Summer 2006 DsDoZ RESULTS
#1
Posted 28 July 2006 - 11:52 AM
Congratulations to first place game Madbrain and Logicow's Mira the Pirate, second place game Tox's Death, and third place game Old-Sckool's The Accidental Death!
Thanks to our judges Skylark, RoSS, Wervyn, and asgromo
Please note that if anyone submits a game to the DoZ designed to break MZX in the future that they will be banned from any further DoZes hosted by me.
Great job, people.
<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
#2
Posted 28 July 2006 - 01:59 PM
Wervyn said:
Hey, why don't YOU try writing a MZX game with a hex editor.
Insidious said:
Of course, that leads to the obvious question: why should a MZX world be able to break MZX? But hey, whatever. It wasn't designed solely to break MegaZeux (you can see some lesborific Robotic code at the end of the MZX file -- I think I messed up something in the RLE2 board data), I just ran out of time because I thought sleep was more important.
#3
Posted 28 July 2006 - 02:10 PM
Which is something that we're constantly trying to do, but I think we've kinda trusted the contents of world files up until now. That'll be fun to fix...
Then there's .SAVs as well, but the code for loading worlds and .SAVs is shared anyway, so no problem there. MZMs? Fine. Charsets and palettes? I dunno if they can overflow or not, but if they can, that's fair game. load_bc robotic? Yep.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#4
Posted 28 July 2006 - 03:00 PM
Insidious, on Jul 28 2006, 06:52 AM, said:
I saw that one coming a mile away.
#5
Posted 28 July 2006 - 03:02 PM
funkbrat, on Jul 29 2006, 01:00 AM, said:
Insidious, on Jul 28 2006, 06:52 AM, said:
I saw that one coming a mile away.
Really? And here's me thinking 9 was a clear winner.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#6
Posted 28 July 2006 - 05:44 PM
#7
Posted 28 July 2006 - 05:50 PM
<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
#9
Posted 28 July 2006 - 06:11 PM
A few explanations:
I had to go halfway though because I worked the next day. We could have done better if I had the whole period, although it turned out fine.
There's only one real bug I had.
Enemies sometimes had their collision triggered, even if they weren't colliding with anything. It made them move away to wrong places or even get stuck in a collision loop, slowing the game down to a crawl. Bad stuff.
There's also a minor bug where if you pressed jump as you changed board you'd be stuck jumping all the time until you pressed jump again.
I even had occasions where the collision triggered, but the ammount of collisions was zero. I still can't explain that.
When people first mentioned our game, they figured it was "Logicow's" because of the SMZX graphics. Guess what? I did not draw a single thing in the game. It's all madbrain or my sister.
Madbrain drew Mira and the level tilesets.
My sister helped a lot. She drew every enemy, ammo and health overlay icons, explosions, bullets. Captain Skullbones was animated funny.
(The very squished enemies are things she drew in standard resolution and that didn't get adapted for SMZX. It wasn't bad enough to be worth fixing.)
I did the game code. Jumping. Swording. Gunning. Enemies. Particles. Boss. Platform. Cannons. Health and ammo. Bottomless pits and spikes. I'll admit, the particles were pretty "logicow-ish".
I made levels up to the point where the char set first changes. After that, it's all Madbrain. He made up some tiled editor to go faster. That's why all my levels are like 50x200 and his are like 100x500.
By the time I left, we had my levels and the boss functional, but no sound.
I wasn't there when the voice acting was done.
I believe Madbrain was short on time towards the end, because we planned to have images like the title screen for the plot and for the ending.
Still, Madbrain, my sister and I all did a great job, and it all worked out in the end.
#10
Posted 29 July 2006 - 05:15 AM
Spectere, on Jul 28 2006, 06:59 AM, said:
No, seriously, there are no bragging rights. Don't even pretend.
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#11
Posted 29 July 2006 - 07:26 AM
Quote
10th
18993 CAPTAIN BOB 50/340 20/340 74/340 67/340 211/1360
Team: Solo Genius Members: Goshi
11th
39966 Pirates of the Exploding 35/400 11/400 62/400 38/400 146/1600
Huh?
Um... I made CAPTAIN BOB, Mr_Alert didn't do it, I did.
EDIT: Opps I mixed up the judging system, damn me for always thinking the team is above the game name and all that >.<
This post has been edited by Goshi: 29 July 2006 - 07:30 AM
#13
Posted 31 July 2006 - 12:52 AM
I blame Nahah
This post has been edited by Old-Sckool: 31 July 2006 - 12:54 AM
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D
<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity