123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|588|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Wednesday Workshop -> WM002 - Reworking

Tue, 16 Oct 2007, 17:00
Jayenkai
Workshop Monthly #002 : Reworking
Time until Deadline

Month : 17 October to 14 November 2007
The Reason : To give you more time!


The Challenge : This month's challenge is to take a previously coded Wed.Workshop entry, and remake it.
Add to it. Build it up.
Use up the extra 3 weeks of time to make a much bigger version of the game than it originally was.
Reworkings of any of the previous entries are welcome, whether they're your own or otherwise.

Standard Rules
The rules are pretty much the same as a standard workshop, except you have a bit longer!
This workshop closes on November 14th, 00:00 GMT.
(That's so that it closes on a Wednesday, and we can start a fresh one!)

Entries should be posted as Showcases, then noted in the forum below.

Last Time.. On "Monthly Workshop"
Last month we had two entries.
Jayenkai remade Oh Mummy, and Shroom did his own thing.
Once Shroom's set his up inside a Showcase, you can all get voting! (Normal method.. Post a comment, include a vote.)

-=-=-
''Load, Next List!''
Mon, 12 Nov 2007, 15:14
Jayenkai
Oh No!

Well, I won't be finishing off my entry by tomorrow. It's still just a bloke in a cave! Darn. Too many projects at once, methinks!

Still, I have a couple of weeks to get it done for the RetroRemakes challenge, so that's ok.

Will anyone else be entering?

And.. What should the next one be, since this one died on it's ass? I'm considering extending the next one a couple of weeks, till just after New-Year and having a nice big Xmassy monthly challenge.
Thoughts?

-=-=-
''Load, Next List!''
Mon, 12 Nov 2007, 16:39
Forklift_Fred
I was going to post a continuation (or possibly finished game!) of the fruit machine but I've not touched it again yet.

My Halloween Maze game wasn't quite finished so I could re-enter it with it's extra bits in place (ghosts and sounds), I've also modified a few things and I'm currently working on an editor to take out the random generation. I'll see what state it's in tomorrow but it'll be good to get a more interesting version out to the world at least

(I'm also starting to convert it to a new and improved Christmas version... so it could see a third outing as well


-=-=-
Come rain or shine...
Mon, 12 Nov 2007, 22:17
Fluke
Not had the time to work on it as much as I wanted, but I'll hopefully submit an entry before the time runs out.

I've got 18 hours left after all
Tue, 13 Nov 2007, 08:35
power mousey

well, I'm working on something.
Both design,story,concept and code as well.
Level design and building...well um just one level
so far.

I hope to have it finished or prototyped before
Christmas.


power mousey
Tue, 13 Nov 2007, 15:28
Fluke
Well, here's one entry anyway (and my first ever)!

Clicky

"Yoted" by Fluke - a remake of Jay's "Yot".
Coded for SoCoder WM2.

Instructions:

This time round, a bunch of free divers need your help. The further you let them dive, the more points you earn, but if they go too deep, they'll croak (well, they'll gulp large amounts of water and drown...).


Notes:

Coded in Cobra (Pure2d mode, no 3d hardware acceleration). All the graphics are generated in code (the files in the data folder are just lists of vector info).

If you compile this yourself, make sure debug is disabled. For some strange reason, there is a continuous warning in debug mode that the compiler keeps kicking out, slowing down the execution of the program drastically. Haven't found the source of the warning atm. THIS ALSO MEANS THAT THE DEMO VERSION OF COBRA WILL NOT RUN THIS CODE CORRECTLY (the timing gets all screwed up), AND WILL NOT PERFORM LIKE IT SHOULD!!!

The first constant ASM_ENABLED lets you turn a small assembler optimization on/off. With it set to TRUE, it draws the background image with assembler, knocking about 2ms off the render time. Set to FALSE, it just uses the native DrawImage command.

Finally, this is far from what I consider complete, so I might finish it off at some point as a proper Cobra example.

Anyway, enjoy (if you can Feel free to abuse the source for yourself (and please ignore the DrawObject proc - it's embaressing, but I've run out of time to sort it!).
Tue, 13 Nov 2007, 15:45
Forklift_Fred
Well, I didn't get to work on it tonight so it's still random generated and no level editor.

Basically as before, move about the maze with cursor keys, collect the ingredients and find the cauldron, smash pumpkins with SPACE for power-ups. Now runs twice as fast (Score's time related so why not give it some pace?) and there's an extra layer to the map. They work individually if you don't have them both.

Oh and there's now ghosts to avoid and sounds to enjoy!

Happy Halloween! (again)

www.mediafire.com/?bcwympmhlmv
Not really showcase worthy, still only a weekly workshop entry really, I just wanted to give it how it should have been.

-=-=-
Come rain or shine...
Thu, 15 Nov 2007, 00:06
shroom_monk
I suppose you also now need to point out who one last month's workshop (#1). Congratulashrooms, Jay!

-=-=-
A mushroom a day keeps the doctor away...

Keep It Simple, Shroom!
Thu, 15 Nov 2007, 02:31
Jayenkai
Actually, I wasn't going to bother pointing that out, since only one person bothered to vote for mine, thus swaying the ratings by a much higher margin.

-=-=-
''Load, Next List!''