Gamestudio Links
Zorro Links
Newest Posts
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
folder management functions
by 7th_zorro. 04/15/24 10:10
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
LPDIRECT3DCUBETEXTUR
E9

by Ayumi. 04/12/24 11:00
Sam Foster Sound | Experienced Game Composer for Hire
by titanicpiano14. 04/11/24 14:56
SGT_FW
by Aku_Aku. 04/10/24 16:09
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (7th_zorro, Quad), 373 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
11honza11, ccorrea, sakolin, rajesh7827, juergen_wue
19045 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 14 of 22 1 2 12 13 14 15 16 21 22
Re: 100 lines contest [Re: FBL] #208715
05/29/08 00:21
05/29/08 00:21
Joined: Sep 2003
Posts: 303
Germany
Clemens Offline
Senior Member
Clemens  Offline
Senior Member

Joined: Sep 2003
Posts: 303
Germany
Hmm, I dont like the contest anymore since it is obvious that the aim can't be anymore to make the best game with less code (-> having one nice idea and calculate how many features are possible to implement) but to crypt its code in the most extreme way.
What ever, even when the win chance by programming on the classic way is too small, I'll finish my mini project and will take part. And at the end I'll win cause of that great concept I have *lol* :P
Okay, of course some tricks I'll use, but I really didn't know, that you can spare nearly all semicolons. My problem is that thats an really enticing fact ... but I don't wan't to have the possibility to make my project big(ger)...!!! *argh* whistle

Re: 100 lines contest [Re: Clemens] #208724
05/29/08 04:23
05/29/08 04:23
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
Serious User
LarryLaffer  Offline
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
Here's my humble little entry. Screens and everything are in the zip file. My full name is Aris Kostakos.

The executable was made using a7.7, but the source I'm submitting will only compile in a7.08.2b (and anything above I presume..). The reason is that I'm using draw_quad(), but the betas wouldn't let me publish an exe.. I had to replace draw_quad with panels to publish in a7.7 but that killed my semicolon count frown. Other than that though, the source file for a7.8.2b produces an identical executable.

Cheers and good luck to everyone,
Aris


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: 100 lines contest [Re: LarryLaffer] #208733
05/29/08 07:36
05/29/08 07:36
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
the general interest in this contest seems a lot bigger than usual. contests should be like this more often; not exactly this, but some sort of limitation.

working within tight constraints is great fun, because people like to push them.

if i'm lucky i'll get an entry in on time, but i haven't been able to start because of too much uni work. next week is the last week of semester *coff* *bludge!* *coff* so i'll see what i can do.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: 100 lines contest [Re: JibbSmart] #208819
05/29/08 18:35
05/29/08 18:35
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

Expert
George  Offline

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
"Does this apply to strings assigned to effect="..." in Material definitions, too?" No, those semicolons are counted.

Clemens: don't worry, the winner will be the best game, not the most cryptic piece of code. I have managed to create a small painting program (you'll see its source in Aum74) using a tiny function, 4 semicolons and a trick, so everyone has his / her chances.

Aris, please don't forget to email your demo to resources at acknex dot net; it might get lost here and / or you might want to update it before the 15th of June.

Re: 100 lines contest [Re: George] #208880
05/30/08 12:20
05/30/08 12:20
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,978
Frankfurt
Two final comments about this contest.

- The basic goal was restricting the source code to only 100 commands. Now of course you can use many tricks to avoid semicolons - by redefining them to another character, or by placing commands in comparisons or the like. However in such a case we'll just count the commands. So please apply some common sense.

- There is also the question whether beta testers can send in scripts that use the new 7.08 beta features. That would give beta testers an advantage over normal users. Therefore, in such a case please send two scripts, one for 7.08 and one for 7.07. You can use 7.08 for effects or eye candy, but the basic app should be able to run under 7.07.


Re: 100 lines contest [Re: jcl] #208930
05/30/08 18:08
05/30/08 18:08
Joined: Feb 2008
Posts: 337
V
Vadim647 Offline
Senior Member
Vadim647  Offline
Senior Member
V

Joined: Feb 2008
Posts: 337
@jcl:
if I'm always replacing
Code:
vec_set(some_vector,vector(-512,0,0));
vec_rotate(some_vector,camera.pan);
vec_add(some_vector,some_entity.x);
vec_set(camera.x,some_vector);

by
Code:
vec_set(camera.x,vector(
-512*cosv(camera.pan)*cosv(camera.tilt)+some_entity.x,
-512*sinv(camera.pan)*cosv(camera.tilt)+some_entity.y,
-512*sinv(camera.tilt)+some_entity.z));

and it's alright, because that appears to be 1 com?
@George:
Let me guess about small painting program creation:
Way1|turning off background leads to avaibility of 'paint program'...
Way2|on mouse_left paint pixel to predefined bmap of window size, that is drawn by 7.08 function or used by panel.
_________________________
I'm finishing one more game (platform\logic\loads levels with ent positions from MDL files).


I switched to other account since marth 2010. Guess which.
100 lines contest BECOMES 100 commands contest [Re: JibbSmart] #208941
05/30/08 20:43
05/30/08 20:43
Joined: Sep 2003
Posts: 303
Germany
Clemens Offline
Senior Member
Clemens  Offline
Senior Member

Joined: Sep 2003
Posts: 303
Germany
Originally Posted By: JulzMighty
the general interest in this contest seems a lot bigger than usual. contests should be like this more often; not exactly this, but some sort of limitation.

right!

Originally Posted By: George
Clemens: don't worry, the winner will be the best game, not the most cryptic piece of code. I have managed to create a small painting program (you'll see its source in Aum74) using a tiny function, 4 semicolons and a trick, so everyone has his / her chances.

Sounds very interessting, I'm curious about it (hopefully it won't be a concurrent in that contest wink ). But what I meant is that if the size of the game isn't really delimited like it's the sense of the contest, then the bigger projects probably will be the better ones. But JCL conceivably cleaned that up ^^...

Originally Posted By: jcl
- The basic goal was restricting the source code to only 100 commands. Now of course you can use many tricks to avoid semicolons - by redefining them to another character, or by placing commands in comparisons or the like. However in such a case we'll just count the commands. So please apply some common sense.

As soon as all obscurities are resolved (-> so what exactly counts as 1 command) - the contest can become really good and absorbing, like I did imagine it at the beginning! great!! smile

Re: 100 lines contest BECOMES 100 commands contest [Re: Clemens] #208954
05/30/08 23:03
05/30/08 23:03
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
100 commands?

Well, I hope my game will count in the end less or equal 100 semicolons and will be <= 10 kb. This is the way you originally stated how these things are defined and it would be peculiar if you reject entries which use a lot of "standard tricks" to wrap variable assignments, function calls, variable processing and so on.

Re: 100 lines contest BECOMES 100 commands contest [Re: HeelX] #208991
05/31/08 06:36
05/31/08 06:36
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
Serious User
LarryLaffer  Offline
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
lol, you can't just change the rules 15 days prior to the deadline... that's just a big f*ck you to everyone that spend time working based on the previous set of rules.. There was a big discussion about what 100 lines mean in the beginning of this thread, and honestly you should be expecting that when you say 100 semicolons, people will try to workaround it.

So... thats a few days of my life wasted.. I'm outtie, I don't have the heart to cripple my game to get it compliant. good luck to everyone who stays


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: 100 lines contest BECOMES 100 commands contest [Re: HeelX] #208994
05/31/08 07:03
05/31/08 07:03
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

Expert
George  Offline

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
I'm not JCL, but from what I know the contest rules haven't changed at all; the main challenge is to create a game / demo / whatever that's impressive and uses less than 101 semicolons. You can, of course, use some tricks in order to get rid of some semicolons, but you can't trick the 10KB rule, right?

I've got a multiplayer project that's got less than 10KB of code, so I am confident that you guys can come up with great entries.

Vadim: your first assumption is correct. I'm using something even more simple, though.

Page 14 of 22 1 2 12 13 14 15 16 21 22

Moderated by  George 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1