Omnimaga
Calculator Community => Contests => Official Contest => Topic started by: Raylin on November 11, 2010, 08:20:12 am
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Voting over.
Winner: Builderboy.
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VDODGE is pretty nice !
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Okay, the Light Bot is awesome, controlling your own robot, may look weird but you have to see the gif and READ the readme, YOU REALLY HAVE to!
However, the other one is simpler, but still LightBot is better, for a week time and homescreen games they're both awesome, but Light Bot will get my vote :)
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Wow, I looked at the source for VDodge, and it was really minimalistic...
That being said, I tried to do something similar about a year ago, and it was much slower and bulkier, so kudos to you!
You ported Lightbot to the calc?!
Voted for the sheer awesomeness: programming a game about programming a robot.
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which one is which?
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@ yunhua
LightBot is made by Builderboy;
VDodge by guy6020665.
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Both games look great! However Light Bot gets my vote because it's more challenging than VDodge.
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Thanks guys :D VDodge is awesome ^^ I didn't notice at first, but the scrolling is in the *opposite* direction from every other game i've ever seen. Very technically well built :)
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/\yeah, that kind of speed without using disp is pretty impressive
however, i went with light-bot just because of originality
also: it's very hard to program without if statements...
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Note that Light Bot is not an entirely original topic, in the readme it talks about how it’s highly based on a flash game with the same name. It’s not a direct port, but it has similar elements.
But thanks anyway :D Heh yeah programing like that is indeed tricky. My overall score is 160 though ^-^
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Those are both great entries :)
Vdodge: Nice gameplay and it's surprisingly fast considering how many objects are moving around. However, the collision detection is iffy (You can get out of impossible situations just by moving at the time) and the game lacks a menu.
Lightbot: The menu is really well done. I also like the gameplay a lot. This might be a bit excessive, but I think it's more fun than the flash version.
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I'm gonna have to try those asap :)
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Yeah it is really simplistic but hey, i had like an hour's worth of time I think (Stupid teachers not giving us the study periods that we were promised)
Menu, oops, didn't know we needed one.
Thanks everyone for the compliments! And Builderboy, what do you mean by opposite?
Edit: Most of my time on it was trying to increase speed.
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/\builder was referring to the fact that most homescreen games of that sort use disp to quickly shift all the characters. however, that only works when the objects have to move towards the top of the lcd.
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HomeScreen Games like these are games that Omnimaga should be proud of, since homescreen games are usually not good, but these are QUITE impressive :D
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/\builder was referring to the fact that most homescreen games of that sort use disp to quickly shift all the characters. however, that only works when the objects have to move towards the top of the lcd.
Wait what? Could you explain how collision works? It's not making sense in my mind.
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He means, I think, that most games of that sort, on the homescreen, are handled using Disp so they are usually with the player at the top and the objects moving up. Instead you're guy is at the bottom with things moving down. I think that's what he meant.
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Ok I got that now, but then it confuses me how collision detection works.
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What do you mean?
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How do they check whether they've hit something?
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Wait what? Could you explain how collision works? It's not making sense in my mind.
you mean how one would handle collision data under such circumstances? it could be done with a 16*8 matrix(or list used as a matrix). one would simply need to rowswap all the data upwards and then update the bottom row every time disp is called.
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In my tunnel game (http://ourl.ca/7133/119911) I used lists or a list for collision detection.
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Wait what? Could you explain how collision works? It's not making sense in my mind.
you mean how one would handle collision data under such circumstances? it could be done with a 16*8 matrix(or list used as a matrix). one would simply need to rowswap all the data upwards and then update the bottom row every time disp is called.
You would only need to store the bottom two rows of the screen. In other words, a 16*2 matrix or two 16 element lists.
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Wow, both games are impressive. Great job.
Guy: I'm sure this would have been even better if you had more time, but the speed is awesome. Great job!
Builderboy: Wow. I can't wait to get this on my calc. It's ridiculously addicting. Nice job! ;D
VDodge is awesome ^^ I didn't notice at first, but the scrolling is in the *opposite* direction from every other game i've ever seen. Very technically well built :)
Here are two tunnels that scroll in the "opposite" direction: http://ourl.ca/6773 Player's has up and down (awesome) and mine has speed. :D
Raylin, do I win the unofficial Inspiration award? :P http://ourl.ca/4491
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I played Lightbot, Builderboy I voted for you, that was amazing.
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I played both now. I liked how VDodge scrolled in the opposite direction. However my vote went for LightBot, despite being tricky to understand at first, because of its originality. Nice job for both entries!
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So when are the results going to come in for this?
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Dang, just realized today that I don't need the If Statement anymore, its just there slowing the program down now X.X
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Aw, how much of a speed increase is it? Well at least it was a learning experience ^^
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Not much but still an increase, also found another way to shift the list down one,
:augment({randInt(1,16)},L1->L1
dim(L1)-1->L1
instead of that For( loop that i had, another speed boost that I missed.
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Yeah, i hate when i release things and then i go back and there were things i missed x.x
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Yeah that happens sometimes to me too. I go through the entire game to spot bugs, then a few months later, 5 new ones are found. X.x (Illusiat 13 v0.90 being an example)
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Except in my case it was like 3-4 days I think? and ouch about Illusiat 13, bugs are really annoying.
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Well at least you havent released it officially yet, so you can fix up everything and release it all fixed up ^^
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Would this even qualify for a release? I think it seems too skimpy on my part to release.
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well you can boost it up with menu's or something if you think its too skimpy ^^ just do what you will with it :)
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I guess I could add a menu, and high scores to it too, if nothing else i suppose it could be used as an example for simple TI-BASIC games
Edit: Menu and high scores added, with menu and high score, program is ~525 bytes, without menu and high score, it would be ~200 bytes. It's now also like 1.2 times faster.
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Cool :D
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I think its kind of sad that the menu takes more code than the game itself.
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Voting over.
Winner: Builderboy.
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Great job everyone. By the way, what's the prize?
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yay ^^ and congrats to guy6020665 for his entry :) I think the prize is a userbar although i don't think one has been made yet o.O
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Congrats!
/me wonders if there will be a banner...
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Voting over.
Winner: Builderboy.
:) I knew it, great game, so it deserved.
now you could improve lightbot since you have more time (not just a week).
I hope he gets a good prize and congratulations to guy6020665 too, since vDodge is very amusing too.
EDIT: 600th post!
When will be next Cage Match?
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This is as far as I got before I realized I was making it too big. :-[
Congrats Builderboy!
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@ ztrumpet It could always be resized; it looks nice :P
When will be next Cage Match?
^This
?
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Also, I wonder what will be the theme?
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* Builderboy is sad that he does not win a userbar :( *
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Oh ya. I was going to create a big userbar that is universal (sort of...) but never got around to it. I'll try to get it done this week.
My plan is to just make a userbar that can hold a screenshot of the winning game and you can simply change the text and such. That way you know what won and which contest it was.
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Sounds good to me :) I would be eternally grateful ^^
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Userbars would be cool. I might use them in the awards section once I update it again.