my minigames topic.  :P
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on December 14, 2010, 10:30:44 pm
2) Let the games begin. This is due on the 21st of the month at 11:59 CST.
AM or PM?
Title: Re: [BULLETIN] Cage Matches
Post by: calcdude84se on December 14, 2010, 10:35:58 pm
I assume PM, though Raylin will have to verify that.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 14, 2010, 10:37:22 pm
PM.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 14, 2010, 10:38:38 pm
Ok good luck guys!
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on December 15, 2010, 04:32:40 am
What an interesting concept... I may give it a try just for the hell of it. :D
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 18, 2010, 11:47:04 am
Bump.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 18, 2010, 06:39:29 pm
I am curious how this is progressing. I hope no one who is participating is taken to a trip somewhere with parents or something. That would suck. DX

I wonder what kind of game people will come out with. I have a little idea of what kind of game can be made, but I do not really want to give it away in case only one of the two participants saw it and to allow for a bigger surprise if this is what they're working on. :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 18, 2010, 06:40:25 pm
They can look up "Gamma IV" and get ideas. :)
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on December 18, 2010, 09:48:43 pm
Mine is going great!  It's a platformer where you move left/right automatically and switch when you hit a wall.  You control the jumping. ;D
I have the main engine done - Next is coding switches and spikes.  After that is designing all 8 levels! :D

I believe Meishe is working on a 4 game gamepack.  :)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 18, 2010, 10:24:25 pm
Oooh great! I didn't thought about that. If I participated, what I had in mind was that one rhythm game that was called Desu, I think, but with only one button of course. It would probably not be hard enough, though...
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 18, 2010, 10:55:03 pm
Ya, I got a four mini-game game pack type thing going on since I couldn't think of many bigger game ideas that involved only one button. I even have a system of making the game selection process with only one button too ;) :P I have two games so far, a homescreen and a graphscreen. The homescreen game is like the helicopter game where you're constantly falling but keep pushing the button to stay up, though only the "bottom" changes (however you can't just keep pushing up either because if you go "up" to far you lose too ;)). Then the graphscreen game is where you are a pixel that is constantly moving towards the wall, leaving a trail behind you. Each time you push the button you turn ninety degrees counter-clockwise and the objective is just to survive as long as you can without hitting yourself or the walls.

I still need, ideally, one more homescreen game and one more graphscreen game.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 18, 2010, 11:41:09 pm
Oh that's cool :D, I can't wait to try both entries. :)
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 18, 2010, 11:47:16 pm
Ya haha, the only problem I'm having is thinking of games :P
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on December 20, 2010, 07:30:21 pm
I finished my engine, and it's running at just over 6 fps. ;D

Now, I have 27.5 hours to design all 8 levels. O.O  Here goes nothing! :D
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 21, 2010, 02:57:10 pm
Cool! ;D

Can't wait to try them out! Good luck finishing all levels! ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on December 21, 2010, 03:21:28 pm
I can't wait to see what people have come up with :D
Title: Re: [BULLETIN] Cage Matches
Post by: shmibs on December 21, 2010, 03:47:01 pm
i feel like i'm just repeating everyone else when i post something like this, but i, too, am very excited to see how these turn out. after seeing exodus, i know what z can do with platformers, and i'm interested to see what other ideas meishe comes up with.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on December 21, 2010, 05:18:26 pm
Oh my. O.O

My levels take about an hour to create each.  Thus, I will only have 6 levels instead of 8.  * ZTrumpet goes back to coding.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 21, 2010, 06:07:33 pm
I might only end up having three games instead of four. But I think that's still pretty good.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 22, 2010, 12:31:21 am
Ouch, well still it seems like you'll have some promising stuff, though. Good luck finishing them in time! :)

Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 22, 2010, 12:49:49 am
10 minutes.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on December 22, 2010, 01:00:08 am
ztrumpet and meishe91, it's due!  :w00t:

Can I haz screenies?

:angel:
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on December 22, 2010, 01:00:39 am
Mine's in!

Ok, screenie in <5 minutes. :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 22, 2010, 01:02:31 am
The judging has begun.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 22, 2010, 01:03:19 am
YAY! I'm glad Meishe got his entry in time too :D
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 22, 2010, 01:04:39 am
No screenshots from me, by the way, unless someone else makes it. Due to my recent reformat I lost Wabbit and my ROM and haven't taken the time to get it all again. Good luck Z :)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 22, 2010, 03:33:19 am
Sory to hear. I'm hoping you lost nothing precious, though. By the way, nice job guys. Some quirks in the game maybe but it was done in a limited timeframe so I can understand that the next versions will be even better.
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on December 23, 2010, 05:00:42 pm
I'd like to join this, but is it too late?

If possible to join, Axe :)
Title: Re: [BULLETIN] Cage Matches
Post by: calcdude84se on December 23, 2010, 05:55:15 pm
For starters, you must send me a PM with your programming languages so I can add you to the roster.

Every (other) week, starting in October, two random people will be the contestants for that Cage Match.
A contestant has exactly 24 hours to reply. If a contestant does not reply, another contestant will be picked.
When both contestants have done so, the deadline is set a week or two from the top of the hour.
(Top of the hour means that if the PM is replied to at 8:23, the deadline is a week from now at 9. All times are in CDT (GMT -5.)).
The theme will be picked at random.
The language will be picked at random.
If the language is C or ASM, some code must be sent inside of the PM to assure that a contestant isn't over his head.
The result of the contest will be based a poll that the community votes on. (I will also be casting my vote.)
The winner gets fame, prestige, and a userbar.

That is all.
Here's the info from the first post in the topic.
In short, send Raylin a PM :)
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on December 23, 2010, 05:56:22 pm
My bad. Sent :D
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 29, 2010, 01:58:09 pm
/me is really hoping to be in the next contest.   :w00t:
/me also hopes it will be axe.  ._.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 29, 2010, 02:27:20 pm
happybobjr vs. squidgetx vs. Michael_Lee
Axe - Puzzle game WITH A STORYLINE (No point and click, though)

OH SHI- o.o
Damn. My randomizer is ruthless.
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on December 29, 2010, 02:30:02 pm
OH SHI- IS RIGHT lol

When does the countdown to a week begin btw?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 29, 2010, 02:30:38 pm
When everyone accepts and I see it, a week from that next day.
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on December 29, 2010, 02:46:17 pm
happybobjr vs. squidgetx vs. Michael_Lee
Axe - Puzzle game WITH A STORYLINE (No point and click, though)

OH SHI- o.o
Damn. My randomizer is ruthless.

This looks like a good challenge.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on December 29, 2010, 02:53:09 pm
This is going to be awesome!  I can't wait! ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 29, 2010, 03:14:57 pm
I accept. Or do i need to send a pm?

What is point and click?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 29, 2010, 03:20:38 pm
Using a mouse cursor to click on various elements in a game (like Monkey Island).
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on December 29, 2010, 03:22:19 pm
Without point and click can mean arrows or something else. It's up to their imagination :)
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 29, 2010, 03:26:09 pm
No point and click ruins my thoughts for games....
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 29, 2010, 05:35:37 pm
So the game type is kind of like what Donut Quest II is?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 29, 2010, 06:49:22 pm
Yep, or Bejeweled or Tetris. Whatever.
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on December 29, 2010, 06:52:00 pm
whoever makes an exodus knockoff gets my vote.

Spoiler For Spoiler:
not really. but probably cause i like exodus.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 29, 2010, 07:21:28 pm
Bejeweled and Tetris have story lines?
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 29, 2010, 07:39:36 pm
Tetris: The world will end if you let a block reach the top.  so you have been chosen to keep the world safe.  ._.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 29, 2010, 07:48:51 pm
Bejeweled and Tetris have story lines?

Puzzle Quest: Bejeweled with a story line.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 29, 2010, 08:01:38 pm
Are we allowed to start?
I know what i am going to do >:D.
Lets just say, there will be a lobster involved in the story line...
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 29, 2010, 10:26:35 pm
When Micheal_Lee accepts.
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on December 30, 2010, 12:13:08 am
/me splutters
I was challenged?

A puzzle game, no problem, but with a plotline...?
Maybe I can reuse my minesweeper game but with the plot from Minesweeper, the movie!  ...jk.

I accept, but I want to be exactly certain of the rules:
a) By no point-and-click, do you mean that I cannot use anything cursor-like in the game?  Or do you mean that I am not allowed to make any kind of selection through explicitly using the arrow keys?  Or is this just a countermeasure to prevent us from taking the easy way out and making a point-and-click/escape-the-room type adventure game?
b) By puzzler, does any kind of logic-based or pattern-finding game count?
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on December 30, 2010, 12:20:52 am
I think Serenity might be a good example of a Puzzle game with a plotline, that or Portal even.  It has puzzle elements, which make it a puzzle based game but you can also mix it with other elements to make it more involving.

This sounds like exactly my type of game, i can't wait to see what comes out of it :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 30, 2010, 02:22:35 am
/me splutters
I was challenged?

A puzzle game, no problem, but with a plotline...?
Maybe I can reuse my minesweeper game but with the plot from Minesweeper, the movie!  ...jk.

I accept, but I want to be exactly certain of the rules:
a) By no point-and-click, do you mean that I cannot use anything cursor-like in the game?  Or do you mean that I am not allowed to make any kind of selection through explicitly using the arrow keys?  Or is this just a countermeasure to prevent us from taking the easy way out and making a point-and-click/escape-the-room type adventure game?
b) By puzzler, does any kind of logic-based or pattern-finding game count?

a) This one.
b) That should be fine...


Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 30, 2010, 02:25:47 am
Let the games begin.

EDIT: Pay no attention to the double post.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 30, 2010, 02:59:39 am
Wait is it happybobjr vs squidgetx or happybobjr vs Michael_Lee?

Either way good luck!

Also does this means the Cage match about the Doors CS RPG is dead? (FinaleTI was working on Nostalgia prequel)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 30, 2010, 03:40:48 am
Wait is it happybobjr vs squidgetx or happybobjr vs Michael_Lee?

Either way good luck!

Also does this means the Cage match about the Doors CS RPG is dead? (FinaleTI was working on Nostalgia prequel)

It's not dead. I'm still swamped with stuff though. :\
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 30, 2010, 12:32:57 pm
Ah ok, I hope things goes better for you soon. :/
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on December 30, 2010, 01:27:21 pm
so its three people?
also,
Let the games begin.

EDIT: Pay no attention to the double post.
I lost the games
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on December 30, 2010, 03:14:51 pm
Yup, it's a three-for-all :D

This should be interesting. Good luck to you, happybobjr and Michael_Lee :)

Btw, I've finished the basic framework of the engine already >:D
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on December 30, 2010, 04:44:21 pm
Btw, I've finished the basic framework of the engine already >:D
/me applauds

Good luck to everybody!
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on December 30, 2010, 07:31:13 pm
Good luck guys :)
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 30, 2010, 08:32:36 pm
ok, so I wrote the entire program in one go, excluding the story line.
I ran it, and it didn't work...

I hate screwing around with L3 and L6 XD
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on December 30, 2010, 09:24:21 pm
*Conflicted feelings*
I hope you do better?
I hope you don't?

My engine appears to work only selectively, which is pretty bizarre.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 30, 2010, 09:35:53 pm
lmao

are you working with gray?
 just spent about an hour on a bug only to find out it is due to 4.7.... :P
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on December 30, 2010, 09:43:45 pm
Yes, I'm doing grayscale.
I think my problem doesn't have to do with that though.  I wrote my engine in a rush using code that looks very bizarre and kludgy as I'm looking at it right now...

@ Raylin: When are the programs due?  Could we have a date and approximate time?
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on December 31, 2010, 11:13:46 am
Oh no, now I feel obligated to go grayscale too D:

They're due on Jan 6, though I'm not sure what time.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on December 31, 2010, 12:21:45 pm
oh, I am not planning on doing grayscale.  although it is highly probable i will.  You will understand when you see it ;)

Finished my engine.  Now i just need to do a randomizer and a picture.
My problem earlier was to Exch({...},{...},2)   :banghead:
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on December 31, 2010, 01:58:17 pm
Finished mah engine -- now gotta design levels + add plot.
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on December 31, 2010, 01:58:46 pm
Finished mah engine -- now gotta design levels + add plot.

Nice job :)
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on December 31, 2010, 03:47:20 pm
oh noes!
/me goes off to work feverishly, not on the cage match entry, but on the Ash:Phoenix demo that he promised to be released tomorrow
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 31, 2010, 04:14:13 pm
Nice to see progress fast :D

Also remember to backup often. :P
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 03, 2011, 03:27:45 pm
how's progress doing.
I haven't worked on mine in a while... :P
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on January 03, 2011, 06:25:21 pm
Pretty nice, I must say. I went all out on the graphics of mine with 4lvl grey animated tiles :O

How about you, Michael?

Oh, and, @Raylin: when it says Jan 6, does that mean midnight of Tuesday night/Wednesday morning? Or does that mean anytime during the day on wednesday? (The last contestant to accept did so at 12:28 am on wednesday I think) Also, should we post entries here, submit via pm, or email? (since looking back through this thread, all 3 have been done before :P)
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on January 03, 2011, 08:29:15 pm
Mmm, I kept it safe and refrained myself to homely 3 lvl grayscale.

I have a nice-looking custom font routine, though, and my level editor is progressing nicely.

Now if only I could come up with a good plot...
I suck at writing stories.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 04, 2011, 01:23:38 am
I can't wait to see all these entries! They sound epic! ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on January 04, 2011, 01:58:41 pm
Pretty nice, I must say. I went all out on the graphics of mine with 4lvl grey animated tiles :O

How about you, Michael?

Oh, and, @Raylin: when it says Jan 6, does that mean midnight of Tuesday night/Wednesday morning? Or does that mean anytime during the day on wednesday? (The last contestant to accept did so at 12:28 am on wednesday I think) Also, should we post entries here, submit via pm, or email? (since looking back through this thread, all 3 have been done before :P)

Oi, wait a minute - isn't the 6th this Thursday, not Wednesday?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 04, 2011, 02:04:44 pm
11:59 pm on Thursday, Jan 6.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 04, 2011, 04:09:53 pm
I need to start working....

I have everything done that i can think except make it a game. :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 04, 2011, 04:55:54 pm
Pretty nice, I must say. I went all out on the graphics of mine with 4lvl grey animated tiles :O

How about you, Michael?

Oh, and, @Raylin: when it says Jan 6, does that mean midnight of Tuesday night/Wednesday morning? Or does that mean anytime during the day on wednesday? (The last contestant to accept did so at 12:28 am on wednesday I think) Also, should we post entries here, submit via pm, or email? (since looking back through this thread, all 3 have been done before :P)
Yeah it can be a bit confusing I think, because with the Axe Parser contest in September, somebody thought the deadline was one second after September 16 11:59 PM instead of September 16th 12 AM. He was convinced 12 AM was at the end of the day. X.x As a result, he did not finish in time and got disqualified. X.x The next time an Axe contest occurs, the announced deadline will most likely be 1 AM and like this year, we'll accept entries until one hour later. Otherwise I might just make it 11:59 PM too instead of 12 AM. I guess that's one reason why the 24 hour system is a bit less confusing :P

Good luck guys!
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on January 04, 2011, 07:30:44 pm
Oi, wait a minute - isn't the 6th this Thursday, not Wednesday?

Woops...

I can't read calendars lol. I also thought that my huge Spanish test today when I actually have it tomorrow. I'm relieved that we still have a couple of days to work on it :) Today I overhauled my entire storyline (keeping the same style and theme though) and I think it's a lot better :D
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 06, 2011, 08:04:24 pm
do we message raylin for the entries?
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 06, 2011, 08:08:45 pm
I believe so

I think you email him the entry, but I'm not sure.
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on January 06, 2011, 08:54:12 pm
I emailed mine, since I couldn't figure out how to attach stuff in a pm :P

I managed to learn how the VAT works and add external level support along with a level editor in less than a day :D
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 06, 2011, 08:58:37 pm
:P I rushed mine.

I spent over 3 hours making one cruddy picture that does not really show the glory of lobsters...
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on January 06, 2011, 09:03:04 pm
Mine, I completely failed on the plot.  I added custom fonts specifically so that I could manipulate text better, and what do I do?  I go off and realize that I don't have the faintest idea what to do for a storyline.  Bleah.  There goes half of my points.

I give up -- I throw the towel in the ring.  I'm sending mine to Raylin now.

Still, I've never done such wonderfully loopy manipulation of pointers in my life, so thanks to Raylin for helping me gain a glimpse of the true powers of pointers.
Title: Re: [BULLETIN] Cage Matches
Post by: turiqwalrus on January 06, 2011, 09:04:24 pm
I would join the list of contestants if I weren't incapable of doing anything other than 1) worrying about upcoming finals(I might get a Prizm if I get A's on all of them), 2) Waiting for a new laptop(finally windows, and with it, TI Connect and Wabbit), and 3) trying to work on my RPG game but failing due to 1 and 2
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 06, 2011, 10:02:34 pm
Mine, I completely failed on the plot.  I added custom fonts specifically so that I could manipulate text better, and what do I do?  I go off and realize that I don't have the faintest idea what to do for a storyline.  Bleah.  There goes half of my points.

I give up -- I throw the towel in the ring.  I'm sending mine to Raylin now.

Still, I've never done such wonderfully loopy manipulation of pointers in my life, so thanks to Raylin for helping me gain a glimpse of the true powers of pointers.

Ya, i just made up a story line :P.
oh no, I sent a compiled version that was unrelated to this game...
Resending :P

In lobsters we trust.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 07, 2011, 06:32:30 pm
I emailed mine, since I couldn't figure out how to attach stuff in a pm :P

I managed to learn how the VAT works and add external level support along with a level editor in less than a day :D
Yeah PM attachments are not possible on SMF and I don,t plan to add a mod to allow them, for security reasons.

Anyway I hope to see what you all came up with soon :)
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on January 11, 2011, 07:47:57 am
I would join the list of contestants if I weren't incapable of doing anything other than 1) worrying about upcoming finals(I might get a Prizm if I get A's on all of them), 2) Waiting for a new laptop(finally windows, and with it, TI Connect and Wabbit), and 3) trying to work on my RPG game but failing due to 1 and 2

You have to PM Raylin I think.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 12, 2011, 02:08:01 am
Next match:

Strike! The Storm Begins to Brew!

Everyone in the Pure BASIC category (including me)
Make the very best game you can think of in exactly 30 days.

Rules:

*This must be for the TI-83+.
*There cannot be a shred of Hybrid BASIC.
*No Axe subroutines.
*No ASM (unless it is on this (http://tibasicdev.wikidot.com/hexcodes) page). Yes, I know that there is a loophole there.
*No late entries.
*No exceptions. At all.
*Submit to me ([email protected]) <- reverse the 'moc'.

For automatic votes:
*The entire game must be under 4000 bytes at time of transfer (1 vote).
*Incorporate another contestant in the game (max 5) (1 vote).

Protips:
*Don't leave data behind.
*Try not to make clones of other games.
*IF YOU SUBMIT A WRFNG PROGRAM, I WILL STAB YOU.

Same rules apply as well. This starts when over 50% of the people accept after the 20th.
Title: Re: [BULLETIN] Cage Matches
Post by: Binder News on January 12, 2011, 04:10:37 am
Ooooo. But will have to decline. This time...
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 12, 2011, 10:53:05 am
Understood. Any others? What say you?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 12, 2011, 11:11:41 am
I think I can give this a shot.
Would I be allowed to use my pic-based scrolling tilemapper?
It's Pure BASIC and it's been posted so anyone can use it.

As for the ASM loophole, to clarify, we can use ASM programs compiled from those hex codes on TI-BASIC Dev, but not anywhere else, right?
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 12, 2011, 11:25:43 am
I accept.
I need to make up for my last one...
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 12, 2011, 12:11:46 pm
I will tentatively accept the challenge, although I reserve the right to not submit if life gets too chaotic.

Also, for the ASM loophole, can we edit the TI-BASIC page (as long as the edits fit within the spirit of the page, which is short, fast code) to use new routines?
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on January 12, 2011, 12:18:49 pm
"*Incorporate another contestant in the game (max 5) (1 vote)."

What does this mean?

I'm not gonna go for it, since I'm in the Axe category, but I was wondering.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 12, 2011, 01:40:58 pm
Like ztrumpet's entry for the Cage Matches. He used Josh as a character. Do that.

@Qwerty: Yes.
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on January 12, 2011, 03:38:17 pm
I'm going to have to decline on this one.  I have to focus on studying atm, plus I have other projects I really need to start working on.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 12, 2011, 03:43:03 pm

@Qwerty: Yes.

I predict that there will be several edits to that page in the next few weeks, then :P
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 12, 2011, 05:49:00 pm
So we don't know a deadline until more people accept, right? And I accept but no guarantees that I will have a entry but I shall try.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 12, 2011, 06:31:55 pm
Haha this should be awesome, I accept ^^
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 12, 2011, 06:46:20 pm
Oh, also, just to clarify. There is no restriction on whether it is homescreen or graphscreen, nor the game type, correct?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 12, 2011, 06:46:31 pm
The competition should be pretty sweet.
Actually, I think I've come up with an idea for my entry.
Now to see if it fits in under 4000 bytes...
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 12, 2011, 06:47:59 pm
Haha this should be awesome, I accept ^^

I'd give up now if I didn't really want to make my game  ;)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 12, 2011, 09:50:27 pm
@meishe91: Yes. It just needs to be in Pure BASIC.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 12:33:08 pm
BUMP.
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on January 13, 2011, 12:34:10 pm
I don't get your BUMP, only a few hours passed...
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 13, 2011, 01:13:03 pm
@Raylin
Thanks, I thought so.

@ScoutDavid
It's just because it must have gotten bumped off the most recent posts thing.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 01:42:01 pm
I don't get your BUMP, only a few hours passed...

Because it's VERY important that this doesn't fall off the radar.
Or else this does not happen...
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 13, 2011, 03:43:53 pm
agreed^
Title: Re: [BULLETIN] Cage Matches
Post by: nemo on January 13, 2011, 04:33:35 pm
i'm in
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 05:16:20 pm
Just one more person, guys...
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 13, 2011, 05:17:00 pm
/me pushes Sircmpwn into the ring
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 05:19:35 pm
RAWR!  I didn't notice until mere moments ago.  Sure, I'm in.
So this is 30 days to build the best pure TI-Basic game you can?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 05:24:49 pm
Yep yep. :)
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 05:25:21 pm
*rolls up sleeves*
Lets.  Do.  This.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 05:25:34 pm
STRAIGHT. UP.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 13, 2011, 05:26:04 pm
Should I be scared of facing off against Builderboy *and* Sircmpwn?  O.O
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 05:27:55 pm
Be afraid, Qwerty.55.
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on January 13, 2011, 05:29:00 pm
Should I be scared of facing off against Builderboy *and* Sircmpwn?  O.O

Yes you should, but I hope that doesn't mean you won't try.  ;)
Its a good learning experience.

I'm afraid I have to decline cause I'm in an Axe mood now and keep on doing getkey->K:If K=1 ... If K=2...

plus I have an active project ATM...
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 13, 2011, 05:31:52 pm
Yes you should, but I hope that doesn't mean you won't try.  ;)
Its a good learning experience.

Well, it certainly will be. It's the second most ambitious BASIC project I've ever undertaken.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 13, 2011, 05:33:04 pm
I would like to. Don't expect anything fancy though, like another exodus. I might try the whole dual layer thing though. 4000 bytes is pretty big in BASIC. The only time I ever made a game that big was because it used a lot of picvars :P

Now, I wish you had given a category, I need to think of what to do!
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 13, 2011, 05:39:14 pm
Be afraid, Qwerty.55.
Of me.  :P
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on January 13, 2011, 05:40:51 pm
I would like to. Don't expect anything fancy though, like another exodus. I might try the whole dual layer thing though. 4000 bytes is pretty big in BASIC. The only time I ever made a game that big was because it used a lot of picvars :P

Now, I wish you had given a category, I need to think of what to do!

I thought Exodus was Horizontal text sprites?
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 05:54:16 pm
/me takes photo of self.
/me shops photo.
/me posts photo.
Be intimidated.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 13, 2011, 05:56:25 pm
No, it used dual layer text. That's why the Player char is an X and not a sprite of some sort.

Nice photo sir :P
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on January 13, 2011, 05:59:31 pm
@ SirCmpwn: You even made that your avatar?  Somebody's excited ;)

This is going to an EPIC contest.
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 05:59:59 pm
Well, I wasn't going to make it my avatar until it was too epic to pass up.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 13, 2011, 06:04:06 pm
Builderboy's probably watching this and laughing because he's already coded an entire high precision physics engine :P
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 06:04:57 pm
With raycasting, that is.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 13, 2011, 06:05:06 pm
Haha it wasn't your avatar when I posted :P

I don't think I'll win, but hey, maybe I can port it to axe one day and win a one-on-one with someone less formidable :P

Edit: Raycasting ninjas! it must be 10/10/10 :P (42!)
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 13, 2011, 06:10:11 pm
Actually, it would be 6/6/6  >:D
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 13, 2011, 06:11:56 pm
but that would have happened when Jesus was 6 years old :P 2006 is 06
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 13, 2011, 06:24:02 pm
@ SirCmpwn: You even made that your avatar?  Somebody's excited ;)

This is going to an EPIC contest.
Truly.

I'm changing things up this time around. For once, I'm actually not planning an RPG. ;)
I do have an idea as to what I'm doing, I'm just trying to figure out a small, yet robust and fast way to do mapping.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 13, 2011, 06:27:37 pm
but that would have happened when Jesus was 6 years old :P 2006 is 06

9 :P

He was born in 3 BC, based on the employment records for the roman governors mentioned in the Bible.

@FinaleTI, I can't wait to see what you come up with.
Title: Re: [BULLETIN] Cage Matches
Post by: squidgetx on January 13, 2011, 06:30:18 pm
This looks like it's is gonna be fun. I'll be looking forward to see what everyone comes up with :)

/me takes a seat in the sidelines, since he hasn't coded serious TI-BASIC in over 2 years :P
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 07:06:38 pm
This just in:

The winner will be called 'Master of the Storm'.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 13, 2011, 07:10:30 pm
/me is now called master of the storm
/me wins because everyone else lost

Spoiler For Spoiler:
This was a joke making people lose the game, and not to be rude, although a little cocky ;)
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on January 13, 2011, 07:13:15 pm
1 down. many more to go
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 13, 2011, 07:14:49 pm
This just in:

The winner will be called 'Master of the Storm'.
MUST WIN........ MUST REDEEM THYSELF....

* Regains composure *

I am a Master Mage, after all.

Edit: A little late, but I just noticed I broke 1000 posts!
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 07:54:11 pm
Yeah.

FinaleTI, I promise you that you and I will throw down after this.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 13, 2011, 08:00:26 pm
Awesome. Sky's Story is in need of some attention.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 13, 2011, 10:12:05 pm
I would like to. Don't expect anything fancy though, like another exodus. I might try the whole dual layer thing though. 4000 bytes is pretty big in BASIC. The only time I ever made a game that big was because it used a lot of picvars :P

Now, I wish you had given a category, I need to think of what to do!

I thought Exodus was Horizontal text sprites?
No, it used dual layer text. That's why the Player char is an X and not a sprite of some sort.
It is Horizontal text sprites - I use a different method for displaying the player.  For him, I text the 'X' and then do a Pt-On(). :)

AWESOME!! This will be great.  I'm in!!! O0
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 11:10:19 pm
None of you are prepared for my entry.  I have some pretty sick ideas.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 13, 2011, 11:12:50 pm
Is it secret? I'm in serious need of ideas.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 13, 2011, 11:19:32 pm
Mine's is a Shadow of The Colossus.
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on January 13, 2011, 11:27:06 pm
/me can't wait for the contest entries
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 13, 2011, 11:34:39 pm
Is it secret?
Not for long.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 14, 2011, 12:49:20 am
Haha. Pssh. I got money on a Fire Emblem clone.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 14, 2011, 01:21:42 am
All i have to say is
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 14, 2011, 09:30:51 am
One more thing:

Can we all agree to have the poll here (no reviews) and then the winner can upload to ticalc.org?
Then, the other contestants can review and rate the winning game there.

Also, documentation in game  == extra points. :D
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on January 14, 2011, 10:09:19 am
Two things:
1. Can you add me to the list under TI BASIC?
2. I want in.

Done. PM me next time. :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 14, 2011, 10:13:34 am
Mm... What else should I do for this?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 14, 2011, 04:33:43 pm
BUMP.
Title: Re: [BULLETIN] Cage Matches
Post by: yunhua98 on January 14, 2011, 05:40:26 pm
I'm done!  and I win.  :D

Code: [Select]
:ClrHome
:Disp "*Netham Explodes
:Disp "You lost The Game

my calc can display more than One line.  ;)
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 14, 2011, 06:34:34 pm
I'm done!  and I win.  :D

Code: [Select]
:ClrHome
:Disp "*Netham Explodes","You lost The Game

my calc can display more than One line.  ;)
Optimized :P

I'm working on a homescreen zombie game. :) And it has homescreen docs :)
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on January 14, 2011, 06:39:23 pm
I'm done!  and I win.  :D

Code: [Select]
:ClrHome
:Disp "*Netham Explodes","You lost The Game

my calc can display more than One line.  ;)
Optimized :P

If you add bluescale, you could get even more lobstery awesomeness.
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 14, 2011, 06:47:55 pm
Let's get the spammishness out of here.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 14, 2011, 07:00:29 pm
Hey, my post had something valuable to the topic in it. :P
Title: Re: [BULLETIN] Cage Matches
Post by: shmibs on January 14, 2011, 11:01:48 pm
is taking away a Disp/[newline] and then adding a ,/" really an optimisation?
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 14, 2011, 11:13:31 pm
well, isn't it? :P " and , are 1 byte tokens, and I think Disp might be two, so it would be the same, size wise, but it might be faster. I dunno. I was only joking about a joke anyways :P
Title: Re: [BULLETIN] Cage Matches
Post by: JosJuice on January 15, 2011, 02:22:12 am
well, isn't it? :P " and , are 1 byte tokens, and I think Disp might be two, so it would be the same, size wise, but it might be faster. I dunno. I was only joking about a joke anyways :P
Disp is one-byte, so there's no size difference at all. However, you can replace the second Disp with Pause if you want to. It will increase functionality and shell compatibility without making the program larger.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 15, 2011, 06:03:32 am
Mm. I just now realized that. You need to count how big some of the calls are too...
Hmm.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 15, 2011, 07:40:29 am
Next match:

Strike! The Storm Begins to Brew!

Everyone in the Pure BASIC category (including me)
Make the very best game you can think of in exactly 30 days.

Rules:

*This must be for the TI-83+.
*There cannot be a shred of Hybrid BASIC.
*No Axe subroutines.
*No ASM (unless it is on this (http://tibasicdev.wikidot.com/hexcodes) page). Yes, I know that there is a loophole there.
*No late entries.
*No exceptions. At all.
*Submit to me ([email protected]) <- reverse the 'moc'.

For automatic votes:
*The entire game must be under 4000 bytes at time of transfer (1 vote).
*Incorporate another contestant in the game (max 5) (1 vote).

Protips:
*Don't leave data behind.
*Try not to make clones of other games.
*IF YOU SUBMIT A WRFNG PROGRAM, I WILL STAB YOU.

Same rules apply as well. This starts when over 50% of the people accept after the 20th.
PRGM:THEGAME
:"U LOST

I win. Smallest game produced.

Btw what does leaving data behind means? Also for automatic votes, does it mean your veto right if there's a tie?
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on January 15, 2011, 11:30:33 am
Am I late? :(

Didn't get a PM, so I didn't know...

Any chance I could still joikn?

EDIT: When does this end, February 20?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 15, 2011, 11:56:32 am
From his post, it appears that anyone can join, but I don't know if that also includes those who ever PM'ed Raylin to participate to any cage matches before.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 15, 2011, 12:27:52 pm
Anyone can join at any time, Deep.
DJ, my swing vote will not be used. Instead, I will post the tie on Cemetech.
If there is a tie there, I will swing vote.

Leaving data behind means leaving anything other than the save file on the user's calculator.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 15, 2011, 12:40:36 pm
Ah cool, thanks for clarifying. :)

So basically, upon exiting, if you used variables, you must delvar everything? Are we allowed to overwrite anything already present on the calc such as variables, though? Otherwise an ans-only game would most likely be hard. O.O
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on January 15, 2011, 12:41:28 pm
Anyone can join at any time, Deep.

Great, when does the 30 days begin and end?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 15, 2011, 01:00:39 pm
On the 20th.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 15, 2011, 01:15:48 pm
Oh, so we can't start yet? i only had the menu done anyways...

Do I get bonus points for preserving the graph screen?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 15, 2011, 01:38:16 pm
If you feel the need.
You definitely get points if you leave the calculator just like it was before you entered.

DJ, you can overwrite variables of course. :P
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 15, 2011, 05:14:46 pm
BUMP. Anyone else wanna join? Any other questions?
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 15, 2011, 07:19:06 pm
Do we have to DelVar the A-Z and Theta variables?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 15, 2011, 07:30:14 pm
Yeah. Try not to leave any of your modified data behind.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 15, 2011, 08:21:34 pm
Would retaining save data count as leaving data behind if it's in an unobtrusive place like Str8 or something?

By the way, I like the avatar  8)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 15, 2011, 08:23:46 pm
Qwerty, yeah.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 16, 2011, 02:11:08 am
We have to clear our variables?  That just sounds 54 bytes of data that could be better spent elsewhere imho, would we be marked down if we did not?  With all these extra votes in specific categories, its kinda feeling to me like a program could win specifically because it is catering to those specific needs.  Since there are going to be so many programs, the votes are going to be spread more thin than usual, and maybe it would be best just to leave the winner to be chosen by the masses instead of specific categories that give specific points?  Just my 5 cents
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 16, 2011, 02:29:16 am
Fine.

No extra votes.

Make the best BASIC game possible.

Follow rules.
Spoiler For Spoiler:
*This must be for the TI-83+.
*There cannot be a shred of Hybrid BASIC.
*No Axe subroutines.
*No ASM (unless it is on this page). Yes, I know that there is a loophole there.
*No late entries.
*No exceptions. At all.
*Submit to me ([email protected]) <- reverse the 'moc'.

WE START TOMORROW. 12:00 AM CST.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 16, 2011, 04:57:26 am
I've been verified as a contestant correct?

This should be interesting. Good luck everyone.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 16, 2011, 07:25:09 am
Indeed. Good luck to everyone.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 16, 2011, 03:27:24 pm
You know this starts in 10 hours, right guys?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 16, 2011, 07:10:32 pm
Yep. I'm already planning and grabbing some sprites. I've changed my entry to an RPG, because that's what I'm good at, plus I got 30 days. It has nothing to do with Nostalgia, though.
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on January 16, 2011, 07:11:32 pm
There will be quite a few RPGs in this contest, for mine is one as well (I think...)
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 16, 2011, 07:24:00 pm
Can't wait to see your (and everyone else's) entry.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 16, 2011, 08:01:26 pm
Can't wait to see your (and everyone else's) entry.

Seconded. Although mine's is gonna win.

NOT THROUGH CHEATING.
Title: Re: [BULLETIN] Cage Matches
Post by: c.sprinkle on January 16, 2011, 09:57:56 pm
We hope. . . ;)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 17, 2011, 01:29:22 am
Let the games BEGIN! Code, you madmen, code!
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 17, 2011, 01:57:59 am
Hmmmm now I need to brainstorm for good Basic ideas... can't think of any right now XD
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 17, 2011, 03:25:17 am
I haven't decided what I'm going to do either. Got a few ideas though.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 17, 2011, 03:55:53 am
I've almost got my engine done. >:D

FFFFFFFF- Never mind.
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on January 17, 2011, 08:08:40 am
I'm excited, this is the first thing I've really coded in a long time. It'll be interesting to see how it turns out. I already know what I'm making, I just have to code/sprite it. ;) Good luck everyone!
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on January 17, 2011, 01:39:28 pm
Whoo, been a while since I did pure BASIC...

Moar platformers coming right up.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 17, 2011, 03:22:56 pm
There will be quite a few RPGs in this contest, for mine is one as well (I think...)

Argh, I've been planning an RPG since this contest was announced.

On a side note, my map engine is done >:D
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 18, 2011, 09:59:05 am
I've almost finished my map engine as well, and I believe it looks fantastic!
I've considered posting a screenie, but I think I'll keep my project secret for now.
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 18, 2011, 10:55:22 am
that's probably a good idea to keep it safe, though I doubt there's many people here on omni (besides the many anonymous guests) that would steal it. 

[offtopic and hopefully not rude]/me wishes he'll be in cage matches soon  :'(
[/offtopic and hopefully not rude]
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 18, 2011, 11:28:39 am
Naw, I doubt anyone would steal it, I just wanna surprise everyone with my entry.
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 18, 2011, 11:32:26 am
that would be better in that regard also, it's more of a shock that way.  Good thinking :)

Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 18, 2011, 11:49:29 am
[offtopic and hopefully not rude]/me wishes he'll be in cage matches soon  :'(
[/offtopic and hopefully not rude]
You are in it! Right now! Go! Code!
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 18, 2011, 11:50:35 am
[offtopic and hopefully not rude]/me wishes he'll be in cage matches soon  :'(
[/offtopic and hopefully not rude]
You are in it! Right now! Go! Code!

Ahhhhh fuck banana




lol jk
Title: Re: [BULLETIN] Cage Matches
Post by: c.sprinkle on January 18, 2011, 11:52:00 am
I might try. . . :thumbsup:
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 18, 2011, 11:56:13 am
Raylin, can we ignore the 4000 byte limit? It's going to be difficult to make a truly epic RPG in four levels  :P
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 18, 2011, 12:01:18 pm
Yeah, you can. Those bonus things are just for me and my swing vote.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 18, 2011, 12:02:17 pm
Good, then this will be interesting  ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on January 18, 2011, 02:26:43 pm
So many things to do...

By the way, what are the bolded names for on the front page?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 18, 2011, 02:27:20 pm
People who accepted before the contest started.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 18, 2011, 02:31:25 pm
I am pleased to say I have determined what game I will be making :)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 18, 2011, 03:54:10 pm
the games
DAMNIT! I lost again. Anyway good luck guys! Seems like there are gonna be lots of entries for this contest. O.O

I'll create a contest sub-forum too.
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on January 19, 2011, 11:02:09 am
Fine.

No extra votes.

Make the best BASIC game possible.

Follow rules.
Spoiler For Spoiler:
*This must be for the TI-83+.
*There cannot be a shred of Hybrid BASIC.
*No Axe subroutines.
*No ASM (unless it is on this page). Yes, I know that there is a loophole there.
*No late entries.
*No exceptions. At all.
*Submit to me ([email protected]) <- reverse the 'moc'.

WE START TOMORROW. 12:00 AM CST.

Make a link to the word 'this'. ;D Good luck to all participants!
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 19, 2011, 05:32:33 pm
I am pleased to say I have determined what game I will be making :)
Me too now.  Good luck guys!  O0  (Note: Not Sarcasm - Though I'm sure I'll lose with the style of my game.  Ah well... :P )
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 19, 2011, 05:35:40 pm
pure BASIC?  if so, only 4K for the bonus points...

Interesting.  I'll work on this, I'm in.  Well, actually yeah I just noticed I really am already in :P

Maybe time to rework R.O.A.M... ;)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 19, 2011, 06:06:19 pm
Okay. I know what I am making.
An action, dungeon-crawler, puzzle, relationship-building RPG.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on January 19, 2011, 11:04:22 pm
Just started! Dual layer ASCII platformer. I've actually never done this before, have to wait and see how it turns out ;)
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 19, 2011, 11:26:57 pm
I think there's going to be a lot of Dual Layer in this... ;D
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 20, 2011, 01:19:12 am
I'm actually not going with dual layer :P I hope everybody will like my game :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 20, 2011, 03:19:41 am
I'm actually not going with dual layer :P I hope everybody will like my game :)

Same here.
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 20, 2011, 08:25:50 pm
ROAM.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 21, 2011, 01:34:03 am
Map engine done. :)

This statement will be hilarious in hindsight, I promise you.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 21, 2011, 02:47:21 am
Your stuff all seems quite promising. I can't wait until the end of the contest to try the entries. :D
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 21, 2011, 01:47:02 pm
I just figured out how to make a tilemapper twice as fast as a matrix/lists and 1/9th the size :D
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 21, 2011, 04:32:55 pm
Strings are fun, aren't they? ;D
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 21, 2011, 04:43:20 pm
I just figured out how to make a tilemapper twice as fast as a matrix/lists and 1/9th the size :D

I can honestly say that I don't know how to do Tilemaps with those :P
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on January 21, 2011, 04:46:03 pm
Strings are fun, aren't they? ;D

dammit :P it's out
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 21, 2011, 04:48:13 pm
Just don't make the strings to big :P

Anywho, I still have no idea what I'm going to attempt :P

Good luck everyone.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 21, 2011, 08:28:25 pm
Strings are fun, aren't they? ;D
Especially for collision detection, right?

But my map engine uses pics, so it's large, but looks awesome.  :w00t:

Maybe I should post a screenie, just cause I'm proud of how good it looks.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on January 21, 2011, 11:18:30 pm
Strings are fun, aren't they? ;D
Especially for collision detection, right?

I love using strings :D All that math...
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 21, 2011, 11:19:29 pm
Strings are fun, aren't they? ;D
Especially for collision detection, right?

I love using strings :D All that math...
If you want to see what I've done with strings, look at the code for Homescreen Game Pack.  I dare you.  Especially Invaders... :P
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 22, 2011, 12:57:10 am
I'm officially withdrawing from the competition, although I may still submit an entry if I find make time eventually.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 22, 2011, 02:37:01 am
awww Im sorry to hear that :( I hope you will find time to work on it!
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 22, 2011, 05:37:19 pm
If you guys wanna spoil the surprise and see my map engine in action, here it is:
Spoiler For Map screenie:
(http://img.removedfromgame.com/imgs/Map Demo.gif)

I wonder anyone recognizes the character...
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 22, 2011, 05:51:06 pm
Holy....  :o
/me resumes competing to work on his map engine so he can beat that.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 22, 2011, 05:53:51 pm
Collision detection isn't perfect yet, but I'm getting close, then I can start on NPCs, objects and warps.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 22, 2011, 05:54:44 pm
My map engine is fast (you can't even see the screen redraw 8)), but it's still ASCII.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 22, 2011, 06:01:22 pm
Nice. Can't wait to see yours.

I'd post a work in progress screenie of the battle engine as well, but that would definitely give away what my game's based on.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 22, 2011, 06:04:52 pm
Wow Finale, that's cool!  You may want to consider using spaces with Text() or Text(-1) to cut down on the draw time. ;D

My character can finally move around!  Huzzah! O0
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 22, 2011, 06:11:10 pm
Wow Finale, that's cool!  You may want to consider using spaces with Text() or Text(-1) to cut down on the draw time. ;D

My character can finally move around!  Huzzah! O0
But then I wouldn't be able to achieve masked sprites. I do use Text(-1) to cut down erasure time, though.

Congrats on getting your character to move around!
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 22, 2011, 06:27:47 pm
Not quite as impressive as FinaleTI's, but...

(http://img.removedfromgame.com/imgs/Midnight.gif)

For some reason, Wabbitemu is running at like half the speed of the real calc at 100% speed, so I kept pressing the buttons at the wrong time, as you can see. The real thing is faster (and fits in under 600 bytes) ;D

EDIT: FinaleTI has 42 respect  :o
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 22, 2011, 06:34:23 pm
I left my calc at school, otherwise I'd show a screenie of my current progress on my Zombie Defense game :P movement and barricade placement works, but nothing else. It'll be simple, but fun!
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 22, 2011, 06:48:28 pm
All I'll say is that my game implements one of the most advanced AI's I've ever programmed :)
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 22, 2011, 06:54:46 pm
nice. Mine will barely have AI, since the zombies do basically one thing.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on January 22, 2011, 06:58:29 pm
O.o Wow, theses are amazing.
/me really needs to get started
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 22, 2011, 07:00:16 pm
All I'll say is that my game implements one of the most advanced AI's I've ever programmed :)
Cool. Can't wait to see it.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 22, 2011, 08:24:49 pm
Gentlemen, I'm afraid I must drop out.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 22, 2011, 09:02:50 pm
Wow...those are looking great. Can't wait to see how they turn out.

@Raylin
Sorry to hear :(
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 22, 2011, 09:11:12 pm
Sorry to hear that Raylin.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 22, 2011, 10:47:03 pm
Tis fine. I expect crazy stuff from you guys. :)
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 22, 2011, 10:50:57 pm
Crazy as in awesome, or weird? :P
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 22, 2011, 10:53:38 pm
Crazy AWESOME! :D
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 23, 2011, 12:52:05 am
Strings are fun, aren't they? ;D
Especially for collision detection, right?

But my map engine uses pics, so it's large, but looks awesome.  :w00t:

Maybe I should post a screenie, just cause I'm proud of how good it looks.
Aren't pics much smaller than strings? ???

Anyway looks nice FinaleTI, do you think you'll be able to make it run faster eventually? (character drawing)

Good luck guys! Also sorry to hear Raylin :(
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 23, 2011, 01:05:33 am
Pics are 786 bytes per screen. My test map, which fills four screens is around 500 bytes.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 23, 2011, 09:01:03 am
Pics are 786 bytes per screen. My test map, which fills four screens is around 500 bytes.
Pics are 779 bytes with the last row and 767 bytes without it.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 23, 2011, 10:43:52 am
I figure I can declare what my game is inspired from:
60% Metroid Pi 2 (on steroids)
20% Serenity
10% Elmgon
10% Others

So, it will be a lot like Metroid Pi (even more like the unreleased Metroid Pi 2) and I think it's looking pretty awesome. ;D
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 23, 2011, 02:44:09 pm
Mine could be vastly improved by correlation, since it's homescreen, but is looking to be pretty small.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on January 23, 2011, 06:01:59 pm
Anyway looks nice FinaleTI, do you think you'll be able to make it run faster eventually? (character drawing)

I did manage to make it faster. ;)
Now instead of erasing the whole space, it only erases the areas that need to be white, then it draws the black.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on January 23, 2011, 06:05:34 pm
Raylin, can you make it a rule that all contestants can/must vote, but they cannot vote for their own entry?  I think that would help eliminate some confusion that Meishe and I kinda had. :)
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 23, 2011, 07:29:54 pm
You cannot vote for your own entry.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 24, 2011, 06:19:30 pm
How do you detect who voted for what, though? O.O
Pics are 786 bytes per screen. My test map, which fills four screens is around 500 bytes.
Oh you mean tilemaps stored inside pics, literally. I thought you meant using pics for map data storage, like Illusiat 6 through 7 and 9 through 12. In Illusiat 12, a 16x8 map is only 16 bytes large. :P
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on January 26, 2011, 11:06:56 pm
I'm done with mine. Call it what you will, but I made it in 5 days :P

Should I upload it here?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 27, 2011, 12:33:53 am
Email it to me.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 27, 2011, 12:37:18 am
Cool to see that the entries are getting in. ;D
/me hopes the contest won't have 10 guessing games, though (despite the rules) O.O
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 27, 2011, 12:38:26 am
An anonymous contestant has entered the Storm. Anyone have any ideas on who it is?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 27, 2011, 12:39:57 am
Can you PM me the e-mail? (and name, if available)

That happened to the original Omni contest, but the entry was rejected anyway because he had to make a platformer and made a puzzle game instead.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on January 27, 2011, 01:04:39 am
Might it be a good idea to include the due date in the first post?  I can't find it D:
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on January 27, 2011, 01:54:48 am
The 14th of February.
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 29, 2011, 03:05:55 am
Well i still don't know if I will get an entry in for sure or not but I did get a basic version of my mapping engine done. Just a lot more to go :P
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 29, 2011, 03:17:08 am
I hope you have enough time. How does yours work? Homescreen, graphscreen, dual layer?
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on January 29, 2011, 03:17:52 pm
It's like the one that I lost a while ago for my RPGish type game. But this one is better I think. I believe it's slower but not that bad.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 31, 2011, 12:10:49 am
Ah cool. And yeah I think I remember about the data loss, that sucked :/. It looked awesome by the way :D
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on January 31, 2011, 03:10:38 am
Unfortunately, while I previously resumed my project, I'm going to have to completely withdraw from the competition. I simply have too many other things to do to work on something that ambitious and that I honestly don't have much motivation to do.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on January 31, 2011, 03:20:03 am
Sorry to hear. I hope you don't have to cancel all your other projects such as Powder Game and Prizm hacking, tho :/
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on February 02, 2011, 08:21:53 pm
Ug, my original idea didn't pan out, i have to think up something new x.x
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on February 02, 2011, 08:47:55 pm
Sorry to hear.
Mine's chugging along, but it may be shorter than I anticipated, because making the maps can take a while.
The newest map I made (attached) took me an hour or two to make, because I had to rip part of a map from a GBA game and then convert the tiles to monochrome, and rearrange the tiles into a suitable map for my game.
Title: Re: [BULLETIN] Cage Matches
Post by: Ashbad on February 02, 2011, 08:54:54 pm
I'm out of the competition.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 02, 2011, 09:27:37 pm
Woah that looks nice FInaleTI! From what game is it from? :D Also sorry to hear Ashbad :(
/me wonders who is still participating.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on February 02, 2011, 09:52:53 pm
I don't think I am.  I could never get any thoughts for a game.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 03, 2011, 12:19:22 am
Ug, my original idea didn't pan out, i have to think up something new x.x

Same here, starting over...
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on February 03, 2011, 05:26:58 am
Woah that looks nice FInaleTI! From what game is it from? :D Also sorry to hear Ashbad :(
/me wonders who is still participating.
The original map is from Fullmetal Alchemist: Stray Rondo for the GBA.
So, that means I'm doing a Fullmetal Alchemist game. Guess the secret's out.
Title: Re: [BULLETIN] Cage Matches
Post by: JustCause on February 03, 2011, 10:13:39 am
I am super-excited for this match. Sadly, I can't participate because I don't have a reliable way of uploading files, but I can't wait to see what the rest of the community comes up with.

To contestants in the Cage Match: stop reading this and code. :P
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on February 04, 2011, 12:37:50 am
So.
If you were to choose 'annex' or 'terraform', which would you choose?
Don't ask the context. Just choose.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on February 04, 2011, 12:38:11 am
Terraform.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 04, 2011, 12:48:00 am
Woah that looks nice FInaleTI! From what game is it from? :D Also sorry to hear Ashbad :(
/me wonders who is still participating.
The original map is from Fullmetal Alchemist: Stray Rondo for the GBA.
So, that means I'm doing a Fullmetal Alchemist game. Guess the secret's out.
Ah ok. I am kinda happy it's not Golden Sun in some ways because in 2005 an Omnimaga staff got a Cease and Desist letter from Kamelot for working on a TI-83+ Golden Sun clone. O.O
So.
If you were to choose 'annex' or 'terraform', which would you choose?
Don't ask the context. Just choose.
The Game.

Er I meant terraform.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 06, 2011, 10:44:31 pm
Dropping out. No time :(
Title: Re: [BULLETIN] Cage Matches
Post by: Michael_Lee on February 06, 2011, 10:47:36 pm
So.
If you were to choose 'annex' or 'terraform', which would you choose?
Don't ask the context. Just choose.

Annex sounds a little more ominous (and it sounds like it could have more plot), and terraform seems more strategy-oriented.

Does that help?
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on February 07, 2011, 01:10:32 am
Unless I get a sudden bout of inspiration during the next week, I won't have anything finished unfortunately :(
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 07, 2011, 02:39:35 pm
Darn, does that mean the contest have no entry? :(

THis reminds me Omni contest until like the day before it ends. Like 10 people entering, then suddently everyone dropping out one after another... then at the last minute 12 entries done in an hour or so.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on February 07, 2011, 03:06:01 pm
I'm still entering.
My game isn't gonna be all that long, but I think it looks pretty fantastic so far, especially considering it's Pure BASIC. (Aside from an ASM Lib on the TI BASIC Dev page that lets me Archive/Unarchive stuff)

Oh, and title-screen.  ;D
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on February 07, 2011, 03:25:07 pm
I'm still entering. :)

I've decided on the name "Midnight"... ;D
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 07, 2011, 03:29:22 pm
Ah cool to hear. ;D

I hope you can also get them to run at fast enough speed. Also make sure they're not too hard either. :P
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on February 07, 2011, 03:32:36 pm
I'm still entering.
My game isn't gonna be all that long, but I think it looks pretty fantastic so far, especially considering it's Pure BASIC. (Aside from an ASM Lib on the TI BASIC Dev page that lets me Archive/Unarchive stuff)

Oh, and title-screen.  ;D

FMA!!!
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on February 07, 2011, 03:39:05 pm
I hope you can also get them to run at fast enough speed. Also make sure they're not too hard either. :P
I'm making sure not to make this one too hard. :)
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on February 07, 2011, 03:42:10 pm
Ah cool to hear. ;D

I hope you can also get them to run at fast enough speed. Also make sure they're not too hard either. :P
I don't think mine will be too hard.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 08, 2011, 12:06:37 am
Cool to hear. I couldn't even beat Ztrumpet's 2nd level in his last cage match entry. X.x
/me wonders if Raylin will manage to finish ARMY in one hour, starting shortly before the end of the contest and submitting that game for it. :P
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on February 08, 2011, 06:41:58 pm
When is the end of the contest anyway?  Is it Midnight between Sunday and Monday, or Monday and Tuesday?  Central Time, right? :D
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on February 10, 2011, 05:54:54 pm
I cnt wait. Mine's submitted already, and its homescreen only, but its fast and fun, sort of an arcade feel.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on February 11, 2011, 05:17:42 pm
11:59 pm Central Time on Monday.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on February 11, 2011, 10:18:21 pm
Yay! Central time is -1 to mountain, so 1 o clock for me
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on February 11, 2011, 10:54:06 pm
Yay! Central time is -1 to mountain, so 1 o clock for me
No, you be mistaken.  It's 1 AM for me in Eastern time.  For you it's 11 PM. ;)
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on February 11, 2011, 11:47:09 pm
Z's right. For us here in Mountain time we are one hour behind Central.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on February 12, 2011, 03:45:39 am
ah, ok :P
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on February 12, 2011, 08:05:13 am
Unfortunately, I'm going to have to drop from this contest. My TI-83+SE died a few days ago, and it was what I was using to code. I have had an ongoing problem with it not always turning on after pressing the on button. Sometimes I would have to wait several hours and try again. It would always turn on after a while, but this time no luck... My most recent backup was not very current, and I haven't the time to rework it. :\ I may or may not get a new 15 Mhz calc, I haven't decided. I still have my trusty old TI 83+ BE though! =) Anyhow, good luck to the rest of the entries!
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on February 12, 2011, 08:27:05 pm
I'm sorry, but my entry's not going to be ready.  I'll still throw together an entry, but it won't be Midnight. :(
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 12, 2011, 08:29:26 pm
:(

Everyone having entry troubles...

Glad you're still entering, though.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on February 12, 2011, 08:30:10 pm
Sorry to hear about Midnight, but I'm glad to hear you'll still be entering.

Mine's gonna end up being really short. (Like 1 boss and only a handful of encounters). Of course, my entry was really a proof of concept more than anything else. After the match, I'll probably switch to XCOPY or CopyProg so I can make it longer.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on February 12, 2011, 09:39:37 pm
:(

Everyone having entry troubles...

Indeed. Our anonymous programmer dropped out as well. :(
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 12, 2011, 09:46:30 pm
This sucks, I hope there are at least two entries x.x
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on February 13, 2011, 02:21:07 pm
I am doomed.

I made a text based game called drug adventure 5....
Not even close to finishing.  Oh, well.  I might as well post a wfrng
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on February 13, 2011, 02:25:10 pm
Then I'll make a program too ;D Can I still join? Just so that there are a lot of entries heheheeh
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on February 13, 2011, 02:26:27 pm
Do you have any ideas?  (I suggest a ti-basic version of block dude :P )
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on February 13, 2011, 02:27:34 pm
Do you have any ideas?  (I suggest a ti-basic version of block dude :P )

Oh, does it have to be a game?
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on February 13, 2011, 02:28:32 pm
I don't think so... 
Title: Re: [BULLETIN] Cage Matches
Post by: Munchor on February 13, 2011, 02:32:24 pm
I don't think so... 

'best program' :D I'm going for it if I can.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 13, 2011, 02:38:20 pm
Quote from: A squirrel ninja
Make the very best game you can think of in exactly 30 days.

Yep, has to be a game.
/me lost
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on February 13, 2011, 02:43:51 pm
Like ti's
2nd
trace
2: Zero.
Left bound
right bound
Guess?
:p

If yes disp "you  won"
:P  sorry I had to make fun of the guess option
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 13, 2011, 02:48:00 pm
randInt(0,E99)

Congratulations,
you've won!

Claim your prize
at http://educat
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on February 14, 2011, 12:14:19 am
@artofcamelot

Have you tried taking out all batteries, and waiting overnight?
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on February 14, 2011, 08:52:38 pm
Submitted my entry. It's as bug-free as I can get it now, so now to wait.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on February 14, 2011, 08:53:17 pm
I'm making a game. Let's see if I can pull something off in the next two hours.
Title: Re: [BULLETIN] Cage Matches
Post by: FinaleTI on February 14, 2011, 08:55:17 pm
I'm making a game. Let's see if I can pull something off in the next two hours.
Two hours... Good luck.
You did make the Cemetech contest in about one, so I'm sure you can get something.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on February 14, 2011, 09:04:14 pm
I'll probably lose. I'm going pure BASIC, no graphscreen, no hexcodes.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on February 14, 2011, 09:57:38 pm
Meh, my second effort failed.  I'm sorry, but I can't enter this one. :(
Title: Re: [BULLETIN] Cage Matches
Post by: SirCmpwn on February 14, 2011, 10:01:39 pm
I did a little bit of effort, but with no way to upload it, my heart really wasn't in it.
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on February 15, 2011, 12:18:36 am
@Willrandship, batteries were out for a couple hours at first, then several hours. As of my previous post, it sat for 2 additional days so yea, it's dead. Just checked again now as well...  Still Dead. :/

*Edit* Oh, and in case anyone is wondering batteries came fresh out of my Ti-86 that is fine and dandy, and I did check to make sure it wasn't the contrast setting either.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on February 15, 2011, 12:50:17 am
Aight. I submitted my entry to myself (lolwut) and so far, only willrandship and FinaleTI have submitted. 9 minutes left.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 15, 2011, 09:17:08 am
Glad there are still entries :) I was worried after the chain of people having trouble.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 15, 2011, 03:16:44 pm
Well I'M glad there were still entries. I hope participation will be higher in future contests, especially that the game didn't have to be extremly large.

One major problem I see is that dozens of people want to enter, then at the end everyone cancel their entry...
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 15, 2011, 03:50:00 pm
I think a lot of it has to do with the time. I know I was really busy because of finals and a bunch of new school projects to do.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on February 15, 2011, 03:51:40 pm
Same here, it also didn't help that I took on a project that was just too large for the time alloted to finish it, and it never entered a playable stage :(
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 15, 2011, 03:54:18 pm
Yeah, I think when I start the Axe contest, I'll immediately start by recommending people to work on a small game and doing daily backups on their computer and a flash drive. Data loss and large projects were what killed half of our entries.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on February 15, 2011, 03:55:47 pm
I think for this contest, even though the idea was to create the best game possible, even small games would have had a large chance of winning.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 15, 2011, 03:56:24 pm
Oh yeah, and I also happened to find out that the way I was doing dual-layer ASCII was completely different from how most people did it and probably wouldn't work. I'd just finished my ASCII sprite finder then, so I had to change that too :-\

I hope the next Storm goes well though :)
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on February 15, 2011, 04:31:39 pm
Same here, it also didn't help that I took on a project that was just too large for the time alloted to finish it, and it never entered a playable stage :(
Same for mine. :(  I wish I could have entered it though. :-\
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on February 15, 2011, 04:43:22 pm
Ya, I think month long tournaments should be kept for the summer (not to sound rude) just because more people tend to have more time. Especially when it comes to Pure TI-BASIC where it can take a lot of concentration to crank out good looking games and decent speeds. But I wish the entrants good luck in this contest.

Off-Topic:
Where the hell did my last rating come from? :P Last night I had 71 and I don't remember posting anything worthwhile :P Not that I'm complaining though ;)
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on February 15, 2011, 06:00:53 pm
IMO the month long ls fine for these, since none of the entries were huge to begin with. I finished mine in 6 days. :P
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 15, 2011, 06:18:47 pm
Off-Topic:
Where the hell did my last rating come from? :P Last night I had 71 and I don't remember posting anything worthwhile :P Not that I'm complaining though ;)

Want me to fix it? ;D

IMO the month long ls fine for these, since none of the entries were huge to begin with. I finished mine in 6 days. :P

Yeah, I think it's a good amount for these big ones. Long enough that everyone can find free days (hopefully) to work on their projects.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 16, 2011, 03:07:45 am
One issue with Summer, though, is that two big contests will be running then (assuming Cemetech still do their annual contest). Plus maybe UTI will do one too. As a result, the smaller contests will have troubles competing, most likely.
Title: Re: [BULLETIN] Cage Matches
Post by: AngelFish on February 16, 2011, 03:09:26 am
Off-Topic:
Where the hell did my last rating come from? :P Last night I had 71 and I don't remember posting anything worthwhile :P Not that I'm complaining though ;)

Fixed ;)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 16, 2011, 03:13:10 am
It could just be an old post.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on February 16, 2011, 06:49:36 pm
One issue with Summer, though, is that two big contests will be running then (assuming Cemetech still do their annual contest). Plus maybe UTI will do one too. As a result, the smaller contests will have troubles competing, most likely.

It seemed to work last year. Cemetech's contest came after Omni's, I think.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 16, 2011, 09:21:21 pm
They were both at once, but Omni's finished 10 days later, but most Omni entries were rushed in at the very last minute because of RAM clears or procastinating.

For this Summer I thought about starting earlier for Axe/Nspire but finishing earlier too, then once Cemetech contest ends, do the BASIC/ASM/hybrid round. For some reasons I believe people aren't as busy in October as in September, except for a short while in the middle of the month, because last Fall in October we had 12000 posts.

That said, maybe starting earlier might be useless, because most people procastinate until the very end of the contest then rush in a smaller entry because they lacked time to finish their big one.
Title: Re: [BULLETIN] Cage Matches
Post by: sjasogun1 on February 22, 2011, 06:46:08 am
Two questions; can there still be participated in Strike! The storm begins to Brew! and does Casio BASIC count as Hybrid BASIC or Pure BASIC?
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on February 22, 2011, 07:10:40 am
@sjaso: The Storm's deadline has already past, so I'm afraid not. And no Casio BASIC is allowed in me contests...
(This is because I do not own a Casio and therefore, have no way to judge the entries.)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 23, 2011, 05:15:51 pm
Sjasogun1 eventually there will be a Casio PRIZM programming contest here. If you got one then you might be able to participate, although there are chances that your game/program will have to compete against SH3 assembly ones. Unfortunately there will be requirements such as using color commands, though, so you wouldn't be able to submit a FX-9860G game that you just convert to a Prizm one without adding any color.
Title: Re: [BULLETIN] Cage Matches
Post by: sjasogun1 on February 24, 2011, 03:45:09 am
That's too bad..... D:
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 24, 2011, 04:00:47 am
Yeah sorry. That said, we could always open it for FX-9860G, though, but then if you made a 9860G game it would have to be pure BASIC without add-in support since most judges would probably only have a Prizm. It would probably also need to run at decent speed, too, since it would be tested on the slower Prizm.
Title: Re: [BULLETIN] Cage Matches
Post by: sjasogun1 on February 24, 2011, 04:08:35 am
The only difference between the Prizm and the fx-9860GII is, as I just checked in the manuals, the colors. That's it, really. And if the game is just ASCII it could still be used. But yeah, it's kinda awkward, since not many people own a Casio calc, since TI calcs are, well, better to program with really. Which means that even if there will be a contest for Casio calcs, it probably wouldn't attract that many people. Although I suppose it could always be tried, maybe if enough people show their interest...
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on February 24, 2011, 04:10:57 am
Yeah but there were also differences due to screen size on the graph screen. I think Text coordinates are multiplied by 3 or something. Also non-ASCII tokens like theta don't work well with Locate due to a bug in the PRIZM OS.

There was a small upsurge in Casio owners in the past few months, though, so maybe such contest could generate enough interest. After all, it's not like there are many more TI-Nspire developers (not everyone want to program in C/ASM and the BASIC language is too limited)
Title: Re: [BULLETIN] Cage Matches
Post by: sjasogun1 on February 24, 2011, 04:13:33 am
Yeah, the graph screen is different, but to be completely honest I never use it, maybe I'll use it some time to draw a picture by hand to store it in the ScreenCapture memory to make for a nice opening screen, but I don't use it all the way through a game. It takes too much processing time if you don't program it in C/ASM/Axe.
Title: Re: [BULLETIN] Cage Matches
Post by: ztrumpet on March 21, 2011, 07:33:25 pm
*Bump*
So, about these...
Are they still going on?  I can't wait to see more great games. ;)
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on April 16, 2011, 03:25:59 am
I'm curious if there will be any more of these in the future too? For now it would be impossible since there might be another big contest and there's the UTI one too, but maybe after?
Title: Re: [BULLETIN] Cage Matches
Post by: meishe91 on April 18, 2011, 10:22:54 pm
I think the main reason this hasn't been going is because college/school stuff has been going on a lot. I know I've been busy personally with school. Just a guess though.

And why would it be impossible for this to continue right now with other contests? The average contest for this is only a week or two.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on April 20, 2011, 08:24:50 pm
I think the main reason this hasn't been going is because college/school stuff has been going on a lot. I know I've been busy personally with school. Just a guess though.

Yeah, same. Plus there's the RS/UTI/MC one going on right now, and after that'll probably be an Omni contest, then a Cemetech contest, since that gets into summer...
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on April 22, 2011, 09:53:14 pm
I think the main reason this hasn't been going is because college/school stuff has been going on a lot. I know I've been busy personally with school. Just a guess though.

And why would it be impossible for this to continue right now with other contests? The average contest for this is only a week or two.
It would give less time for people to work on their bigger contest entries and reduce the amount of entries in them.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on September 08, 2011, 11:35:52 pm
bump.

I think we could start again.
I think to start off we should have a contest open for everyone to make a program (with screeny) to make the user elaborately lose the game.
Title: Re: [BULLETIN] Cage Matches
Post by: Yeong on September 10, 2011, 05:40:28 pm
that's too easy :P

prgmA
:Disp "The Game
:prgmA
Title: Re: [BULLETIN] Cage Matches
Post by: turiqwalrus on September 10, 2011, 05:51:04 pm
not elaborate enough, and lowercase takes up more space :P

prgmA
:Input "NAME:",Str1
:Disp Str1,"LOST","THE","GAME"
Title: Re: [BULLETIN] Cage Matches
Post by: Yeong on September 10, 2011, 06:09:30 pm
not elaborate enough, and lowercase takes up more space :P

prgmA
:Input "NAME:",Str1
:text(0,0,Str1,"LOST THE GAME
Space saving way 8)
EDIT: W00t 900th post
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on September 10, 2011, 08:47:16 pm
Unfortunately, since I am hosting (unofficially) this contest, I cannot participate.  But if I were, I would make you lose, like a boss.

prgmA
:Menu("","YES",1,"NO",1
:lbl 1
:"YOU LOST THE GAME
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on October 09, 2011, 12:01:24 am
Please revive this.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 09, 2011, 12:01:46 am
Yes we should. Is Raylin still around?
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on October 09, 2011, 12:02:13 am
nope not since forever ago :(

edit: 3 days ago
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 09, 2011, 12:02:44 am
On the other hand there are already two major contests going on, so maybe we should wait.
Title: Re: [BULLETIN] Cage Matches
Post by: Happybobjr on October 09, 2011, 12:05:41 am
there are?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 09, 2011, 01:02:32 am
Well maybe later someone else could revive this, although the last few matches did not have much attention if I remember.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 09, 2011, 01:18:42 am
there are?
The Nspire Lua contest by TI-Planet and yAronet's zContest. See http://omniurl.tk/10622/
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on October 11, 2011, 10:09:45 pm
Hey, I remember winning one of those :P We should bring them back
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 11, 2011, 11:51:38 pm
I still definitively think we should wait until the zContest and Lua contests are done, though. Cage matches obviously won't have prizes so if they are in direct competition with a different contest that offers them plus a less restrictive deadline, not many people might enter. ALso we should not do more than 3 maybe, since after a while people seems to get bored. Maybe 2-3 during Fall/Winter then the usual big summer contests
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on October 12, 2011, 12:07:06 am
I'd have to agree. It would be nice to see this revived, but definitely after zContest and the Lua contest conclude.
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on October 12, 2011, 12:08:50 am
Well, at least for me, the cage matches were all about making little quick programs, so they should fit in well during off-times when a normal competition wouldn't do well due to lack of time.
Title: Re: [BULLETIN] Cage Matches
Post by: ralphdspam on October 12, 2011, 01:07:23 am
Holy semi-necro-batman!

The cage matches sound fun.  :)
Well, at least for me, the cage matches were all about making little quick programs, so they should fit in well during off-times when a normal competition wouldn't do well due to lack of time.
I don't have enough time to complete large contest entries, but I like the idea of smaller competitions.
Title: Re: [BULLETIN] Cage Matches
Post by: Yeong on October 12, 2011, 07:23:28 am
something like: making a really huge/slow unoptimized TI-BASIC program that only displays "THE GAME";The one with slowest speed/biggest size wins :D
Title: Re: [BULLETIN] Cage Matches
Post by: Stefan Bauwens on October 12, 2011, 07:42:51 am
something like: making a really huge/slow unoptimized TI-BASIC program that only displays "THE GAME";The one with slowest speed/biggest size wins :D
No, I think it should be quite constructive.
Title: Re: [BULLETIN] Cage Matches
Post by: turiqwalrus on October 12, 2011, 10:32:11 am
something like: making a really huge/slow unoptimized TI-BASIC program that only displays "THE GAME";The one with slowest speed/biggest size wins :D
lol :P
Title: Re: [BULLETIN] Cage Matches
Post by: willrandship on October 16, 2011, 11:20:02 pm
No, that's too easy. How about making BASIC progs that crash your calc in the most creative ways? Oh, and no using the Asm( command and an extra prog :P
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 17, 2011, 11:42:58 pm
Is that even possible without OS 2.53MP?
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 18, 2011, 12:23:11 am
I don't think so. I can crash any OS (especially 1.13) without a single line of BASIC nor ASM code, though.
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 18, 2011, 12:24:57 am
Only trick I know of is that SortA()/SortD() thing, but even that only freezes a calculator for an hour or so.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 18, 2011, 12:27:03 am
Yeah I meant more tricks like the 2-byte token recall glitch, the good ol' Equ>Str( bug or the OS 1.13-only crashes when scrolling a 50+ program menu.
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 18, 2011, 12:31:15 am
Speaking of strange glitches, try storing the [H] matrix into a string and then recall it to the homescreen
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on October 18, 2011, 12:34:18 am
Do you mean the matrix that got recalled as [J] or something?

EDIT Wait it was Lcm(. Weird ???
Title: Re: [BULLETIN] Cage Matches
Post by: Builderboy on October 18, 2011, 01:05:07 am
yeah, somehow TI's recall features messes up ONLY the [H] matrix o.O
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on October 18, 2011, 09:43:10 am
Maybe it was an easteregg :D

Yeah, no chance.
Title: Re: [BULLETIN] Cage Matches
Post by: Raylin on December 09, 2013, 09:32:37 pm
Hey, guys.

I'm still trying to get some things together but these will start up again. Probably gonna make a new thread for them once I get settled.
Title: Re: [BULLETIN] Cage Matches
Post by: pimathbrainiac on December 09, 2013, 09:36:40 pm
HOLY NECROPOST BATMAN!!!

Anyways, these seem interesting. Definitely will participate once these start up again.
Title: Re: [BULLETIN] Cage Matches
Post by: DJ Omnimaga on December 09, 2013, 09:49:37 pm
This would be nice indeed. Of course today there would need to be some category rotation, though, due to the high amount of languages or calculators that are popular. We can leave the FX stuff to Planète-Casio, since they do them regularly, and PRIZM dev seems dead here, but we have:

83+/84+/SE: TI-BASIC, Axe, ASM, Grammer, Hybrid (xLIB/Celtic/DCS)
84+CSE: TI-BASIC, , ASM, hybrid (Doors CSE/IViewer/LCDTOOL)
TI-Nspire: Lua, C/ASM (although with Ndless being permanently blocked by hardware, not just software, the latter might not be very popular since almost nobody got Ndless-able Nspires anymore.)
HP Prime: HP PPL (whenever this calc get more popular)

It might be best, for the time being, to stick to Z80 models, though, since they are the most popular, but it wouldn't hurt to do a few HP Prime contests in the future when people are more used to the calc.
Title: Re: [BULLETIN] Cage Matches
Post by: TIfanx1999 on December 10, 2013, 05:05:15 am
Hey Raylin, sounds great. :D
Title: Re: [BULLETIN] Cage Matches
Post by: Deep Toaster on December 10, 2013, 05:54:37 am
Welcome back Raylin!

Cage matches were a good idea—glad you're picking them up again.