UCF Programming Competition
#241
Posted 13 November 2003 - 03:01 PM
2) They will all be released at the same time, I'm not sure yet if both catagories will be anounced together or if they will be seperate.
#242
Posted 13 November 2003 - 04:20 PM
nobody wants to wait more...
#243
Posted 14 November 2003 - 02:10 AM

#244
Posted 23 November 2003 - 09:58 AM
Probably I'll finish it beyond the competition. :/
Good luck.
#245
Posted 23 November 2003 - 01:04 PM
to the jury to let them see what it will look like (but not for distribution! and without sources) and will
publish some screenshots. I'll also make an online changelog and latest screenshots available.
Expect the final game in or after febrary 2003.
#246
Posted 23 November 2003 - 01:09 PM
Anyway, i don't know your circumstances, so.......good work anyway.
#247
Posted 23 November 2003 - 02:02 PM
(next week is social studies & music, the week after maths and biology, then english and computer science)
Then are the christmas holydays i'll have time then.
Last week I had geography and religion.
I've to learn a lot for all of them since they all together (the marks of this and the forthcoming 3 semsters)
will make my abitur mark. And the exams make the half of all marks I get in the term in each subject.
If I don't watch out I'll spoil my abitur and I won't do this only because of the comp.
I'll finish the game. only later. The problem is mine since I won't get the price.
Also ASM/C is a lot more difficult then basic.
My source code has ~15.000 lines (listing generated by TASM). I can't debug on the calc
and have to write all the drivers (screen, comport etc. .. ) on my own.
you see these are quite good reasons.
#248
Posted 23 November 2003 - 05:21 PM
#249
Posted 24 November 2003 - 05:43 AM
of writing a command for the console that outputs me any variable but the problem is that for every updated
, wether the problem is solved or not, I have to send the whole drive to the calc.
#250
Posted 29 November 2003 - 08:52 PM

#251
Posted 30 November 2003 - 05:03 AM
#252
Posted 30 November 2003 - 05:08 AM
It was really upsetting to see that we only received 4 BASIC games, and not a single ASM/C game till now.
ASM/C COMPETITORS!! Are you aware that the deadline is going to be tomorrow?
#253
Posted 30 November 2003 - 06:43 AM
About the number of finished games, i think the comp is a failure (sad to say) as many haven't pushed themselves to finish. 4 basic games isn't exciting.
1 day for you ASM/C entrants....good luck.
#254
Posted 30 November 2003 - 11:04 AM
I don't know about the progress of the others, but I need Xmass holidays to finish it.
My humble suggestion - if tommorow you will receive at least 4 ASM/C games then go on and finish the competition, if not then the only good solution would be moving deadline to the new year's day.
Anyway congratulations to all who finished their games on time.
Roeoender.
#255
Posted 30 November 2003 - 02:25 PM
C@sioMax?
If it would take to wait a little more to get the games then I agree.
Just finish your games and send them ASAP even if it's past the current deadline and we'll just discuss that!
Good luck to all and hurry up!

#256
Posted 30 November 2003 - 06:52 PM

Like Roe, I thought I would get less homework and exams, but the worst was that I was ill last week...
I think I need 1 month (lol like roe again) ... <_<
#257
Posted 30 November 2003 - 07:26 PM

i think it's very hard to begin a new asm game because people have normaly perso prog ...
#258
Posted 01 December 2003 - 02:25 AM
#259
Posted 01 December 2003 - 03:43 AM
on the one hand it gives the ASM guys more time, but on the other, it isnt fair to the BASIC guys

#260
Posted 01 December 2003 - 05:41 AM
gave another month for the asm/c contest.
It would help all developers and we would at least get soem games.
And I don't think it would be unfair since it won't affect the basic results.
Most of the basic guys had finished even earlier than the deadline was.
Their advantage is that they can also code in school.
#261
Posted 01 December 2003 - 09:50 AM
PS. i'm going on holiday (away) on the 9th
#262
Posted 01 December 2003 - 10:00 AM

#263
Posted 01 December 2003 - 11:37 AM

I agree with huhn_m for basic programming at school : I I was in the basic contest i could program in bus, train, boring classes, during lunch...
#264
Posted 01 December 2003 - 01:47 PM
#265
Posted 01 December 2003 - 04:04 PM
#266
Posted 01 December 2003 - 04:08 PM
#267
Posted 02 December 2003 - 01:58 PM

Sorry, in advance
#268
Posted 02 December 2003 - 02:46 PM
Ah what did I do???I only really follow one golden rule on this forum, I don't double post, NEVER...
[SLAP MYSELF] I should never have said anything about double posting! YOU SHOULD DOUBLE POST
If you're sure the persons who should read what you want to say have read the post you wanted
to edit already and want to be sure they read it! Please(!!!) never do speak about double posting again.
I promise I'll bever again complain because of small things [/SLAP MYSELF]
#269
Posted 02 December 2003 - 07:11 PM

#270
Posted 04 December 2003 - 01:26 PM
I had neither time nor skills in English to read the whole posts before.
So I'll be grateful that one of you respond to that few questions,
(if possible by e-mail : IrakleioTNTsoft AT aol.com ) :
- When do the competition begin ?
- When will it finish ?
- Do I have the right to give a program I began earlier ?
- Is it an imposed subject ?
Thanks for your answers
If I participate, it will be for the BASIC part.
Irakleio TNTsoft
#271
Posted 04 December 2003 - 01:43 PM
#272
Posted 05 December 2003 - 12:55 PM
1. It's easier to remember and shorter.
2. It redirects to any host I may be using.
3. Dot TK requires your hits to keep my site alive.
#273
Posted 11 December 2003 - 08:39 PM
we are the 11 december one month after the 1 november !!!!!!!!
#274
Posted 11 December 2003 - 09:20 PM

next week I should have the time and ability to rap things up, then its just a matter of deciding when to release them

#275
Posted 13 December 2003 - 04:24 PM

#276
Posted 13 December 2003 - 04:37 PM
When i implemented some new things in my game last week I got a "out of memory"
message. This is quite a problem since the game was quite optimized in aspect of speed.
I reduced its size from ~41KB to 39.8 KB but this is not enough to implement the features needed
for the rest.
Now I can tell you what this game was:
It was a C&C Tiberian sun clone.
I had the first map on the calc (external file), a unit map containing all units of C&C Tib Sun (not all graphics were real sometimes only description).
The map reader interpreter was 90% ready, the transfer system was 90% ready, the unit system was 60% done but no unit could move yet.
You could only create some. It was completely in grayscale and had a console feature. The economy was nearly done (all values were in the game)
and the multiplayer things were done also. But no weapon control, path finding or animations were possible it sucked a lot of ram and so on.
Although there were no parts of the game copied. everything was written by myself. All PC Utilities (map editor and tiles editor) were done.
If anybody wants I can give you a "last goodby version" that supplys some features.
But I'm not able to reduce the size of the program since I based everything on macros the code got really huge. It would have
been better to do it with proc. But we learn from mistakes don't we? I also somehow destroyed the mouse handlers onMousOver event if there
was no exitMouse afterwards but the game should simply continue.
Sad it has to end so since I put a lot of time into this project.
So i'll continue my <{GNULINUX}> 3.x project that will contain exec from disk features and an advanced programming language (high-level).
I hope you can understand my decission that I can not rewrite the whole game.








PS: if you want the official RXE features from datalight this will cost me ~12.500 dollars because I have to buy their romdos SDK.
#277
Posted 14 December 2003 - 09:22 AM
you just have to look at free ram and then use it
for example my game needs 32 kbytes free in ram to store precalculated tables...
#278
Posted 14 December 2003 - 10:08 AM
(up to 16KB during game / temporary) and Unit Positioning files (up to 64 KB during game / temporary)
also the only thing i could exclude to the flash is the unit -description file that needs ~2-3 KB but
this is no real use since this read to often and already the tiles are read from the flash and
it would cause a slowdown. Reading from ram is no option since this would consome even more
space and i calculated with a final game size (without maps & tiles since they are external) of
~64KB I didn't know about the limitation of 41KB ram. I thought I could use all 64KB.
#279
Posted 14 December 2003 - 01:13 PM
#280
Posted 14 December 2003 - 02:01 PM
It's just that you have uninitialized data that is excluded from the .exe file...
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