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General fluff => Announcements => Topic started by: Josh @ Dreamland on August 22, 2011, 02:04:12 am

Title: Ludum Dare
Post by: Josh @ Dreamland on August 22, 2011, 02:04:12 am
So today concluded the 21st Ludum Dare competition. I didn't make this public due to the fact that it was a last-minute decision made twelve hours into the 48 hour contest, but I decided to enter. Dazappa did as well.

Here are our games:
Dazappa's Crystal Conduit (http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=383)
My own Cave Escape (http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5818)

Okay, so my title's not that creative. Nor is my game itself, really. Point is, the two of us entered this competition.

For those who are unfamiliar, the Ludum Dare is a 48 hour game making competition. Competitors are given precisely that long to develop and "perfect" their games. Hence, my engine has serious physics and collision issues, and I imagine dazappa would have preferred more time, too. This year, with Notch from Minecraft participating, the server was so overloaded with interested peoples that they had to extend the deadline to give people a chance to wait out the server issues.

While, given the competition (especially this time around), it is astronomically unlikely for either dazappa or me to win, that was not the reason I entered (though I'd certainly not mind if one of us did win). I can't speak for dazappa, but I entered for three reasons,

1) To put ENIGMA to the test and show what it can do
2) To register a blip on the engines radar in the name of ENIGMA
3) As a learning experience for myself

At this stage, you'd think I wouldn't have that much left to learn about game design, right? Well, you're wrong, but that's beside the point. I wanted to learn not about game design itself, but game design in ENIGMA. Using only the features of ENIGMA a typical user would utilize, I discovered quickly a small number of bugs, quirks, and features that should be added. While most of the features I thought would come in handy were already planned, I did manage to come up with a few extras. Here is my list of discoveries made, bugs to fix, and features to add:


Other issues: Does instance_count grow with each create event at room start in GM as it does in ENIGMA?

Other than that, I was mostly in a pissy mood at IsmAvatar, because I encountered about 60 problems that EGM would fix. No ++, no alpha channels in the default format (GM6) (This cost me another our of work), no way of declaring C-level globals.

Also, polygone's framerate fix fucked me a bit, because it only fixes it on his computer, and packing AL in with the engine made filesizes huge. Something needs done about those two, too.

At that, I'm tired. Good night.
If anyone else entered the Ludum Dare, do let me know.
Title: Re: Ludum Dare
Post by: TheExDeus on August 22, 2011, 06:44:06 am
Quote
"Overworld"/"Map" resource.
What now?
And yes, I agree that AL should be added only when such a system is used, because I didn't hear sound in your game, but it still was quite big. Also, you should of finished the .res thing so icons and game description could be added. And remove the console when Build is used and have it on when Debug is used (so we can finally have clean builds without the extra shit and it would look a lot nicer as well).
I agree with the other stuff.

And good entries. Yours looks very good josh, but not much gameplay (well you did have quarter of the time everyone else had).
Dazappa's has more gameplay, but its quite hard for me so I didn't go trough it all.
Anyway, looks good and shows a great deal of progress for ENIGMA. It needs the things I said earlier and it would be ready to be released in the wild. Functions and stuff can be added later incrementally (just like it has been done now), but the basic things like allowing a nice, clean build should be added first. So people can actually distribute their games without people asking what the black window does (does it hack my PC?).
Title: Re: Ludum Dare
Post by: polygone on August 22, 2011, 07:11:05 am
Quote
The room editor needs a way to drag select and move efficiently.
You can use CTRL left click to drag instances. What it actually needs is a manual written for it. There are a number more room editor suggestions I put on the wiki:
http://enigma-dev.org/docs/Wiki/Room_editor:Suggestions

Quote
Also, polygone's framerate fix fucked me a bit, because it only fixes it on his computer
Oh didn't overly think about that but yeah it's not actually hardly fixed anyway it was just working a little bit better, it's still way too fast for some reason. You need to control it with timers.

Anyway add all this shit to the wiki todo list/suggestion pages.
Title: Re: Ludum Dare
Post by: daz on August 22, 2011, 10:24:34 am
Make packing OpenAL an option checkable in LGM.

Things I've noticed:

If I think of anything else I'll post here ;P as per Josh/Poly I've also made my wiki page contain my ENIGMA wishlist, because gimme.
Title: Re: Ludum Dare
Post by: Josh @ Dreamland on August 22, 2011, 01:15:03 pm
Point taken, HaRRi. I don't mind doing that today.

Polygone: I know control-click moves. I said I wanted drag selection: drawing a rectangle to select multiple instances to move. I found myself wanting to move around large structures in my game, and that wasn't easy with the current featureset. The room zoom also doesn't go very far, in or out.

daz:
1) That's bad. Global is supposed to contain a copy of each dot-accessed local; I'd best give that a look, too.
3) I forgot about that. The sound system needs work in general. The codecs need moved to ../Codecs/...
4) That's odd, considering object creation code isn't implemented at all anymore.
5) Yep, I'll deal with that one.
6) I don't experience this problem, but I'm glad you found a workaround. We'll deal with that later.
7) Yeah, I need to redo that. TGMG didn't spend much time on it.
Title: Re: Ludum Dare
Post by: polygone on August 22, 2011, 01:30:55 pm
Oh I misread.
Title: Re: Ludum Dare
Post by: Josh @ Dreamland on August 22, 2011, 01:51:39 pm
You know what else I was going to add?

Code: (C++) [Select]
string string_list(const enigma::varargs& x, string sep) {
  string res;
  for (size_t i = 0; i < x.argc; i++)
    res += toString(x.get(i)) + sep;
  return res;
}

string string_list(const enigma::varargs& x) {
  return string_list(x,", ");
}

string string_list_ext(string sep, const enigma::varargs& x) {
  return string_list(x, sep);
}

the header being this:
Code: (C++) [Select]
string string_list(const enigma::varargs& x);
string string_list_ext(string sep, const enigma::varargs& x);
Title: Re: Ludum Dare
Post by: TheExDeus on August 22, 2011, 02:09:43 pm
Another thing I found when making mp_ was that instance iterators don't work in create event, so mp_grid_add_instances() doesn't work in create events. Its probably because when the room is loaded, an instance is added, its creation event called, and then the next instances is added and so on. So I can't access those instances in create event. I could be wrong though.
Also, variables like "grid" are templates now for some reason (probably because of the parser) so it changes into "grid<>" and errors.

Quote
You know what else I was going to add?
Doesn't that just do this:
Code: [Select]
return string(variable1)+", "+string(variable2)+", "+string(variable3) +....I it could be easier to call that function:
Code: [Select]
string_list(variable1,variable2,variable3,", ")But I don't really see the point. But it can might as well be added.
Title: Re: Ludum Dare
Post by: daz on August 22, 2011, 02:40:27 pm
I'll try to see if there's any specific repeatability to the room object creation code when I look for the invisible object bug.

All in all though, ENIGMA's still a quite viable game development tool. Looking forward to starting on a bigger project with it once some of the issues and wishlist items I have are addressed =P

I imagine each game entry will get around 20-50 plays (hey man, it's hard for everyone to play every game) so that's a nice start on some exposure. Hoping to participate in the next as well, but usually the one in December coincides with my finals (or birthday). Might do a mini LD between then instead.

Also I think I'll go organize my wishlist by order of desire...
Title: Re: Ludum Dare
Post by: Josh @ Dreamland on August 22, 2011, 04:55:21 pm
HaRRi: that's the behavior I question above. "Does instance_count grow with each create event at room start in GM as it does in ENIGMA?"

If not, I can update that to do allocations first. Otherwise...
Title: Re: Ludum Dare
Post by: TheExDeus on August 22, 2011, 06:17:59 pm
Quote
that's the behavior I question above.
Then I can confirm that it doesn't do that in GM. In GM it creates all of the instances and only then executes their create events.
Title: Re: Ludum Dare
Post by: luiscubal on August 22, 2011, 07:50:28 pm
Quote
I found myself really wanting the planned "Overworld"/"Map" resource.
What would this resource be for? What would it do?
Title: Re: Ludum Dare
Post by: Rusky on August 22, 2011, 08:14:07 pm
It would be a level up from rooms, to organize how they fit together.