B4X - Game Competition 2016 [CANCELED]

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sorex

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also when you kept pressing one panels and touched the other the action became 261 or something instead of 0,1 or 2
 

wonder

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I wish I could help, but I have never encountered any issues in that sense...
 

sorex

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aren't you using the touch events of that libGDX scene?
 

wonder

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ilan

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so this compo never started so it will never end :D but i tried to make sokoban and here it is. in this compo version you get collection of 696 (or 694 :) ) levels so enjoy
i tested it and played 4 levels without problems (5th level is pretty f up....still didn't solve it). if you find some problems let me now so i can fix it

https://www.dropbox.com/s/jgfl4e6hty8h9hs/sc.apk?dl=0

really nice one, but there is a problem, when i made a mistake and restart the level then clicking on the arrows will get the camera down and i cant see the monkey. i think the camera position is not set to 0 when you restart the level.

it happens in level 1 :)oops: i am not so good in sokoban)
 

ThRuST

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My indie company Duologic Software (duologic.se) will develope C64 influenced games on new hardware. I have some very high quality assets ready (selfmade) and will use either Unity3D or Unreal engine 4. This competition looks interesting but since I want to use addon contents to optimize the result it's beyond the rules of this competition. Personally I find no challenge in competing with others to produce the titles I'm planning. If someone is interested to contribute and be part of the development team you know how to find me. I have Facebook contacts which is legends from the C64 scene that includes Jeroen Tel, Martin Galway, Rob Hubbard, Cupid to name a few. My wish is to create a famous gaming company that specialize in creating retro games that stays true to the original concept of the Commodore 64/Amiga, so if you're a very talented musician, good at 3D modelling, familiar with probuilder/progrids, experienced with either Unity or Unreal engine 4 you can drop me a line. Duologic software will work as a office-less company on the internet which means we find top notch members will be able to work from home when they can.
If we make alot of money or not is up to the team and the result depend on the team. So if you're willing to work extremely hard for free as a start just for the passion of games you once loves back in the 80's-90's you're welcome to contact me and I will tell you more. As the CEO (Roger Lindfors) I have 30 years experience myself.
 

Douglas Farias

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A pity to be only for b4x products, I was able to develop my first game in Unity now, after many studies. :(
Good luck to the participants.
 

ThRuST

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Hi Douglas, I would like to see what you've done in Unity3D. Do you mind emailing me a link to stuff you've published online?
I am looking for people experienced in Unity that can help me design levels for my first C64 influenced game Ballworld.
if you're interested drop me a link at [email protected] I will have more time to set my mind to Unity again this coming X-mas break.

Best regards,
Roger
 

Douglas Farias

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Hi Douglas, I would like to see what you've done in Unity3D. Do you mind emailing me a link to stuff you've published online?
I am looking for people experienced in Unity that can help me design levels for my first C64 influenced game Ballworld.
if you're interested drop me a link at [email protected] I will have more time to set my mind to Unity again this coming X-mas break.

Best regards,
Roger
Hi, I'm totally new to Unity and to the gaming world.
i have no game posted by now, I'm studying, currently doing a course of 2d games in unity.

I think about doing my first game now in January.
Join all I learned and make the first game

i m already learned
- Scene Scroll
- ParallaxScroll
- Input (Keyboard, Mouse, Joystick, Touch)
- Axis
- lighting
- particles
- 3d objects on 2d scene
- Collisions
- Save Game (Load a Save)
- Physics for games
- Add strength in a game object
- SprintJoint
- DistanceJoint
- HingeJoint
- SliderJoint
- Constant Force
- Area Effector
- Point Effector
- Plataform Effector
- Surface Effector
- Work with Collisions
- Trigger
- Wheel Joint

I have the code and examples of everything listed above, The last I learned was Wheel Joint to make cars.
ww.png

i m already know
- Move player
- Player Jump
- Camera on player
- Detect colisions on the player or on ground.
- Make a bomb effect, explosions and detect where it made a colision
- Make a car, aply force, motor, wheel etc...
- Make levels, change levels, load levels etc...
- Work with level background, parallaxscroll or normal scroll
- Make save games and load saved games
- Work with menus
- Apply sound, to objects or colisions

if u want i can send what i made, a lot of simple examples.
parallax.png life.jpg menus.jpg


Of course I continue studying, i m using(learning C#), my plan is learn Unity 3d on next year (JavaScript Needed)
The next classes I'm going to learn is about collecting items, AI and Make tile maps

if u want i can send what i made, a lot of simple examples 2d.
thx
 

ilan

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i have never tried unity. it looks really complex to me. i do think that unity has a lot advantages like supports 3d and you can export to any platform you want and i heard that the unity ads are very good. but i believe that for me b4x is better since i am a simple indi dev and for now code for fun :) .
 

ThRuST

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Douglas, it looks like you have the covered many of those Unity tutorials to make a game, no question about that.
I dunno your background but I can tell you that I'm allready 45 years old, took exam as a system developer in .NET C sharp last year
and I'm living in Gothenburg, Sweden. I gained some fame on the Commodore 64 demoscene between 1987-1992 when I learned ASM
and was part of some groups, where one became pretty famous namely Wrath designs. My nickname was Blaster which I later left behind.
My strengh is mainly C sharp and the NET platform and I'm familiar with Visual basic since many years, C++, C++/CLI, (some Native Java,
HTML/CSS/PHP and I've developed apps for B4A for two years. A few month with Unity3D. I made a prototype of the first game Ballworld.
I will rewrite it after I have covered some more of the tutorials. My strengh is the long experiece from the demo/software world and I
have spent more than 10 years only composing music. Mainly piano/guitar/modern baroque/orchestral pieces and music for computer games
in a demo/retrostyle fashion. I have a pretty good homestudio. I'm an expert at Photoshop. I have contacts who are legends from the 80's C64
demoscene/gaming industry. I want to use my long experience and talent to produce games but I don't believe in a man success when it comes
to games, because many work in teams these days and I think I can be a good coordinator while contributing in just about any/every area of
the development process. I believe that success makes way to success when people are humble enough to be helpful/loyal/friendly/ambitious
and willing to spend time 'in the creative process' which is the key to open opportunities further along the way. I believe in Steve Jobs saying that
'everything you see was invented by people not smarter than yourself', but I'd like to see it another way 'A community of people just as good as
yourself can create great things together' so I believe people want to help eachother when they realize they can benefit from it themselves, which
is a great thing. This works out when we share the same interest and are willing to work towards the same goal to achieve something. My vision
wth Duologic Software is that one section should write innovative software solutions for companies, and another section should develope games.
Unlike most other software companies who aim to push the technology forward I want to look back at what's allready been made with focus on
the revolutionary Commodore 64 and the highlights from that era, which I believe was the greatest home computer system ever created. With all
respect to Steve Jobs deeds and effort to make the Apple II successful, anyone can understand that he faced a difficult time when the C64 was
introduced back in I think 1983. So my vision is that Duologic Software should become just as famous as UBIsoft, DICE, Starbreeze studios and
all the others, and everybody should know that Duologic should stay loyal to the Commodore 64/Amiga cult which means there might be music composed
by legends like Rob Hubbard, Matt gray, David Wihttaker, Jeroen Tel or Martin Galway in our games. Thanks to the contacts I have this might be possible.
If the published titles becomes famous and final versions of the games planned to be sold for profit everyone who worked on the title will have their share.
The most important thing is that you are interested to see such games come alive and playable then we can make it happen with some planning.
It's a great chance for anyone interested in retro gaming with some skills in Unity3D eventually Unreal engine 4 to be part of the start of a new gaming company.
For example the fonts used in the game will be real C64 demo fonts. I have Cupid as a contact which made fonts that were used by most democoders at
the scene back in the days and I don't know about you but I'd like to see a C64 influenced game with music by Rob Hubbard or something. That's why
I came up with this idea in the first place. Ballworld will be easy to start with and it's a mix between Marble madness, Spindizzy and Gyroscope if someone
remembers those!! :) If you imagine it with reflection, a C64 stylish ingame tune, C64 fonts, well then you get close to what I want to achieve.
I can do much but not all, so that's why I want some people to help me. First thing is to plan the project and network to get in touch with people who
are interested to work on it, the next step will be to put together the games concept design in the editor, then have people add stuff to the assets like
graphics in form of 3D models, textures and stuff then the fun part begins to design the levels. Each developer will then have total freedom to build their
own levels based on the basic layout within the boundaries to what the game should look like and behave. More advanced titles will be produced but
Ballworld is the first. I will have more time to set myself into Unity myself this coming X-mas break, so we will have time to plan the game until then.
Please send some source code examples in Unity3D to my email. Also if someone is good with 3D modelling and texturing it will be great, since such
models can be used also for rendering of 2D objects. Also if someone is great with drawing for concept art for use in title screen, game over screens etc
is welcome. There should also be cutscenes so Unity Cinemaware might be a good choice here. Perhaps someone can focus on only that I'll be on the lookout.
My visions about these games can easily make this text grow much longer, but I've got most stuff covered in this post. It will hopefully be keept by Erel
since it can inspire people in the forum and since I'm a fan of B4X myself, it might be a huge promotion boost for Anywhere software if our games becomes
popular. I want to believe that many followers of the excellent B4X development tools have roots from the 80's-90's gaming revolution and would like to see
such influenced games produced today. I can see myself playing our own games in five years ahead on a large wall TV and huge speakers at each side.
You can see your own name scroll among the games beta tester if you want, so drop me a line and I'll add you to the list of future beta testers. It's free for
all B4X users of this community. I will update my webpage at duologic.se this coming weekend so you can read about it by then. 2017 looks busy but -darn fun :)
Douglas, you are warmy welcome to join our development team. We will have a great new year. Email me during the week and we stay in touch. Awesome.

Best regards,
Roger

CEO/Lead programmer
Duologic Software
www.duologic.se
:rolleyes:
 

ThRuST

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Ok let's make it official. First game title will be Ballworld (3D), fun and easy to get started with. The second title will be the legendary side scroller 80's classic Delta (3D but with a 2D touch). Engine of choise will probably be Unity3D for the reason that the development environment and C sharp is easy to work with. Unreal engine 4 might come close, but since I found the assets store larger and easier to browse it felt more obvious to go that way. I am sure many will agree on this. What bothers me is the high membership fee especially for Unity, but at the same time it gives indie developers a well deserved boost which might otherwise be difficult to outmatch, especially
with the multiplatform support in mind. But of course, I'm open for alternative solutions. B4J with LibGDX might work but then you face a challenge when it comes to
particle effects, handling of the 3D engine itself something that smells tedious work even for the most ambitious programmer and that's where a 3D engine comes in.
The 3D stage makes it really convenient to work on levels also, compared to traditional methods. For a 3D game someone will have to write a 3D editor, or else it will
get complicated especially when working as a team. Unity solves this and it makes it easy to build up a concept and have some people build from that. What I mean is
that you have an organized way to define what stuff in the assets will do what, and then you just draw the levels individually, or send the project around to have the
team be part of each level. Another thing is that it's very easy to change textures and stuff in the assets folder. So this is my motivation to use Unity3D. With the
support for Cinemaware to make cutscenes that's another part of the story. How else would this be made? There's just too many things to considder to chose the
traditional method in favour for the better way. If a game generates money I guess everybody will be happy in the long run if it becomes that mega success.
I am not into programming for the money anyway. I'm in it for the passion of being creative and that's what keeps me going. I am sure there's many out there who
thinks the same way and that ambition should better be directed into something fun and meaningful to many. Today I have a cold so it's resting day for me, but I will
think about how to plan the gaming projects along side my application project in B4J, which is a code snippets application. In fact it's more than that, without saying
too much even if I want to tell every detail it's unwise to do so for obvious reasons, since I'm not smarter than anyone else of you programming wizards out there :)
But my broad experience can be used to the benefit of the many, and that's why I want to awaken the sleeping dragen of the 80's revolution. Those games we all loved
when we were sitting in front of the small TV as a monitor with a Commodore 64 in front of us, and heard the funky music from demos and games from that amazing
SID chip. I remember playing Blue max as one of the first games on the C64, it was amazing. I could not afford a C64 myself until a few years after I saw it as a
friend from school, and when I could play it for myself it was the happiest days of my life. To actually pilot a fighter plane during WW2 and I was part of it was the
greatest event that could ever happen, and the rest if history. The cult from the C64 demoscene lives onwards still to this day, and there's a whole generation who was
part of that era. Those fonts, music style, artwork, simple yet fun gameplay was so striking. Todays gaming companies seems to just force the GPU to new heights,
which is great in a way, but they tend to forget what makes up a game in the first place and that there's alot of gems that we once played that was abannadonned and
forgotten just because new technology came and I think they lost perspective completely to forget about those amazing games back then. Why should the best
designers, computer game/demo musicians, gaming ideas in history be held back just because of new videocards and faster processors hits the market. And all those
3D FPS games that made way for a commercial hysteria just because ID software created Wolfenstein and Doom. That's the way it goes when money runs the show.
And it has little to nothing to do with what made us wait 30-60 min for a tape to load our favourite game Elite in the first place back in the days. A part of me want to
have this time back and I know it can happen. I have a totally kick ass logo for Delta ready and a crome like game font for it. And I'd like to contact Rob hubbard
to write a new title tune for the game. I know it can happen and I am sure there's many people who would love to see it happen. Including myself, that's why I posted
my visions in this forum. I have a pretty good idea of what those games should look like. If you mix the old with the new you can't go wrong. That's why I turned to
programming in the first place. So let's start drawing some concept models of ships in Blender and make some cool textures for Delta, and textures and obstacles for Ballworld. There should be reflections on the ground and from the ball. Moving platforms in all kinds of ways, tube pipes that the ball can roll through. I've done a
prototype for this a few month ago so I know I can do it myself, but I'd like to put together a small development team because it will be more fun this way.
Computer games is not a one man show it's not how it was meant to be. In the 80's we gathered together around those games and that's the feeling I want to catch.
You could load up a game just to enjoy looking at the title screen and listen to the music. That bass and the wallcutting lead. That fun feeling when the game started.
You could started the game over and over because it was so much fun. I want it all back, and it will happen. The 80's cult are coming back. Imagine Delta in 2017.
Woohoooo I can't wait. To be continued :)

:rolleyes:
 
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