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Socoder -> Wednesday Workshop -> #104 - The 'The Sequel Challenge' Sequel Challenge

Tue, 12 Jun 2007, 16:59
Jayenkai
Wednesday Workshop #104 : The 'The Sequel Challenge' Sequel Challenge
Time until Deadline

Week : 13 June 2007
The Reason : Because this week, it's the Workshop's second birthday!

The Challenge : Take an entry from any of the previous challenges, and create a sequel. The game can be one of your own, or one of someone elses. If you choose to create a sequel to someone elses game, do remember to credit the original creator.

Extra Info
Can't remember all the entries?
WHY NOT?
Download This 1.5Mb html pack. It's a great big list of all the previous entries. (Many of which include sourcecode!)
Sorted!!
(Oh, except it doesn't include week 103's entries 'cos I made the html before I added them to the database!)


Weekly Rules/How to Enter
You have until Tuesday Night/Wednesday Morning 00:00 BST to submit your levels. ^ See Deadline Link! ^

Wed.Workshop is at SoCoder.co.nr. If you can read this, you're probably already there!

Stick your entry underneath this post, leaving a link to your zip or the source of your game, or whatever. (I really should get round to that Upload thing, shouldn't I!)

If you can't figure it out, or have a really rubbish server, send it to Jayenkai@Gmail.com and I'll stick it straight onto the SoCoder (Official Wed.Workshop) site.

Entries will be collected during the week, and then entered into the next week's voting. (If there are any entries..)

Please try to keep all entries within small file sizes. 2Mb is the average maximum for files.
Additional Rules are available at the SoCoder (Official Wed.Workshop) site, under the list of previous workshops.


Last Week's Games
Typical.. You wait two weeks without an entry, and then two turn up at once!
Jayenkai made a family annoyed during their picnic, and DiablosDevil attempted to play with a ball in a square.

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Wed, 13 Jun 2007, 07:35
HoboBen
I'm copying your Super Roadster. The port to Cobra was fine, but I think I may have found a bug in Cobra while I was trying to add more features! Then again, it's probably just me being dull.

|edit| If it is a bug, I've got to hope it's patched before the deadline |edit|

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blog | work | code | more code
Wed, 13 Jun 2007, 08:37
Jayenkai
Super Roadster?!!? Oh, that.. Cool!
Wed, 13 Jun 2007, 10:04
HoboBen
Finished
Super Roadster II

It's basically Super Roaster + graphics. I couldn't think of anything else to add, so I suppose I'll just loose marks on inventiveness. Cobra source in the /lib/ folder though.

If the bug gets fixed in time, the road will be grey. Until then, it's a black road.



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blog | work | code | more code
Wed, 13 Jun 2007, 18:37
Jayenkai
OK, I think I've settled upon a game to remake.. I just spent about 20 minutes playing through The CW Quest..

Man, that game's nuts!

I don't exactly know what the plot will be, but I'd really love to do a sequel to it.

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Sun, 17 Jun 2007, 05:26
Jayenkai
... Aaaah... Now I remember why I started the MudChat.

I'm midway through writing this remake of my silly CW Quest game, (currently titled The Other Quest, but not 100% sure.. I might change that) and my head seems to be going through the same series of thoughts that it did a year ago making the original.

.. Thought #1 - I wonder if I can make all this scriptable. Shouldn't be too hard, really.
Thought #2 - If all you're doing is moving N/E/S/W I wonder if I can do a text adventure version of this.
Thought #3 - Oooh... Online!
Thought #4 - If I can make it an online text adventure, but allow the script to output co-ordinates, then I can have this game overlay the text adventure like a kind of graphical game skin.

It's been ages since the MudChat was working at all, I should probably get round to fixing it..
But I gotta finish off this game, first, and right now there's only one tiny mission in the thing, so.... Yeah, I should get back to doing that!

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Sun, 17 Jun 2007, 15:31
JL235
You know what might be good, if you made the mud chat not only into an interactive chat room but one with pictures. I'm imagining Dune (the game) with chat underneath. Maybe buttons for each direction you can move in, also in the same Dune style.

But a member could upload for their room an image (with a set maximum size) which would appear as the persons room. You then chat in there, and people could maybe draw in the doors to the other rooms in their picture. Or whatever they want.
Sun, 17 Jun 2007, 15:49
Jayenkai
If I go too far, we'll end up with a Flashbased thing. Which, let's be honest, wouldn't really be that bad..
But keeping the server up to speed with it all.. That could be tricky!

CPULoad's up to 49!!! I really hope that's not Socoder doing that!

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Mon, 18 Jun 2007, 02:30
Jayenkai
OK.. My entry.
The Other Quest[url], sequel to [url=https://socoder.net/index.php?a=15&e=210]The CW Quest

A nice happy quest type game.
It might be better if you play the original game, first..
But.. You don't really need to.

If anyone's stuck, I'll post a walkthrough.

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Mon, 18 Jun 2007, 10:49
HoboBen
LOL, That was great
Mon, 18 Jun 2007, 11:29
shroom_monk
It was good, except for the infuriating slowness (not your fault, though ). After 20 minutes solid play, I managed to put out the workshop, then I gave up.

|edit| BTW, there was this glitch where the bit at the bottom that says what you're carrying can't be seen. |edit|

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A mushroom a day keeps the doctor away...

Keep It Simple, Shroom!
Mon, 18 Jun 2007, 11:54
HoboBen
It did use 50% of my speedy laptop's CPU too (it hogged a whole processor all to itself)

Jay, why not render everything to an image buffer, and keep displaying that when the player isn't moving, rather than redrawing everything all the time? It's simpler to do with Cobra (no faffing around setting different buffers as the used image can be passed as a parameter in any of the graphics functions) but it's quite quick and easy to do, and should bring the CPU load to a nice zero.

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Mon, 18 Jun 2007, 15:46
Jayenkai
I dunno...
Based on the speed test we ran a couple of months back, there seemed to be a huge difference in system speeds when you hit >256x256 pixel images. A full buffer would be basically drawing an 800x600 sprite.

But, at the same time, most of those systems could cope quite well with a handful of 64x64 sprites. (Of which this does about 180 max)

The only one that REALLY struggled was Shrooms.. But that wouldn't really work either way!

.. And it's a WW entry, so I didn't even bother to dump in a delay in there anywhere, so that's probably why the cpu-load's so much!

You're right. I should probably work out some sort of Super-Fast sprite/background system. .. But it's only WW

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Tue, 19 Jun 2007, 00:32
shroom_monk
But it was a good WW... how come all the fun games are so slow?

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A mushroom a day keeps the doctor away...

Keep It Simple, Shroom!
Tue, 19 Jun 2007, 07:25
HoboBen
My suggestion wasn't really to speed it up by drawing a bigger image (you'd still have to draw to the image buffer anyway, which makes more drawing, not less) but to cut down on the logic and processing by not re-calculating where to draw things all the time. The looping through tiles can slow things down, so I meant just calculate it once, and then keep that pre-calculated image showing until the player moves.

But, anyway, sorry I was preaching a bit there.

Anyone else going to enter? I don't want to be up on my own against an RPG because I'll lose unanimously.

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blog | work | code | more code
Tue, 19 Jun 2007, 15:21
Jayenkai
Doesn't look like anyone else is joining in, so it's You Vs Me, HoboBen!
Whoop!

Any suggestions for the next workshop?

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Tue, 19 Jun 2007, 15:28
HoboBen
Hmm, the A.I. game? Make the smartest computer opponents that you can?

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blog | work | code | more code
Tue, 19 Jun 2007, 15:50
Jayenkai
If I just say AI, then it becomes too easy.. You could write a 100% perfect AI player for a certain game in next to no time.. like Pong!

But if I say...

The 4 vs 1 Challenge : Create a shooter, be it FPS, top down or whatever, and have the player go up against 4 AI opponents. Try to create the best AI you can, whilst sticking to fair play rules. (as in, the AI mustn't cheat.)


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