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Micro Game Coding Challenge
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Topic: Micro Game Coding Challenge (Read 3622 times)
Chris
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Micro Game Coding Challenge
«
on:
February 20, 2010, 06:50:06 AM »
Now to take a break from the big competition let's make a small one
The goal is to make a mini game (single player, no database) like one of these
http://worldoflords.com/misc/games/
Rules:
- you have 24 hours (you can use clock) to code it, you can
spread these 24 hours within next 2 weeks as you wish
(you are expected to make it in less than 24h, it is just to sped up perfectionists)
- if you have some gfx you are allowed additional 24 hours to make all pictures/css/etc
- you can spend as much time planning/designing as you want (but only within next 2 weeks)
- the
source code
has to be no bigger than
16kb
(excluding gfx, css, standard JS libraries like mootools (read: not made by you))
- everything not covered in rules should be interpreted to your favour
PHASE 1:
Once everyone is ready we create a pool and everyone on the forum votes (you can not vote on your game, and you have to vote if you participate). The title of the best "game maker" is awarded.
PHASE 2:
After this is done we make a second challenge, you are to select one game that is not yours and make A BETTER version of that game
Then again scoring will take place (for the title of the best "cloner").
Anyone willing to participate put your name below.
«
Last Edit: February 20, 2010, 07:00:51 AM by Chris
»
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raestlyn
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Re: Micro Game Coding Challenge
«
Reply #1 on:
February 20, 2010, 06:59:27 AM »
I'm in. I'll start planning right away.
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jannesiera
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Re: Micro Game Coding Challenge
«
Reply #2 on:
February 20, 2010, 07:04:13 AM »
Cool, that should fit in my time schedule I think
. I'm not sure if I'll be able to spend the time and energy yet but count me in for now.
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raestlyn
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Re: Micro Game Coding Challenge
«
Reply #3 on:
February 20, 2010, 07:32:16 AM »
Does the standard js library mean I can't use jQuery plugins? Or are the plugins calculated on that 16k?
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Chris
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Re: Micro Game Coding Challenge
«
Reply #4 on:
February 20, 2010, 07:54:31 AM »
Quote from: raestlyn on February 20, 2010, 07:32:16 AM
Does the standard js library mean I can't use jQuery plugins? Or are the plugins calculated on that 16k?
OK, if these are standard jQuery plugins, then these do not count. But it applys only to JS plugins, if you are to use other plugins/libraries these have to be within 16kb limit.
Good, so we have 3 people so far. Should be enough for an absolute minimum
Example PHP code to handle single player mini game (create class then serialise/unserialise it and save into session, if you enter 'option=reset' in URL then you reset the game and start a new one)
Code:
session_start();
$save='session_variable';
class CGame
{
// your game here
}
$game = new Cgame;
if($_REQUEST['option']!='reset' && isset($_SESSION[$save])) {$game=unserialize($_SESSION[$save]);}
$game->run();
$temp=serialize($game);
$_SESSION[$save]=$temp;
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jannesiera
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Re: Micro Game Coding Challenge
«
Reply #5 on:
February 20, 2010, 08:08:49 AM »
Can I use the kohana framework?
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Chris
Game Owner
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Re: Micro Game Coding Challenge
«
Reply #6 on:
February 20, 2010, 08:55:56 AM »
Quote from: jannesiera on February 20, 2010, 08:08:49 AM
Can I use the kohana framework?
Only if it has 16kb or less
It is called "Micro" challenge, there really in no need to use frameworks. The only exception is for JS because some people are addicted to it (and I start wondering if it was not a mistake...). We just open notepad, write some code within a few hours and that's it.
Hardcore mode
added:
If your game with everything (code, gfx, css, JS) is within 16kb you completed Hardcore level I. If you managed with 8kb total then Hardcore level II.
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Teckniel
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Re: Micro Game Coding Challenge
«
Reply #7 on:
February 20, 2010, 05:29:30 PM »
Well i'm interested, but i need a concept hmmm, anyone have a idea?
Time is not a issue since i'm 2 weeks economic jobless..
Ps: text/xml files ok for database option? :p
Greets Me
www.windwalker.be
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Chris
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Re: Micro Game Coding Challenge
«
Reply #8 on:
February 20, 2010, 05:51:04 PM »
Quote from: Teckniel on February 20, 2010, 05:29:30 PM
Ps: text/xml files ok for database option? :p
Yes, within 16 kb limit.
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aquilax
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Re: Micro Game Coding Challenge
«
Reply #9 on:
February 21, 2010, 11:23:42 PM »
I'm also in.
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aquilax
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Re: Micro Game Coding Challenge
«
Reply #10 on:
February 22, 2010, 01:30:39 AM »
Here is my submission "
CowsNBulls
".
It's a game I loved playing when I was younger.
Demo:
http://posterfans.com/game/
Source code:
http://posterfans.com/game/index.php.txt
(2013 bytes)
The code can be further optimized, but let's leave something for Phase 2
Total planning + development + bug fixing time about 1 hour.
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Chris
Game Owner
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Re: Micro Game Coding Challenge
«
Reply #11 on:
February 22, 2010, 05:51:39 AM »
Quote
Well i'm interested, but i need a concept hmmm, anyone have a idea?
http://www.nrtoone.com/dictator/index.php
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xBleuWolfx
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Re: Micro Game Coding Challenge
«
Reply #12 on:
February 22, 2010, 11:48:56 AM »
I am definitely in. Just need to think up a game idea. Also, is the due date the 6th of May?
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I'm not slacking off. My code's compiling.
Chris
Game Owner
Level 35
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Re: Micro Game Coding Challenge
«
Reply #13 on:
February 22, 2010, 04:19:10 PM »
6-th March
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toxin
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Re: Micro Game Coding Challenge
«
Reply #14 on:
February 22, 2010, 11:45:39 PM »
I guess i can give it a go.
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Chris
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Posts: 1,271
Re: Micro Game Coding Challenge
«
Reply #15 on:
February 25, 2010, 03:04:32 AM »
To avoid people taking too long to decide, all participants who do not post what kind of game they will be making by the end of this month will be called "mufflixer" (whatever it means, but it should be interpreted as something offensive and a title to be ashamed of) for the duration of 2 weeks.
Some free ideas:
- survive as many months as a dictator as possible while transferring national funds to your personal bank account (example:
http://www.nrtoone.com/dictator/index.php
)
- you are a ninja in training, during 30 turns you are presented with 2 mutually exclusive options (shurikens, trainings), every 5 turns you go on a mission of a difficulty rating you selected and use the things you collected to get the most points in the end
- tower defence, every 5 turns a new wave of enemies (each time more difficult) arrive, you build defensive structures to kill them, all enemies that survived when a new wave arrives deal damage to you. Survive as long as possible.
«
Last Edit: February 25, 2010, 03:06:45 AM by Chris
»
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lolninja
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BSc powered Programmer
Re: Micro Game Coding Challenge
«
Reply #16 on:
February 25, 2010, 07:46:28 AM »
Right I'm in, going to make a planet hopping trading game where you fly around the universe buying and selling resources to planets for fun and profit... in theory
**edit**
Hey, I had a bit of free time to work on my entry, and its done
you can have a go at
http://demo.httpmmo.com/16k
the code is viewable at
http://demo.httpmmo.com/16k/code.txt
, though there isn't much in the way of php, its all mainly Javascript. I was trying to get in under the 8KB limit for hardcore level 2, but I failed, this game comes in at Size: 8.59KB, which puts me 0.59KB away from being Hardcore II.
The idea of this game is you fly around different solar systems buying and selling raw materials. Clicking on the links in the red box will move you off to different solar systems, and clicking on the planets will move you to that planet. When you arrive at a planet you will be shown a list of materials that are available and asked if you wish to buy or sell anything. All of the planets within a system require the same resource, which forces the player to wonder off around the universe tracking down the materials to get super rich.
Hope you enjoy
«
Last Edit: February 25, 2010, 01:57:23 PM by lolninja
»
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jannesiera
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Re: Micro Game Coding Challenge
«
Reply #17 on:
February 25, 2010, 03:36:29 PM »
Cool game lolninja ^^. I think you should:
1. Make it hardcore level II
2. Improve the current version to make it 16k but with actual "warpholes"
(and perhaps some graphics to spice it up a bit).
So you prove your absolute superiority by making 2 versions
.
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nano
Level 14
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XHTML, CSS, JS, PHP and MySQL are my pantheon.
Re: Micro Game Coding Challenge
«
Reply #18 on:
February 25, 2010, 06:07:05 PM »
lolninja that's pretty impressive. According to the rules, the graphics don't count towards the limit, so you can take out the inline images from your source and slim it down. On top of that you could run it through a JavaScript minifier like
http://jscompress.com/
.
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lolninja
Level 17
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BSc powered Programmer
Re: Micro Game Coding Challenge
«
Reply #19 on:
February 26, 2010, 03:09:21 AM »
I was under the impression that for the hardcore mode you have 16KB and 8KB for the different ranks including everything
Quote from: Chris on February 20, 2010, 08:55:56 AM
Hardcore mode
added:
If your game with everything (code, gfx, css, JS) is within 16kb you completed Hardcore level I. If you managed with 8kb total then Hardcore level II.
If that isn't the case then awesome, otherwise I'll try chopping some fat to get it under 8KB.
Quote from: jannesiera on February 25, 2010, 03:36:29 PM
Cool game lolninja ^^. I think you should:
1. Make it hardcore level II
2. Improve the current version to make it 16k but with actual "warpholes"
(and perhaps some graphics to spice it up a bit).
So you prove your absolute superiority by making 2 versions
.
Thanks, thats a good idea I was talking to Gnoh on #competition yesterday and was thinking about expanding it into a more full game, but flushing out my competition entry could be the next step in my prototyping cycle.
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Chris
Game Owner
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Re: Micro Game Coding Challenge
«
Reply #20 on:
February 26, 2010, 06:48:19 AM »
Yes, hardcore levels count absolutely everything into size limit (code, JS, gfx, etc).
If you go for non hardcore then gfx is unrestricted.
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saljutin
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Re: Micro Game Coding Challenge
«
Reply #21 on:
February 26, 2010, 08:01:42 AM »
amazing work lolninja!
I would like to add some things:
1. its boring with no goal = add some goal like 20k $ on bank or something, and every time you move ship or warp you spend 1 turn/day whatever - using this you can create some ranking system -> Nick ... 20k $ ... goods transfered: 5939 ... turns needed 383 ... eficiency: money/turn and goods/turn
2. I miss option when you change galaxy and you appear on some planet and you cannot click on planet where you are at to see goods but you need to go to some other planet and back
3. maybe you can have 2 versions of game and ranking -> one ends at 20k $ and other ends on 100 turns
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Chris
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Re: Micro Game Coding Challenge
«
Reply #22 on:
February 26, 2010, 08:14:30 AM »
About source codes:
- You do not need to post your source code (just post how many kbs it has).
- During PHASE 2 (cloning) you can not use the original game's source code, you have to write your own (but you can check how the original was written if the author made the sources available). The goal of that phase is not to imitate the game but make a better one, so you could use completely different technology and generally everything as long as it will be perceived as "better" implementation of that concept.
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raestlyn
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Re: Micro Game Coding Challenge
«
Reply #23 on:
February 26, 2010, 11:44:48 AM »
Quote from: Chris on February 26, 2010, 06:48:19 AM
Yes, hardcore levels count absolutely everything into size limit (code, JS, gfx, etc).
If you go for non hardcore then gfx is unrestricted.
does it also count the js lib?
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Chris
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Re: Micro Game Coding Challenge
«
Reply #24 on:
February 26, 2010, 12:02:22 PM »
Quote from: raestlyn on February 26, 2010, 11:44:48 AM
Quote from: Chris on February 26, 2010, 06:48:19 AM
Yes, hardcore levels count absolutely everything into size limit (code, JS, gfx, etc).
If you go for non hardcore then gfx is unrestricted.
does it also count the js lib?
Yes. Hardcore mode means hardcore. Absolutely everything counts as a limit. But that's optional and does not affect the final scoring, it is just an optional restriction you could impose on yourself.
Standard mode means that standard JS libs do not count.
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