Chipmunk Mini-Contest

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Posts: 452
Joined: 2008.04
Post: #16
The contest is well under way:

Keith has shown: http://onesadcookie.com/~keith/UmPegs.mov
Seth has an editor done: http://www.sethwillits.com/temp/DBProgress5.mov
And can drive on it too: http://www.sethwillits.com/temp/DBProgress6.mov
And here's what I have: http://kortham.net/temp/warehouse.mov

I think a few other people are working, but they haven't posted screenshots or movies yet.
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Moderator
Posts: 452
Joined: 2008.04
Post: #17
Maximile: http://www.maximile.net/stuff/mc2.png

Playable demos:
Keith: http://onesadcookie.com/~keith/UmPegs.zip
Me: http://kortham.net/temp/warehousePlatformer2.zip

And I am going to bed soon... just as soon as the caffeine I took wears off.. it's 3:30 am here.. I am kinda twitchy still.
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Member
Posts: 245
Joined: 2005.11
Post: #18
I'm having a go at a Breakout clone, but since I'm also working in an OB truck this weekend quality programming time is a bit short. Once I work out why my bat isn't appearing on-screen I'l add in a bricks and a ball. Anything from then on is just icing.
<BREAKING NEWS... About 33 hours later...>
I managed to get a vaguely functional but thoroughly incomplete game working. I won't bother posting it just now but I'll continue tinkering over the next week or so, so that I can at least have something sort of finished, if somewhat late.
For now, I'm going to bed.
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Member
Posts: 283
Joined: 2006.05
Post: #19
It's way past bedtime, so I'm calling this done: http://www.maximile.net/stuff/MC.app.zip

Requires 10.5

Still buggy, but if you don't go into the editor it *might* not crash and if you treat the physics gently it *might* not explode everywhere.

You can see the source, but I really wouldn't try and learn anything from it - lots of inexplicable hacks, not much style and *no* respect for MVC. It uses Core Data and lots of bindings. http://www.maximile.net/stuff/MCSource.zip

I'll try and make it work better when I'm less tired.

Edit: Oh, the aim is to get the coins into the chest. If you get a certain amount in you can move to the next level. If you get all of them in that's even better. There are only four levels.
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Posts: 452
Joined: 2008.04
Post: #20
I didn't really get as much done as I had hoped today, but just for fun, I'll post it in the next few days.
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #21
This looks as done as it's gonna get:

binary (1.6M; requires 10.5): http://onesadcookie.com/~keith/UmPegs.tar.bz2
source: http://onesadcookie.com/svn/UmPegs/
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Member
Posts: 89
Joined: 2005.06
Post: #22

Well since everyone else is doing it:
Twilight Coders
CIMyAdmin
Whatever
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #23
And it's over (has been for like an hour and a half), congratulations to all who entered (including Seth, who doesn't appear to have posted here?)
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Member
Posts: 749
Joined: 2003.01
Post: #24
Wow, all of those were kickass!

UmPegs was very neat and polished, maximile's has a great new concept and works fairly well, the SkiDood is short but hey it works perfectly.

Great job everyone.

©h€ck øut µy stuƒƒ åt ragdollsoft.com
New game in development Rubber Ninjas - Mac Games Downloads
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⌘-R in Chief
Posts: 1,247
Joined: 2002.05
Post: #25
I was out most of the day.

10.5 only - Use the mouse vertically for throttle. Just click on the first screen to start the game.
http://www.sethwillits.com/temp/DirtBike.zip

If you're brave enough, you could try the track editor to create a track, but be warned that it generally doesn't work that well. There are a good sized handful of quirks in it:
http://www.sethwillits.com/temp/DirtBikeEditor.zip

And now I sleep...
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Member
Posts: 749
Joined: 2003.01
Post: #26
Very cool, I've never seen those controls (usually it's arrow keys up down to accel-decel and right left to rotate while in air) they work pretty well!

©h€ck øut µy stuƒƒ åt ragdollsoft.com
New game in development Rubber Ninjas - Mac Games Downloads
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Moderator
Posts: 522
Joined: 2002.04
Post: #27
I believe it's in the style of the old 2D DirtBike game for Mac. Smile
http://members.aol.com/bradquick/dirtbike.html

I'm having fun with it... great job Seth! Muahaha dirtbike
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Moderator
Posts: 3,571
Joined: 2003.06
Post: #28
DirtBike, UmPegs and ManyCoins are equally impressive to me. There's no way I could make a call on which one I thought was best. Good job guys!

SkiDood won't load for me. Crash log says it's missing SDL_sound. Here's the relevant part from otool:

Code:
    @executable_path/../Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf (compatibility version 1.0.0, current version 1.0.0)
    /Users/volte/Library/Frameworks/SDL_sound.framework/Versions/A/SDL_sound (compatibility version 1.0.0, current version 1.0.0)
    @executable_path/../Frameworks/SDL_mixer.framework/Versions/A/SDL_mixer (compatibility version 1.0.0, current version 1.0.0)

That'll be easy to fix.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #29
I suppose I shall pass judgement after I get home from work today. Congrats all entrants for finishing.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Member
Posts: 89
Joined: 2005.06
Post: #30
AnotherJake Wrote:DirtBike, UmPegs and ManyCoins are equally impressive to me. There's no way I could make a call on which one I thought was best. Good job guys!

SkiDood won't load for me. Crash log says it's missing SDL_sound. Here's the relevant part from otool:

Code:
    @executable_path/../Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf (compatibility version 1.0.0, current version 1.0.0)
    /Users/volte/Library/Frameworks/SDL_sound.framework/Versions/A/SDL_sound (compatibility version 1.0.0, current version 1.0.0)
    @executable_path/../Frameworks/SDL_mixer.framework/Versions/A/SDL_mixer (compatibility version 1.0.0, current version 1.0.0)

That'll be easy to fix.

Hmmm... I just downloaded it from my site, and it appears to be working fine. All the libraries are in the correct spot etc etc. Care to give it another go?

Anyone else having these issues?

Well since everyone else is doing it:
Twilight Coders
CIMyAdmin
Whatever
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