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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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30th June, 2011 at 14:08:10 -
Alright, since no-one else was being very decisive...
Thanks to s-m-r for coming up with the concept.
Welcome to the 2011 Game Engine Contest!
--Contest Format--
This is a two-stage contest. You are free to enter either or both stages.
* Stage 1 requires the entrant to create an engine, which could be adapted by others to create a new game.
* The most popular entry/entries from stage 1 will be used in stage 2.
* Stage 2 requires the entrant to build a game, based on an engine from stage 1 of the contest.
The overall goal of the contest, is to have fun, and to create a number of engines which may be used by members of the community (especially the less experienced klikers), to make games and to learn from.
--Stage 1 Format--
* There are no real prizes. I will however, personally donate 1000 DC Points to the winner.
* There are no judges. The winner shall be determined by a public vote.
--Stage 1 Rules--
The following are compulsory rules. Failure to adhere to them may result in your entry being disqualified from one or both stages of the contest.
1.) Please submit your engine by uploading to a filehost, and posting a link in this thread, before 1:00am (UTC) on Monday July 18th.
2.) Files must be in .mfa format (or equivalent), and may be uncompressed or zip/rar-compressed. Files should be no larger than 3MB. Compiled .exes will not be accepted.
3.) Engines must be fully compatible with build 251 of MMF2. HWA-only features are allowed. Developer/Flash/MMF1-only extensions are not.
4.) Engines which were created before the start of the contest, are not eligible to win stage 1. However, they may still be voted on for use in stage 2. Please post a link in this thread, but state clearly that the engine is not eligible for stage 1.
--Additional Guidelines--
The following are encouraged, but not compulsory.
Bear in mind though, that people will be considering these factors when voting.
* The engine should contain no password-protected groups.
* Alterable/Global values and strings should be appropriately renamed.
* Events should be clearly commented (in English).
* The engine should be easy to use - suitable for use by novice klikers.
* The engine should be flexible - suitable for use in a wide variety of games.
--Stage 2 Rules & Guidelines--
These will be determined following the conclusion of stage 1.
We will require impartial judges, so please post here if you are interested.
Get Kliking!!!
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Disthron
Registered 08/02/2005
Points 1101
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1st July, 2011 at 04:26:59 -
Hmmm... So the Layer Object and the Platform Movement Object are standerd internal MMF2 objects aren't they? If I were going to make an engin I'd probably at least use those. Do you think people would be ok with that?
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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1st July, 2011 at 11:57:52 -
Yes, those are absolutely fine.
It's just that most people (and beginners especially), won't have bought MMF2-Developer or the Flash plugin, so I'd rather you didn't use any extensions that require those. You're still free to use the vast majority of MMF2 extensions.
If you want to include a Flash version of your engine, that's also fine, provided you also submit a version that doesn't require the Flash plugin.
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SoftWarewolf Crazy?
Registered 18/05/2002
Points 4271
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4th July, 2011 at 20:35:14 -
Very cool idea, can't wait to see what people come up with.
But are there any prizes in either stage of this competition?
http://www.gameyey.com
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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5th July, 2011 at 00:50:06 -
No prizes for stage 1, except for DC Points - and I know everyone's desperate to get some of those (especially the people who haven't yet joined the awesome VIP section of the forums!)
Stage 2, who knows? We'll see how much interest there is, and maybe someone else will organize it all, and arrange some prizes.
I'd like to think people aren't driven solely by the desire to win free stuff...
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CYS Oldie
Registered 03/01/2002
Points 1523
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5th July, 2011 at 07:42:39 -
Doesnt seem like many people are interested. Personally, i feel that the competition would be better if the stages are reversed. In other words, artists provides graphics in stage 1, then stage 2 users can just use the graphics by any of the artists to create any type of games they want. Something like the competition held by tigsource quite some time ago (cant remember the name).
It just gives more creative freedom. If the engine selected is that of a platform engine, doesnt that mean all of the games in the competition will be platformers? i sure wouldnt like that. And if the engine is flexible enough to use for wide variety of games, you might as well be building a MMF from scratch or a LBP. MMF in itself IS an engine. why limit what a pre-existing powerful engine can do?
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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5th July, 2011 at 12:01:46 -
We had that discussion, but this is what the people wanted.
http://www.create-games.com/forum_post.asp?id=288800
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Sephirenn Possibly Insane
Registered 15/01/2002
Points 2343
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5th July, 2011 at 13:39:29 -
I can't wait for Stage 2! Hopefully we'll see some great engines in Stage 1 though.
*Sephirenn*
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CYS Oldie
Registered 03/01/2002
Points 1523
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5th July, 2011 at 15:04:47 -
Didnt know a discussion has been held. Sorry abt that . Heres hoping the competition is a success!
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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6th July, 2011 at 00:10:02 -
No worries
It'd be nice to hear what people are working on...
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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6th July, 2011 at 03:24:40 -
I'm cleaning up a turn-based, tile-based engine I started over a year ago but never finished, which currently contains the following features:
--locked doors
--basic AI opponents
--Sokoban-like puzzle components
--the ability to shoot and capture/destroy enemies
--a broom and the ability to "sweep up" garbage and debris
--plungers, stopped-up drains, and flushable water that disappears once the player cleans up the drain
--bonus pickups
--tiles that disappear and turn into pits after the player crosses them once (one-step tiles)
--pits that open and close at set turn intervals, or can remain open.
--bonus pickups that add to a player's score
--level exits that open only after a set criteria are met (all enemies gone; all crates moved to scoring positions, no trash left, etc.
--"steam-cloud" barriers that are removed once the player touches the steam valve
It's kind of a long story about how this engine came to be, and how such peculiar actions came to be implemented. But a creative designer and artist can take the elements and turn them into something entirely different than the examples.
The events are commented fairly well. The only thing remaining is to compose some fair examples of the different elements so designers can learn what each of the groups does. It should all be done by the time the first phase of the contest comes around.
If anyone has suggestions on other elements I should implement, please pass them along and I'll do my best to work it in before the deadline.
Edited by s-m-r
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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6th July, 2011 at 13:23:11 -
Sounds unusual - not what I was expecting at all. Was this to be a Mario fangame where he actually does some plumbing for once?
Like you say, it has heaps of potential to be adapted in different ways - many of the elements you listed crop up in a wide variety of game genres.
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lembi2001
Registered 01/04/2005
Points 608
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7th July, 2011 at 10:09:02 -
I've started an engine based on a game i created aeons ago but i have now brokened it!! It was working fine, i renamed 4 objects, created 1 group and added a comment and now it is stuffed!
Not Pleased!! thankfully i have only just started it so it's not too bad
EDIT - My engine is dead in the water. Can't complete it as this bug is now there in every version of the engine i create!!
See here for more info - http://www.create-games.com/forum_post.asp?id=289147
Edited by lembi2001
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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8th July, 2011 at 12:49:29 -
So is it now back on, after you found a solution?
Sounds like an interesting engine
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lembi2001
Registered 01/04/2005
Points 608
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8th July, 2011 at 16:01:03 -
Yes, I'm back in the race! Just borrowing some ideas from the one level game in order to reduce the engine size so hopefully things will be finished by the time the deadline comes around
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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9th July, 2011 at 00:21:43 -
I started an entry for part 1. My computer is completely screwed at the moment however so i'm busy fixing it.
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Christodoulou Apps
Registered 28/07/2003
Points 1943
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9th July, 2011 at 10:06:25 -
...
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lembi2001
Registered 01/04/2005
Points 608
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10th July, 2011 at 00:19:54 -
Engine is around 60% complete!!
Ditched PMO in favour of a custom engine. Only need left/right movements and gravity so all good! Gotta implement a Level editor of sorts now and then i'm all done.
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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11th July, 2011 at 05:29:24 -
My engine submission is completed, with a little time to spare should anyone have additional suggestions or requests for bug-fixing.
Here's the download link:
http://www.let-off.com/software/examples/smr-tbmengine_v1.mfa
A stand-alone EXE version is also available, at the following link:
http://www.let-off.com/software/examples/smr-tbmengine_v1.exe
Here's a short list of features:
--locked doors (a total of 3 in the examples provided, each opened with its own key)
--basic AI opponents (finished one; there's another that's still tricky)
--Sokoban-like puzzle components (moving crates to "storage spaces")
--the ability to shoot and capture/destroy enemies
--a broom and the ability to "sweep up" garbage and debris (the ability to move objects in the game world once you've collected an item, and either select to push them or move overtop of them)
--plungers, stopped-up drains, and flushable water that disappears once the player cleans up the drain (not sure how else to describe this)
--bonus pickups that add to a player's score (displayed as food pickups in the example levels)
--tiles that disappear and turn into pits after the player crosses them once (one-step tiles)
--pits that open and close at set turn intervals, or can remain open.
--level exits that open only after a set criteria are met (all enemies gone; all crates moved to scoring positions; no trash left; etc.)
--"steam-cloud" barriers that are removed once the player touches the steam valve (basically a single trigger to turn off several hazards at once)
If anyone has feedback on this engine as it is now (version 1), let me know. There's still time for me to fix it and/or add more 'features' to it. I'm currently going to focus on smooth movement instead of instant movement, as well as a melee offensive attack of some sort. If there's more demand for it, I'll redouble my efforts to complete it before the deadline.
This competition has helped me with the motivation to finish this modest little engine. Thanks, Sketchy and TDC.
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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11th July, 2011 at 13:57:56 -
Very nice!
It actually feels more complete than half the games on this site.
Obviously the instructions shouldn't say "WASD" to move, when in fact you use the arrow keys.
It would be nicer if everything moved smoothly, instead of jumping instantly from one square to the next, but that's probably a big ask at this stage.
If you want a really easy enemy AI to implement, you could add one with "Minotaur" style movement - http://en.wikipedia.org/wiki/Theseus_and_the_Minotaur
Or maybe you should leave those for other people to add in the next stage of the competition...
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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11th July, 2011 at 15:10:22 -
Hahah! Oh, I must have put WASD in there by default...! My bad.
And yeah, I want to put in a smooth-movement for at least the player, if not the enemies as well. But I didn't want to hold up the release of this engine simply because of that, when the basic movements are implemented. There's still a lot that can be done to improve the engine; I may be able to come up with another release before this weekend that addresses some of those issues. I will look into the AI movement you mentioned as well; there's another enemy included in the MFA, but it kind of just moves around aimlessly and addressing that is a priority in terms of finishing touches.
I was actually proud of myself for coming up with working examples for each of the different features in the game, and having a separate frame for each. Not bad for a Sunday afternoon and evening's worth of work. I did a lot of problem-solving yesterday, in particular with the one-step platforms and Sokoban crates.
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Sephirenn Possibly Insane
Registered 15/01/2002
Points 2343
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11th July, 2011 at 17:44:14 -
SMR!
Great engine! Minor bugs:
- Player can still movie during a death animation
- Crates can't be moved in two example levels (may be intentional)
- Enemies go through walls in example level 2 (may be intentional)
- Occasionally player cannot move into bottom spot to beat the level (acts like a wall)
- Player can move into some walls in example level 2
Awesome though!
*Sephirenn*
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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11th July, 2011 at 20:24:03 -
Thanks for the heads-up, Sephirenn. I have a feeling that for most of the issues on the example levels, it's simply a matter of activating the event groups. Try and pick up the key on level 1, and you'll see what I mean.
I will see what I can accomplish tonight after I'm home from the day job, and post an update on these and other suggestions/feedback.
Thanks, everyone!
--EDIT--
I've made some updates to the engine, as follows:
--implemented smooth movement for the player; instead of "hopping" from one space to the next, the player object slides to the next space
--implemented teleport tiles: instant transport to and from a pair of tiles on the map
These updates are not in the current engine for download; there are more updates planned, so I'll simply make one update with all the included changes by the end of this week.
Edited by s-m-r
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lembi2001
Registered 01/04/2005
Points 608
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12th July, 2011 at 16:14:38 -
I think i'm going to have to pull my engine from the competition. Hsving some major issues with the level editor implementation. I could post it as it is and just put a comment in explaining how to design the levels on each frame but that sucks.
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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13th July, 2011 at 04:00:28 -
The final version of my game engine submission for this contest is complete (double-check to make sure your version of the engine is dated 15th July 2011, as the old version has the same file name).
I've dropped in several features, and I'm fairly satisfied with the current state of the engine. You can download the engine from here:
http://www.let-off.com/software/examples/smr-tbmengine_v1.mfa
There is also a stand-alone EXE of the compiled engine, ready for download here:
http://www.let-off.com/software/examples/smr-tbmengine_v1.exe
It has the following features implemented:
locked doors (a total of 3 in the examples provided, each opened with its own key)
basic AI opponents (finished one; there's another that's still tricky)
Sokoban-like puzzle components (moving crates to "storage spaces")
the ability to shoot and capture/destroy enemies
a broom and the ability to "sweep up" garbage and debris (the ability to move objects in the game world once you've collected an item, and either select to push them or move overtop of them)
plungers, stopped-up drains, and flushable water that disappears once the player cleans up the drain (not sure how else to describe this)
bonus pickups that add to a player's score (displayed as food pickups in the example levels)
tiles that disappear and turn into pits after the player crosses them once (one-step tiles)
pits that open and close at set turn intervals, or can remain open.
level exits that open only after a set criteria are met (all enemies gone; all crates moved to scoring positions; no trash left; etc.)
"steam-cloud" barriers that are removed once the player touches the steam valve (basically a single trigger to turn off several hazards at once)
implemented smooth movement for the player; instead of "hopping" from one space to the next, the player object slides to the next space
implemented teleport tiles: instant transport to and from a pair of tiles on the map
implemented floor triggers: certain blocks will disappear only if a heavy object (such as the player or a crate) is overlapping a floor trigger; when the player or object is no longer overlapping the trigger, the blocks reappear.
the player has a melee attack.
Each of the features listed above has its own demo level with instructions on it (with the exception of the 'smooth movement,' which is included in each level).
Thanks again for helping me stay motivated to finish this engine.
Edited by s-m-r
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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17th July, 2011 at 15:58:19 -
Unless someone else submits something by tomorrow, s-m-r is going to win by default...
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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17th July, 2011 at 18:25:54 -
Well, i am actually working on something but ive been held back a bit.
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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17th July, 2011 at 20:37:26 -
only one entry, i was also thinking of doing something, but was delayed, though i still might put something by tommorow.
Code me a sausage!
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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17th July, 2011 at 21:28:54 -
Getting there...
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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17th July, 2011 at 22:36:32 -
I don't see a problem with giving you guys a little longer if you need it - just to make it a real competition.
After all, it's not a serious competition with big cash prizes, and s-m-r was done days ago, so it's not like he rushed to get his entry finished at the last minute. And the overall objective was always just to have a bit of fun, and create engines for the community.
Two more days?
Unless someone can make a compelling argument against extending the deadline.
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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17th July, 2011 at 23:37:04 -
Please do.
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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18th July, 2011 at 01:29:30 -
Just so you guys know i'm actually trying to make an RPG engine with both overworld and battle engines. Thats why it's going to be a struggle to do it all in time lol.
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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18th July, 2011 at 02:06:52 -
If there's someone out there sitting on the fence about their engine, even if you think it's buggy, go ahead and submit it. Just put in notes about things that aren't working perfectly (as you see it) as comments in the event list. That's what I did.
Just put it out there; the folks who make a game with it will clean things up for you.
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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18th July, 2011 at 03:17:10 -
s-m-r:
Agree 100%
AndyUK:
That does sound ambitious, and also very useful to a lot of people - worth waiting for I think.
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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18th July, 2011 at 03:54:15 -
There's cleaning it up and making half of it...
Ok well here is what ive made of my entry.
http://www.mediafire.com/?fjridc0w2oto9du
There are 4 frames
Create a party!
Where you can basically set the player's stats and also choose three people to be in the current party. Possible to save to INI.
Field
Walking around before a battle begins with two followers - items not programmed in yet. When you return from a battle your position will be remembered.
Battle
Fight a battle with some enemies (randomly chosen from 3 preset formations). Pretty incomplete but actually is the most complex of the frames. Choose attack to win (nothing else works properly), then you get dumped back to the field. Enemies fight back too but your HP/MP etc aren't remembered after battle.
Inventory
ugh, it's not really started properly.
All in all a lot of work still left to do. I can carry on with this later unless the deadline is set now.
I'm sure people are keen to make something and i'm sorry I couldn't offer something more complete.
Edited by AndyUK
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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18th July, 2011 at 14:37:26 -
Don Luciano & AndyUK: Go go go! You have two more days (well, maybe one more day now...). You can do it!
lembi2001: please submit what you have finished already. Maybe someone else can pick up where you left off and come up with a great level editor.
As the internet-savvy would say: WANT MOAR.
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Rich Datson
Registered 11/05/2010
Points 360
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19th July, 2011 at 00:34:22 -
Andy, I love the sprite following action in your RPG engine. I remember they took that out of RPG Mker XP and I'm not sure why they did that.
Help plz?
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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19th July, 2011 at 01:01:23 -
Well since its not the weekend I do have work and therefore less time. But I can try to sort it all out a bit.
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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19th July, 2011 at 03:24:57 -
Ok, actually at first when the compo begun i wanted to do an rts, but since i havent done anything until today,(and i never made an rts), i pulled this engine iv spent a couple of days some weeks ago.
Anyway its an infinite loading system!, basicly i wanted to see if i can make an engine with no loading levels, like gta or oblivion. So you basicly just play.
It has some bugs that started hapening like 20 minutes ago, but im too tired to fix them now. Anyway nothing serius.
You can delete the map file to start with an empty map, you can make it any size, currently its around 10000 pixels. Though i did test much larger maps. But it's quite painfull to fill the map, esspecially since i removed the big brush, cause i have recoded some parts. But anyway im going to make the big brush again.
Anyway you can only walk around and drive a car, and fill the map up, the most important thing to remember is to press "Q" to save and quit
Otherwise your map will not be saved!. And there is no enemies and you cannot shoot big guns, or small ones either. Cause i have not coded it yet.
And i have not commented the code much at all...
But here it is:
Link: http://www.mediafire.com/?h7ra2o0ggy4h01b
Almost forgot: Space = handbrake
Edited by Don Luciano
Code me a sausage!
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Akai_R
Registered 16/04/2008
Points 436
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19th July, 2011 at 15:38:21 -
Don Luciano:
It says "Cannot load extension 360movement.mfx" even though I have it. Any ideas? Sounds like an interesting engine.
______
http://akai-r.com/
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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19th July, 2011 at 16:11:31 -
I have removed the 360movement, i didn't even use it, it was just in the frame for some reason.
Also changing from active to backdrop hit a limiter on object count so i added a deleting actives.
Also i added one new car and changed the cars to qualifiers, cars also now behave different depending on ground they r on.
The link has been updated:
http://www.mediafire.com/?h7ra2o0ggy4h01b
Code me a sausage!
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Akai_R
Registered 16/04/2008
Points 436
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19th July, 2011 at 16:36:04 -
Thanks, it works now but only when I run it directly from the .rar.
Very nice engine, and cool that you implemented auto-tiling!
______
http://akai-r.com/
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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19th July, 2011 at 17:37:54 -
That is strange that you can only run it from rar. Does anyone else have any issues with the rar?
Anyway, any tile can either be single framed, auto tiled or have multiple animations for random effect.
Though i still do not like the car handling, i have no idea how to make it more realistic. So if anyone has any ideas to it it would be great.
Code me a sausage!
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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20th July, 2011 at 15:40:13 -
I got the same problem - deleted the ini (the same as running from within the rar) and it appears to work - sort of.
Are all the blank spaces because you didn't edit the map fully, or has something gone wrong?
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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20th July, 2011 at 17:44:15 -
I didnt paint the map fully, its a big map lol
I have to make a big brush instead of only one tile, it would be a lot faster to fill it up. You can fill the map fully, just remember to press Q to save.
I think the rar messed up because i have updated the link, it's some new feature on mediafire...
Anyway im going to reupload as new link.
The problem with the ini was that the position of the player was outside of map boundaries for some reason(causing the problem), probably i saved when i went off screen.
The ini anyway only holds the posx and posy of the player when you save.
http://www.mediafire.com/?u3wh2m7f4c451rz
here new link.
Edited by Don Luciano
Code me a sausage!
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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22nd July, 2011 at 19:05:12 -
didn't we suppose to have part 2 of the competition?
It looks like everything just stopped.
Code me a sausage!
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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23rd July, 2011 at 20:54:49 -
I'm still working on my engine so anyone that chooses to use it will have something a little more usable. But that doesn't mean i'm asking for more time.
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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24th July, 2011 at 01:28:40 -
I'm considering hosting Part 2 of this contest; I'm kinda invested in Part 1's success and want to encourage as many entries as possible.
Regardless of who the adjudicators are for part 2, I'd like to donate DC points as well as a year's worth of hosting the winner(s?) of Part 2 on my website for a year - depending on file size, of course. No waiting at some rinky-dink filehosting website.
I'd also consider converting the winning game into a Flash game, so it can be played by anyone with an Internet connection. Again, this is based on file size and compatibility; if it's too big to be feasible or uses Extensions that don't work with the Flash exporter, I'd just as soon abandon that idea.
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