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The 20 Line Challenge / [STICKY] [DBPro] Space Invaders Challenge – Official TGC Competition

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IBOL
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Posted: 18th Jul 2010 03:20
mine is also windows 7 , 64 bit. (but a desktop)
that might be the thing...

DVader
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Posted: 18th Jul 2010 16:47 Edited at: 18th Jul 2010 17:21
IBOL, I have re-tried your demo and find no problems here, collision works fine (Ouch try again!). I am running windows 7 64 bit as well. So it is an odd one that 2 others have issues. Mine is also a desktop as laptops are simply rubbish to use as a main computer. No offense to peeps using them, I just don't like them myself.
Will have a look at your demo as soon as I can BMacZero

Edit - Tried you code BMacZero, but it comes up with an error on the first ink commands. Runs fine without the ink commands.

http://s6.bitefight.org/c.php?uid=103081
BMacZero
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Posted: 18th Jul 2010 17:20
You must not have the latest DBP. The background color parameter is optional now.

I'll fix it, though.

DVader
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Posted: 18th Jul 2010 17:26 Edited at: 18th Jul 2010 17:29
I understand there is a newer version than mine but I thought it was the editor that had been changed in the main, so not bothered with it yet. Works fine without colour though. I am torn on the colour issue myself, as the original japanese machine was plain b&w. The first colour version was for the USA and had coloured strips on the screen. So to be 100% authentic b&w is the correct way to go, but colour does make it look a little better. Perhaps we should include the coloured strips with our entries
Oh btw I like your version, very similar to the arcade version!

http://s6.bitefight.org/c.php?uid=103081
BMacZero
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Posted: 18th Jul 2010 17:35
Everything I've seen about it has it in color, so I thought that was more likely to be the way it was judged.

Quote: "Oh btw I like your version, very similar to the arcade version!"

Heh, ours are really similar, judging by your video . You've got a few more of the details like enemy shot graphics, though. I'll just have to beat your on character count .

DVader
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Posted: 18th Jul 2010 17:56
Heh, character count is a problem at the moment. Yes I have all the graphics, I grabbed manually using mame, converted them all into data, including the font. I also have all the original sounds in, but am struggling with their size at the moment so still 50/50 as to include them all or not.
I like my retro games so am pretty knowledgeable about a lot of old games. The original version was Black & White. Of course the person judging it may be basing it on the version they had at his local club, which was way later than the original, but to all intensive purposes was the same.
It's hard to say because the rules are vague and there have been lots and lots of variants of Space Invaders. Anyone else remember the sit down version where you could control the saucer, sitting in the player 2 seat as the other player played. It was quite fun, but a little evil to slyly make the saucer dodge the players bullet, or horror of horrors start shooting at him! Unfortunately, I got sussed pretty quick as I couldn't keep a straight face.

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James_TGC
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Posted: 19th Jul 2010 13:52
Thanks for posting a video, DVader. I have just mentioned this on the TGC Facebook fan page and Twitter account.

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Dimension
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Posted: 20th Jul 2010 14:26
You guys might want to set the sync rate, that first program entry was like 2 or less seconds and I died.
BMacZero
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Posted: 24th Jul 2010 00:05 Edited at: 27th Jul 2010 17:19
Semi-uncompressed WIP:


IBOL
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Posted: 24th Jul 2010 08:46
looks pretty good bmaczero!

what are you guys using to count characters?
i wrote a program to approximate it (using len() ), but is there an easier way?

Jammy
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Posted: 24th Jul 2010 09:12
Plays great bmaczero you have a good contender.

To be very picky - if you have the time and you think it might be worth it. The Invaders don’t rub out the bunkers when they get low in your game, they do in the original. Also in your game no explosion when you kill the last invader.

However to fit it on 20 lines is Amazing. My effort has 11,564 characters according to WORD so far, and I have still much work to do.

Good luck.

DVader
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Posted: 24th Jul 2010 16:30
Open Office is good and free if you don't have word.

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BMacZero
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Posted: 24th Jul 2010 17:07
Quote: "To be very picky - if you have the time and you think it might be worth it. The Invaders don’t rub out the bunkers when they get low in your game, they do in the original. Also in your game no explosion when you kill the last invader."

Thanks for playing it! Yeah, those two things and bullet graphics are things I might do if I feel up to it...at the very least, having the last invader actually explode wouldn't be hard and wouldn't add many characters.

RanQor
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Posted: 26th Jul 2010 03:10 Edited at: 1st Aug 2010 19:29


Semi-compressed, Final Submission for judging(less colons, to reduce char count) 4850 Char Count


Here's the server-side script for keeping a global High Score(SpaceInvaders.cgi):
BMacZero
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Posted: 26th Jul 2010 03:25
Hey, looks nice. One shot=game over, though? Moves just a bit fast, too.

RanQor
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Posted: 26th Jul 2010 15:37 Edited at: 26th Jul 2010 15:52
Quote: "Hey, looks nice. One shot=game over, though? Moves just a bit fast, too."


It's fixed, and the post has been updated. That's what I get for trying to compress TOO much. Thanks for catching that!
BMacZero
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Posted: 26th Jul 2010 17:06
Okay, I see the lives counter, but all the invaders come back every time I get shot.

Sepnon
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Posted: 26th Jul 2010 17:30

mine has 10000+ chars
does it REALLY have to be in 20 lines?!
ooh man..
BMacZero
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Posted: 26th Jul 2010 17:44
Quote: "does it REALLY have to be in 20 lines?!"

I'm still not sure, but I actually don't think so.

IBOL
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Posted: 26th Jul 2010 18:18
it was never stated in the rules of this competition that you actually had to compress it down to 20 lines...
just keep the character count as low as possible.

Sepnon
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Posted: 27th Jul 2010 01:33
hmm thanks. btw, reduced to ~7000 chars
IBOL
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Posted: 27th Jul 2010 02:29 Edited at: 29th Jul 2010 19:08
*Probably My Final Entry*
-post edited 7/29 with slightly new code-

but i sure would appreciate being told in an official capacity
if we are required to reduce it to 20 lines.

please people, try it out, tell me if it works on other machines.

James_TGC
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Posted: 27th Jul 2010 16:18
Hey guys, the competition is based on character count

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BMacZero
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Posted: 27th Jul 2010 17:18
Okay, most likely a final entry here .



David Gervais
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Posted: 27th Jul 2010 17:34 Edited at: 27th Jul 2010 17:35
For those who missed the update to the original post..

Quote: "Q: Is it based solely on character count?"

A: It is based solely on character count.

Quote: "Q: So are we limited to only 25 commands per line then or no?"

A: The character count is the key. The less lines the better, no limit on each line.

So, the way I see it, is go for the lowest character count. (this usually means less lines of code <uncompressed> ) If you can then 'compress it to 20 lines or less' go for it!

I'd suggest you post both versions, the uncompressed one and the compressed one. I'm guessing if you can make this into a 20-Liner that will get you brownie points.

Correct me if I am wrong in my interpretation of the rules James.

Cheers!

James_TGC
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Posted: 28th Jul 2010 19:26
Sounds good to me David!

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James_TGC
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Posted: 29th Jul 2010 00:30
Anyone else have images of their game that can be posted on the TGC Facebook group!?

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BMacZero
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Posted: 29th Jul 2010 00:39
Shore.



Jammy
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Posted: 29th Jul 2010 11:44 Edited at: 29th Jul 2010 11:52
Here is my entry;



press "1" to start
Arrowkeys to move
"space" to fire

Unfortunately, I have not had much time this month. So this has been made with every 5 mins I have had spare. I had wanted to add sound, two player mode, optimize, polish and play test on other machines; however I have no time for that.

Screenshot



I know it is not good enough to win, but I have had fun, and it has taken me back to the early 1980s, spending my pocket money on the arcade machines in my local bowling alley.

Perhaps you will host other competitions James featuring the other greats like Packman, Defender, Robotron, Phoenix, and my personal favourite Missile Command.

However whatever the next competition is, I look forward to it and hope to have a better entry.

Goodluck everyone.

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Jammy
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Posted: 29th Jul 2010 12:17
IBOL your entry plays fine here, BMacZero same go`s for you and the final alien explosion is much better.

look forward to seening DVader, Sasuke and hopfully many other entrys.

Goodluck

BMacZero
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Posted: 29th Jul 2010 16:25
I think that's an amazing entry! The background is really nifty, and you have all those little details like how the invaders don't move all at once.

James_TGC
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Posted: 29th Jul 2010 16:58
Thanks guys. I have posted the photos into the facebook page.

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DVader
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Posted: 30th Jul 2010 16:56
Yikes 30th already! Better wrap it up I suppose! A few things to tidy up and will post my version up soon. Another good version Jammy, I see you have abandoned getting all the exact menus stuff in, I have also had to consider it a little overkill.

http://s6.bitefight.org/c.php?uid=103081
Sasuke
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Posted: 30th Jul 2010 23:59
When it says, post by the 31st, does that mean you can post on the 31st or does it need to be posted before the 31st? Cause I left me external with my entry on it round my friends, he's dropping it later, just don't know when.

A dream is a fantasy, if you achieve that fantasy it was never a dream to begin with.
DVader
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Posted: 31st Jul 2010 15:48
Prett sure it is on else we are stuffed lol.

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IBOL
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Posted: 31st Jul 2010 21:58 Edited at: 31st Jul 2010 21:59
@jammy,

can i use a modified version of your screen-background-making function
in my "space invaders warped" game?

http://forum.thegamecreators.com/?m=forum_view&t=172728&b=5

it was inspired by this compo, and your background gives it a wonderful look, while retaining that retro feel.

Sepnon
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Posted: 31st Jul 2010 22:09
well.. here is mine
removed the sounds, they were not as good as i wanted and used too many chars
tryed to make it look like the original, but with low char count too

CHAR COUNT: 7046

DVader
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Posted: 31st Jul 2010 22:59
Ah well, I could have made mine a lot smaller by removing some of the options such as actual credits in game, and 2 player. But I am out of time so here is my entry. C key for credits 1 or 2 key for 1 or 2 player. Ctrl fires left and right key to move.
Using all the real graphics was an issue too, but I wanted the Authentic look. The sound has been removed as it is HUGE.


http://s6.bitefight.org/c.php?uid=103081
Sasuke
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Posted: 1st Aug 2010 01:57 Edited at: 1st Aug 2010 01:58
Ah Man, this sucks, my friend won't be able to get back in time for me to post my entry. Other than breaking into his house to grab my external, there's no way. Even if I don't get to post something, it was great being apart of this guys, can't wait for the next comp, will be sure to enter and not leave my external round my friends

The only thing I found on my comp was my method for drawing the invaders:


Anyway, everyone's entries are FANTASTIC, this is going to be a close one me thinks, so I'll be watching closely, GOOD LUCK ALL

A dream is a fantasy, if you achieve that fantasy it was never a dream to begin with.
Jammy
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Posted: 1st Aug 2010 10:37 Edited at: 1st Aug 2010 11:04
This is going to be a difficult one to judge.

Hope James likes playing space invaders.

Sepnon works fine here, like the touch of the green and red “overlay simulation” for want of a better phrase.

DVader, again works fine, hope you release a version with all knobs and whistles attached, even if it is a compiled version, I have been looking forward to it since your video.

Sasuke, Post your code as soon as you can, James might be lenient and allow a late entry or he might not, you can only try.

IBOL sure you or anyone else can use any code, model, texture etc. of mine that you find about these forums for any project they want, No need for any credits unless you try and make money from them then it is only polite. The Compos and forums, in my opinion are to encourage learning and co-operation which seems to be encouraged by TGC.

BMacZero and Dvader thanks, as has been stated there were many versions of space invaders and the one I played most looked like this



Good Luck everyone

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Sasuke
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Posted: 1st Aug 2010 11:43
Quote: "Sasuke, Post your code as soon as you can, James might be lenient and allow a late entry or he might not, you can only try."


I don't think it will be possible, I'm stuck at a Skate Comp all day and my friend still doesn't know when he might be back (evil girlfriend is keeping him busy). I really don't mind if I can't enter, but thanks for considering it

A dream is a fantasy, if you achieve that fantasy it was never a dream to begin with.
DVader
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Posted: 1st Aug 2010 16:53 Edited at: 1st Aug 2010 21:03
To get that final entry in I had to go back to a prior version, as my full one has developed a bug I was struggling to locate. Still, if you want to see the full version I was working on here it is. I tried to put the code in but had numerous errors, possibly because of the data length. I will have a look when I can and try again. I worked hard on that sound code and would like to show how I did it! For now here is the exe. I am afraid the menu animation is still gone as I changed the code entirely for that and hadn't got round to reimplementing it. I just hope any extra features such as 2 player (which added a lot of code to save the invaders position and state etc) will be taken into account on judging. I wanted the nice animated menu and the extra touches like the invader grabbing the upside down Y and shooting the extra C but ran out of time. Plus my count was getting too high Some of that is because I used the actual font of the arcade in sprite form, but I had to use it lol! The graphic data for the upside down Y is still in there but not used
I have no idea who will win this but good luck to all. If it is purely chr count then I am not in the running
Edit - BTW I hope future compo's are based in a more general format, as in not the 20 line forum lol. Using teeny variable names has caused me many problems. I much prefer to be able to use nice names as my variables to make reading of code easier. Given the nature of this compo though I used obscure 1 and 2 letter variables which proved maddeningly hard to go through when bugs crept in. Also the replace command in DB is not exactly great and caused me many problems. Still, in the main I have had fun , just the last week that has driven me mad lol. Good luck again all.

http://s6.bitefight.org/c.php?uid=103081

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Sepnon
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Posted: 2nd Aug 2010 00:13
lol i never played space invaders before this comp

Quote: "Using teeny variable names has caused me many problems. I much prefer to be able to use nice names as my variables to make reading of code easier. Given the nature of this compo though I used obscure 1 and 2 letter variables which proved maddeningly hard to go through when bugs crept in."


Yeah, and using constants, horrible

I wanted the menu too, mine is not complete (missing the alien shooting the C)..

now.. wheres james?
Sasuke
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Posted: 2nd Aug 2010 01:21 Edited at: 2nd Aug 2010 01:54
I got the text from the friend saying he'll be home in a couple of hours, maybe I'll might be able to post my entry even if I'm not eligible for the comp since I'm late. I'd just like to see where I stand with my entry thats all.

Edit: Btw, my entry if it ever comes is under 7000 (or just on it) characters and includes all the animated menus (minus the ones where the invaders play with the text) and that green line at the bottom which gets holes in it when hit with a invader bullets or bombs. Yeah, everyone forgot about that

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BMacZero
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Posted: 2nd Aug 2010 04:35
Yeah, this compo was murder for programming good practices. I tried to stick with 3-letter variable names, but those were still pretty vague sometimes.

Quote: "That green line at the bottom which gets holes in it when hit with a invader bullets or bombs"

I did notice it but decided against adding it (okay too lazy ).

Sepnon
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Posted: 2nd Aug 2010 04:50
Quote: "that green line at the bottom which gets holes in it when hit with a invader bullets or bombs. Yeah, everyone forgot about that"


LOL
my code without the alien playing with the Y is less than 7000 chars too
and i didnt forget the holes..
Sasuke
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Posted: 2nd Aug 2010 05:48 Edited at: 2nd Aug 2010 05:50
Quote: "and i didnt forget the holes.."


Missed that sorry. Great entry by the way, yours is pretty much the same as mine, the only difference is the text/resolution, the player and player bullet speed is faster in mine. Other than that, their identical. Man this comp would be hard to judge, lucky there's not a ton of people entering this, would of been hell to judge then.

Edit: I wonder if James and Co have picked a winner yet?

A dream is a fantasy, if you achieve that fantasy it was never a dream to begin with.
IBOL
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Posted: 2nd Aug 2010 07:57
well,
my character count is around 4100, and does just about everything except animate the menus. i agree it will be hard to judge.
(i didn't do the green bottom line, but i thought about it)

James_TGC
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Posted: 2nd Aug 2010 16:56
Hey guys, thanks for all of the AMAZING entries!!! I've been so impressed and had much fun playing them all!

We're going to announce the winner in the next TGC newsletter so watch out! We'll announce when the next newsletter is released on the Facebook and Twitter accounts along with the other usual places too of course.

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DVader
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Posted: 3rd Aug 2010 17:11 Edited at: 3rd Aug 2010 17:35
Here is the code I used for the exe above. Messy lots of rems in all over from swapping and changing things over. Had to put it into a text file as it will not post here as code Obviously this is not an update to my entry lol.
@ Jammy that version you have based your entry on was the 3rd version of the original. First one was all BW (Jap verion), the second had colour strips across the screen (USA version), the hardware at the time didn't have the power for colour! Then they introduced your version which was projected on to a clear screen so they could have artwork as the backdrop. Not sure if they called that Space Invaders 2 or not. There certainly isn't a fat lot of difference between either versions anyway.

http://s6.bitefight.org/c.php?uid=103081

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