iDevGames mini-contest this weekend: "Sticky"

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Posts: 227
Joined: 2008.08
Post: #16
If anyone would care to tell me any issues they see with this:
http://www.mediafire.com/?sharekey=9195f...f6e8ebb871
Its ppc only as it has a compiling problem with one library (i.e. alure)
but I haven't tested it on anything other than a prehistoric mac.

edit: Thanks to the person who gave me the intel version of alure, (My short term memory is terrible, sorry but thankful!) I now have a universal binary
at http://www.mediafire.com/?sharekey=9195f...f6e8ebb871

edit 2: This is the latest: http://www.mediafire.com/?0ymimmmmznw still a debug but should work, still working on final.
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Post: #17
Here is a rough start to my entry, which is based on my uDG entry (to no one's surprise):
http://www.steveasleep.com/download/gluball.zip

(Yeah, it's big. Python interpreter included.)

My web site - Games, music, Python stuff
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Post: #18
Wow, 25.3 MB Stephen...
Alex
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Post: #19
EvolPenguin Wrote:Wow, 25.3 MB Stephen...
Alex

A manly start!

- Lincoln Green
http://www.binkworks.com/
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Post: #20
Since I have other things to do in my life, it seems that this may have to be the final, until further notice:
http://www.ep-7.net/Toxic_ub_using_sfxLite.zip

It saves your times at ~/Documents/ToxicScores.txt
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Post: #21
Well, I'm off to a late start, but I got the main character for my entry modeled and rigged. I hope to do some animation today as well, but we'll see how gameplay testing turns out.

- Lincoln Green
http://www.binkworks.com/
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #22
Well, time ain't up, but motivation has run out. I really can't see this turning out to be fun whatever direction I take it. Here's a build:

http://onesadcookie.com/~keith/Quarterstick.tar.bz2 (Intel-only)
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Post: #23
Here's mine! Really got down to the wire on this one, but I managed to pull a playable game out of it somehow: http://sacredsoftware.net/temp/Adhesion_20090525-4.zip

Instructions onscreen when you launch the game. There are 6 levels; when you finish the last one, it loops around to the beginning again.
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Post: #24
*Very* cool game ThemsAllTook!

Definitely needs better instructions though...
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Post: #25
Here's what I've got. Basically, you try to make as much money as you can by buying and selling goods. Buy cheap from places with lots of a resource, and sell it where that resource is scarce.

http://kortham.net/temp/AndyStickyGame.app.zip

Controls are wasd or arrow keys, and the mouse for purchasing and selling, via a gui that pops up.

Ideally, I'd stick a timer on it and say you have to make a certain amount of money in 3 minutes, for example, but I more or less ran out of time.

Finally, a huuuuuge thanks to Max Williams (maximile) for the excellent custom made models and textures, pretty much all the graphics in the game Grin Also thanks to Stephen Johnson (Diordna) for the music!

Howling Moon Software - CrayonBall for Mac and iPhone, Contract Game Dev Work
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Post: #26
Hey Oddity007, did you really use sfxLite for sound in that? If so, you should be setting your third parameter to 0.5 (center balanced), since I'm only hearing audio out the right speaker. ... Cool game BTW! Smile
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DoG
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Post: #27
I didn't get very far, either, in the end, though maybe things would make for a nice Cocoa/Chipmunk demo. The Goods.
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Post: #28
AnotherJake: Do you think you could a a way to get the buffer in sfxLite for use in openAL? I had to nix a variable tempo in order to get Toxic universal.
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Post: #29
I got a lot of work done, but I didn't have time to script the second level. It would have been a timed thing. Oh well.

Same link as before. See previous post.

My web site - Games, music, Python stuff
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Post: #30
Oddity007 Wrote:AnotherJake: Do you think you could a a way to get the buffer in sfxLite for use in openAL?

If you mean you'd like to use the sfxLite wav loader for OpenAL, I'd have to change the API for that. I'm converting to float data internally and OpenAL wants unsigned 8 bit or signed 16 bit. I could convert it back easily enough so that you could buffer it into OpenAL yourself, but then why not just use something else to load the wav in the first place, like Apple's audio file stuff?
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