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Rubygame Forums 2011-07-23T20:50:27+00:00 http://rubygame.org/forums/feed.php?f=8 2011-07-23T20:50:27+00:00 http://rubygame.org/forums/viewtopic.php?t=1277&p=2038#p2038 <![CDATA[RubyWeekend #3: "A Tiny World" • Re: Forums will be achived 2011-07-23]]> Statistics: Posted by jacius — Sat Jul 23, 2011 8:50 pm


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2011-07-17T16:30:34+00:00 http://rubygame.org/forums/viewtopic.php?t=1277&p=2029#p2029 <![CDATA[RubyWeekend #3: "A Tiny World" • Re: Forums will be achived 2011-07-23]]> Update: I have set up a new Rubygame discussion group to replace the forums and old mailing lists. It’s hosted on Google Groups, so you can treat it as either a forum or a mailing list, whichever you prefer.

Thanks to Roger Ostrander for volunteering to manage the mailing list. If anyone else would like to help out with that, you can still contact me at jacius@rubygame.org.

Statistics: Posted by jacius — Sun Jul 17, 2011 4:30 pm


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2011-07-16T02:35:27+00:00 http://rubygame.org/forums/viewtopic.php?t=1277&p=2025#p2025 <![CDATA[RubyWeekend #3: "A Tiny World" • Forums will be achived 2011-07-23]]>
These forums will be archived beginning next Saturday, 2011-07-23. See the recent post on the blog, "The New Rubygame.org", for information about why the forums are being archived.

The archival process will take place in two steps:

  1. The forums will be made read-only on 2011-07-23. No new posts will be allowed on or after that date. The forum database will be backed up and preserved offline.
  2. Some time after 2011-07-23, the forums software (phpBB) will be taken offline. Posts that are of lasting value (as judged by me) to the Rubygame community will be preserved on the web site for posterity. Other posts will no longer be available online.
The following alternatives are available to replace some of the uses of the forums:

After the forums close, there will no longer be any non-realtime discussion/support venue for Rubygame. But, I will create a new mailing list for that, if at least one person volunteers to moderate the list and deal with spam. If you are willing to do that, contact me at jacius@rubygame.org.

Statistics: Posted by jacius — Sat Jul 16, 2011 2:35 am


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2009-08-05T18:59:34+00:00 http://rubygame.org/forums/viewtopic.php?t=54&p=222#p222 <![CDATA[RubyWeekend #3: "A Tiny World" • Re: Rubywekend.org]]>

Statistics: Posted by shawn42 — Wed Aug 05, 2009 6:59 pm


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2009-08-05T08:42:56+00:00 http://rubygame.org/forums/viewtopic.php?t=54&p=221#p221 <![CDATA[RubyWeekend #3: "A Tiny World" • Rubywekend.org]]> http://rubyweekend.org is ALIVE! I tell ya, ALIVE!

I am so sorry about generally being late for everything but the emacs ate my hacking time.

Follow me at hackerkiba@twitter and you might catch news of rubyweekend or more likely my various other interesting projects such as my crazed attempt to build an obnixious clock

EDIT: Mentioned my twitter account

Statistics: Posted by kiba — Wed Aug 05, 2009 8:42 am


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2009-07-06T19:31:20+00:00 http://rubygame.org/forums/viewtopic.php?t=46&p=190#p190 <![CDATA[RubyWeekend #3: "A Tiny World" • RubyWeekend #3 Winners]]>
  1. Image Ant Frenzy by Garepjotr (10 points)
  2. Image A Tiny World by ippa (9 points)
  3. Image Free Radicals by shawn42 (7 points)
  4. Mite Makes Right by LoganBarnett (3 points)
  5. Droplet by jacius (1 point)
(Scores are tallied from the voting thread. First-rank votes are worth 3 points, second-rank votes are 2 points, and third rank votes are worth 1 point.)

Congratulations to our winners: Garepjotr, ippa, and shawn42!

Statistics: Posted by jacius — Mon Jul 06, 2009 7:31 pm


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2009-07-06T17:42:11+00:00 http://rubygame.org/forums/viewtopic.php?t=42&p=189#p189 <![CDATA[RubyWeekend #3: "A Tiny World" • Re: Official Voting]]> Statistics: Posted by jacius — Mon Jul 06, 2009 5:42 pm


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2009-07-04T22:04:27+00:00 http://rubygame.org/forums/viewtopic.php?t=45&p=188#p188 <![CDATA[RubyWeekend #3: "A Tiny World" • Droplet Post-Mortem]]> What went right:
  • I’m really happy with how the plants grow and change and move. I think I got the rustling to be pretty convincing, almost like it’s using a physics engine, even though it’s just some sine waves.
  • I think the overall polish level is high, even if the “gameplay” is a bit limited.
  • I’m glad I settled on the concept I did. I love making stuff like this, and the competition was a great motivator.
What went wrong:
  • It took me the whole first day (8 hours) to come up with a concept. (This is typical for me, actually.)
  • I spent the next two days just making the plant system…
  • I didn’t manage to work in any real gameplay. It could probably be a pretty cool puzzle game if I invested some more time.
  • Nobody likes my toy. Boo hoo hoo! :cry: … Just kidding. :P
What I learned:
  • I learned a bit of how to use Gamebox. But I didn’t learn it very well or thoroughly, because I was in a hurry.
  • I discovered how cool Garage Band is, although I didn’t end up using it.
  • After the contest, I learned how to record video and audio in Linux using the aptly-named RecordMyDesktop, so that I could record a video of Droplet in action. I need to figure out how to convert it to a format that YouTube supports, though.
  • I learned how utterly irresponsible I can be, participating in a game contest on a whim when I had work deadlines coming up… but it all turned out well in the end, so that’s okay! I have yet again avoided needing to learn a life lesson about personal responsibility. \o/
What I would do differently:
  • Use a different system for drawing the plants. Probably image-based sprites that are scaled and rotated, instead of using drawing primitives. Then I could have gotten more visually interesting trees with less time-consuming coding.
  • Use OpenGL. I think this game could have benefited quite a bit from OpenGL (or even better, OpenVG). The graphics would have been a lot smoother, I could have had more separate branches per tree, and the code would have been simpler to write, even without an image-based sprite approach.
  • Probably not use Gamebox. I’m not saying Gamebox is bad, but it felt a bit restrictive and limited, and trying to learn a new framework while I was in a hurry wasn’t the best idea.
I've got a longer version of my post-mortem on my blog, which includes a long section about my experiences using Gamebox.

Statistics: Posted by jacius — Sat Jul 04, 2009 10:04 pm


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2009-07-04T18:33:24+00:00 http://rubygame.org/forums/viewtopic.php?t=42&p=187#p187 <![CDATA[RubyWeekend #3: "A Tiny World" • Re: Official Voting]]>
  • Ant Frenzy
  • Free Radicals
  • A Tiny World
  • Ant Frenzy was the most fun for me. It's a simple concept, and not the most original, but the controls work well, and the challenge increases at a good rate. I was never bored while playing it. I liked how you can change your ant's speed, but you aren't allowed to stop completely -- you have to keep moving, and that keeps it exciting. What I felt it was missing most was sound and music, but that didn't cripple it. The title screen could also use a brief overview of the game (for people too lazy to read), and perhaps make the green peas into purple-red berries so they visually stand out better.

    Free Radicals was an interesting concept, and looked, felt, and sounded fairly polished. But, a lot of the gameplay felt like waiting. Waiting for the next electron to come around, or worse, if you miss a shot, waiting until the timer runs out so you can try again. The game could really use a "restart level" button. It also had a nasty crash on level 3 that was only fixed after the contest ended.

    A Tiny World was amusing, and pretty entertaining for the first two levels. The action is nice and smooth, probably because you used Gosu (traitor!! ... j/k :lol:) But, I found it not very challenging, and the later levels became dull -- I'd just stomp all the people first (if I tried to do some buildings, the people would get me) and then stomp the building, which felt like a chore. More variety would be nice, both in the objects (maybe some cars?) and the way you destroy them (maybe have the people splat against the buildings when they're kicked, or have buildings fall over like dominos and squish the people on the ground). Also, a more original name. ;)

    Mite Makes Right was an interesting interpretation of the theme, but I found it mostly unplayable because the game movement speed was erratic. It would move very slow most of the time (even though it showed I was getting 1400+ fps), but would temporarily speed up a bit if I stuck out my mite's tongue. I think I was able to get an idea of the gameplay, but for some reason it wouldn't let me move on to level 2.

    All in all, it was a fun competition, and I'm glad to see plenty of variety in the theme interpretation and gameplay. Kudos, all.

    Statistics: Posted by jacius — Sat Jul 04, 2009 6:33 pm


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    2009-07-04T11:58:16+00:00 http://rubygame.org/forums/viewtopic.php?t=45&p=186#p186 <![CDATA[RubyWeekend #3: "A Tiny World" • Re: Post-mortems]]>

    1. What went right. (What parts of making your game went smoothly? What aspects of your game turned out well? What are you proud of?)
    I like how my gameplay turned out. I still play it now and then. I made sure that the player could play the game again and try and improve, much like snake. Games with simple gameplay and a highscore tend to be very addicting.
    I liked how the grafics turned out. It looks crappy but it could have been worse :P.

    2. What went wrong. (What difficulties and challenges did you face while making your game? What parts turned out poorly? What mistakes did you make?)
    My main mistake i think was to start hacking stuff into the game without thinking of design. This made adding/changing stuff later pretty difficult and tedious. I put pretty much unnessesary stuff in game.rb.
    I guess next time i could also add sound effects. Like a little *chomp* sound when you eat a pellet.
    Also next time i need a highscore system of some sort.

    3. What you learned. (Did you learn any new skills? Gain any wisdom or experience?)
    I leanded quite a bit i think. Atleast more then i expected. I thought it would have been just applying my knowledge, not learn in the mean time. I chose a really simple game so i had a bit of time to learn.
    I learned about how to move entities with rotation/velocity. I learned about circle on circle collision (yeah i know easy but i'm not that maths-savy). I learned the basics of rubygoo :P. I learned about sound in rubygame.

    4. What you would do differently. (Sleep more/less? Spend more/less time coming up with an idea? Choose a more/less ambitious project?)
    Next time i may choose a bit more ambitious project if it falls inside a vakation again. I slept alot in the contest, like i always do :P, and i'm not sure if i would change this next time. Next time i WILL need a way to stay focussed and motvated for a longer time. I spend all of day 1 coding, but at the end of day 2 i was lacking alot. Day 3 i didn't even bother anymore.

    Statistics: Posted by Garepjotr — Sat Jul 04, 2009 11:58 am


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