Beiträge von goerp

    Is it that important to check immediately if the game really is procedurally generated?
    If someone really has predefined levels, then that will reveal itself pretty quick.
    The contestants have about a month to expose a cheater by playing the game. The key about procedural content is that it is easier to create more. Cheating is just a lot more work.
    But I agree the terms must be defined pretty precise.

    Herzlichen Dank fuer die detailierte Auflistung, das ist echt spannend!
    Und einen grossen Dank auch an die Jury fuer die Muehen und das gute Feedback ;-)

    Hear hear!


    I'm glad DSDS had such good ratings. I had the feeling it didn't really get much attention after release, but it was the game I liked playing the most.


    I'm pretty much amazed how well my music was rated. My thoughts were: I can't really make a big impressive tune, so I'll make lots.
    Although the scores were not surprising, getting a '1' '2' or '3' on a category? Ouch! And it costs you bucks, I now know!

    I have two pair of paddles, but one is jittery, the other is Atari compatible, so not completely compatible with the C64.
    The idea of working on a game for a few months and then to find out other people have a completely different playing experience (or not having it work at all) puts me off.


    I do like the idea of a theme that's not directly related to a specific category of game, maybe even something more abstract.
    Demakes would rule me out. I'm not that good at graphics, music and programming and I would like to have a shot at originality.


    Haha, damn!


    I thought I would give this C64 Game programming a rest, but this discussion really brings the fever back.


    :cursing:

    I agree whole heartedly! It was a great experience.
    Congratulations to enthusi/Veto (I didn't think it was such a big surprise).


    Well organized (thanks for extending the deadline!) and nice to have contact with all the other contestants. Because of that it was (and will continue in the future to be) a great learning experience.


    "Die Vergabe nach Punkten fuer das Preisgeld finde ich super - es waren ja wirklich alle ganzschoen geil."


    Yes! I didn't know it worked like that until this morning. What a nice surprise to find out I made money making a C64 game!


    Thanks all!

    Aha, the 10 seconds is actually what is happening. My expectations were different. I expected the game to go into demo mode when the music ended, just like from the title.
    I looked again at F3 not working: actually, when demo you have selected option F1, F3 or F5 and while that menu is open and demo mode starts, that selected option cannot be chosen again when you go back with RESTORE (that is until another option is chosen).


    Personally I don't mind all the text, I like the insights into the working of the game. I'm curious about the final solution for the data arrangement.


    I can also relate to the feeling of wanting to share. I'm planning to write some more about my game; compared to my previous C64 game this is way more advanced.
    But I'll probably use my own site for that.

    For what it's worth, here are my 'two cents' (although nothing that hasn't been said before).
    Not in German. I can read it OK, but writing it would take much too long and still be bad.


    Before I started playing I had my doubts. In my experience the steering was always too taxing for my unfocussed mind. I was pleasantly surprised!
    At first I was a bit confused by the instructions with the diagrams.
    It was great when I realised the game was doing the basic player selection by itself. It's still not easy and I'm not conciously using the co-selecting yet, but the feeling of control is better than any 'foosball' game I know.
    I haven't managed to do a satisfactory lightning fast shot as I sometimes manage in the real game, but at least I'm getting better.


    The graphics are great, just as the the music. The borderless stuff is very much functional and not for effects sake. The wave after a goal is a great little detail.


    There is a minor point: the option menu has small usability issues: when changing options the game can go spontaneously into demo mode. I think it would be better to reset the demo timer whenever an option was changed, or maybe not start it at all from the menu. Also when you press RESTORE to leave demo mode, F3 doesn't work. F1 and F5 do. F3 does work after using F1 or F5 first.


    I haven't played the mulitplayer game yet, Curious about that. Are you also planning a 2 player against CPU version?

    This week I took some more time to seriously play all the games. That included: reading the manual!
    For this game, reading the manual is very much advised.
    Not all events were immediately obvious to me, so reading the manual helped a lot.
    And reading the manual showed that different characters have different characteristics, I didn't know that!


    The different events were all to my knowledge original. A good thing, but quite a challenge to make them all well balanced.


    When I knew better what I was doing, I started to want to get higher scores and play more games. Pretty soon I didn't even notice the loading times.
    Faster loading would be great, but I didn't find it so much of a problem.
    Maybe being able to practise an event would be nice too.


    Although the graphics aren't the prettiest, I found there were some good ideas, like the parachute jumping with the zoomed in view, also the split view of the avalanche and the skieing.


    I had fun.


    Are you planning to work on it, after the compo (and the grilling and stuff)?

    I knew about that demo! Liked it immediately.
    It wasnt the inspiration, though. I'm pretty sure I wouldnt know how to use it like that in a game (except maybe a simple vertical avoid it game).


    "Real" sideborder stuff with sprites and bad lines and stuff and all, still scares me ;)
    Avoiding bad lines was the reason I blanked the screen in the first place


    I also have a 294 lines high version with the same technique that converts regular MC sprites to the full screen format on the fly.
    But that only leaves time for a really tiny music routine and nothing else.


    Maybe should post that one on csdb as well. I really liked Seeing the jumping whale from Killerwatt full screen.