Chipmunk Mini-Contest

Luminary
Posts: 5,143
Joined: 2002.04
Post: #1
Skorche suggested jokingly that we have a Chipmunk mini-contest, and I jumped on the idea. He's graciously putting up a copy of his game Scribball for the winner, and has agreed to judge.

The contest will run from:
11:01:00 Friday October 17, 2008 in GMT
(12.01am Saturday October 18, 2008 in NZ)
to:
06:59:00 Monday October 20, 2008 in GMT
(11.59pm Sunday October 19, 2008 in CA)

A total of 68 hours. The idea is that we give everybody worldwide the whole weekend. If you happen to be able to make use of more than 48 hours of it, well, you're just lucky Rasp

The only criteria are that entries must be written within this timeframe, run natively on Mac OS X, and must use the Chipmunk 2D Physics library in their gameplay.

Entry is by posting a link to a playable in this thread. Skorche will judge entries and announce the results and prizewinner at his leisure Smile

There'll probably be a bunch of people working on their entries in the IRC channel (irc://irc.freenode.net#idevgames) at the time, so you might want to drop by.

As usual, opening the source to your entries for people to learn from is appreciated.
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Member
Posts: 283
Joined: 2006.05
Post: #2
Awesome! Added to my iCal.
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Member
Posts: 254
Joined: 2005.10
Post: #3
Would there be any restrictions on previous source code, like using GameShell or SDL (or custom code doing much the same)?
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #4
Ultimately this is a very informal contest and we don't want to go around battening down all the hatches as we would with uDG. In general, use your judgement. I can't see anyone having a problem with something like SDL though.
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Moderator
Posts: 679
Joined: 2002.11
Post: #5
I finally got pymunk (and pygame for the examples) working on my machine, so I might be able to enter.

My web site - Games, music, Python stuff
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Sage
Posts: 1,482
Joined: 2002.09
Post: #6
I whipped up a minimal XCode project using GLUT. It has some code for basic drawing of a Chipmunk space if you don't want to bother with writing graphics code.
http://files.slembcke.net/temp/Chipmunk_minimal.tgz

For those that don't want to use C, I feel your pain (I use Ruby). Fortunately there are a number of bindings:
http://code.google.com/p/chipmunk-physic...gsAndPorts

I'll only take responsibility for the quality Ruby one as I wrote it myself. Though I hear that Pymunk works quite well.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #7
Game ideas as proposed by the IRC channel:

* Peggle
* 2D Pool
* "Shield 1"
* Pinball
* Side-on racing game like ByteRacer or Stunt Dirt Bike
* Breakout
* Lunar Lander
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Member
Posts: 144
Joined: 2004.07
Post: #8
If you guys want, I can throw up a copy of Biofilm too - it's collisions are done via Chipmunk.
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Member
Posts: 45
Joined: 2006.07
Post: #9
Sounds like fun... The last contest I particpated in (a long time ago) enforced the timeframe by announcing a theme the night the contest started. Would that be the plan here, or just everyone stick to the "honor code"?
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #10
Just honor.
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Member
Posts: 89
Joined: 2005.06
Post: #11
* Asteroids

Well since everyone else is doing it:
Twilight Coders
CIMyAdmin
Whatever
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #12
Reminder to all that this starts in like an hour and a half.

I've put up a quick pong game I was working on to refamiliarize myself with Chipmunk. It uses RubyCocoa. Not quite in the state I wanted it to be, but hopefully it's useful to someone:

http://onesadcookie.com/~keith/Rchip.zip (source)
http://onesadcookie.com/~keith/Rchip.app.zip (binary)
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Member
Posts: 283
Joined: 2006.05
Post: #13
I'm going to sleep now to try and sync up a bit, but here's what I've done so far:

http://www.maximile.net/stuff/Picture%204.png

You can drag them around in the 'editor' and then watch them fall. Slow progress, but I've been struggling with Core Data. Hopefully it'll speed up soon.
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Moderator
Posts: 452
Joined: 2008.04
Post: #14
I'm still at work, but I think I decided what I want to make when I get home. I'll be making a 2D platformer with some physics puzzles. I will probably use my forklift... Not sure if I'll make the lift work, depends on what kind of puzzles I'll put in.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #15
Just to avoid the confusion, this is the latest stable release: http://files.slembcke.net/chipmunk/relea...Latest.tgz

Trunk has some new and fancy changes that might be fun to play with concerning joints, but are not yet documented or finished. You have been warned.

I'll probably be in the IRC channel later tonight if there are questions, but I'll be going out with some old college friends soon.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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