10.03.2019 - Round 1 results of our "A Love Letter For FreeBASIC" game dev competition have been published. Please be sure to check the results thread: http://games.freebasic.net/forum/index.php?topic=629.0. Don't forget that the competition is continuing with a round 2, lasting till 29th of April, 300 USD first prize. Stay tuned!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Lachie Dazdarian

Pages: [1] 2 3 ... 8
1
The final results of the competition are as follows:



Congratulations to Pitto for winning round 1 of the competition with his Impossible Victhorse!



Please scroll down to the third post, if you don't need a detailed run-down.

Impossible Victhorse

Game design: 26/35
The game makes solid effort to incorporate the theme into its setting, and probably does the best from all the entries, in that very aspect alone. It's a platform game played in a sort of dystopian world, where FreeBASIC is outlawed and its keywords hidden and encrypted in cryptographed mainframes by Darkistra, a demented ruler of fictional Codingland. Daristra being an evil pupil of Edsger Dijkstra, so the story is mainly inspired by Dijkstra's scanthing words on BASIC most of us are very familiar with. You play Victor, obviously modeled around the image of the real life creator of FreeBASIC, André Victor Vicentini, as the only person who can free the forbidded language. A lot was done to make the world feel menacing and anti-FreeBASIC in small details. Also, the addition of a hologram assistant that pops out here and there helps to flesh out the setting. Where the game gets negative points is the fact little of this is incorporated in the very gameplay, reduced probably to only one feature (the FB horse). Also in the first mentioned aspect, the game does leave much room for improvements, like more NPCs, maybe some dialogues with enemy characters, and a more thematically compeling ending.

Gameplay: 11/15
Impossible Victhorse is a solid platform game, but does feel iffy in more than one aspect. The platforming feels more tricky than it should, and this could be related to some features that alone might not be problematic. Like sliding of platform edges and having to press up again to activate a consecutive jump, which together result in many frustrating moments. Also, the fighting part of the gameplay doesn't feel fully developed, and appears much less challenging and fun than the platforming, despite the fact that platforming part was often frustrating to me. Since there is no any collision between you and enemies that effects player's movement, either by stopping you or pushing you out, in combination with a too simplistic AI that just lunges at your position, a lot of interaction with the enemies boils down to rather one-sided and clunky confrontations. Also the level design is not terribly inspiring and varied, and Pitto seems to have ran of ideas there too soon. Overall, it's fun to play and beat, but leaves much to be desired for.

Progression: 4/6
The game does feature a solid amount of content spread over 9 levels. It introduces new features and enemies with good pacing, but fails to do the maximum to translate that to the very experience of playing the game. Impossible Victhorse doesn't seem to succeed to exploit these new features as one expects them to be exploited, the first time they are interacted with.

Replay Value: 4/6
Despite my previous criticism, the engine is quite robust and smooth, and makes the game fun to experience multiple times. A highscore table with preset scores helps increase the replayability, although the top scores are not too challenging to beat. The lack of secrets, easter eggs (as far as I know) and achievements, which is a feature constantly milked nowadays but nevertheless makes sense, definitely doesn't help Impossible Victhorse to motivate you to play it again after beating it.

Graphics: 5/7
I'm quite impressed by the design and consistency of Pitto's pixel art. While being far from sophisticated, it's very well designed, clear, effective and coherent. It really looks like a proffesional game from the early 90ies, almost to a point. Not perfect, I know, but close to something being done by someone in full control of his skill. If I was Pitto, I would be definitely encouraged by the work delivered in this game to hone this skillset in the future. I think there is genuine talent to be found here. Negative points really come down to penalizing lack of more content and sophistication in the work, and incoherent presentation here and there.

Sound/music: 6/7
The game features very good original sounds effects, and unoriginal MOD tracks, that are kind of a hit and miss. Standard fare here. Separate music/sfx volume level would be a plus.

Personal likeness: 5/6
I probably liked this specific entry the most, mostly because it was the biggest surprise of the competition, at least to me personally. Most other entries ended up being what I expected from those developers, but I didn't know what Pitto was capable off, and his work surprised me in very a positive way. Definitely a very enjoyable, stylish short platformer, and a game with a character. I only wish Pitto made a home run with a boss battle or something more effective for the finale. All in all, looking forward to his future game dev endevours.

Community vote: 14/14

Total: 75/96

Download executables: WIN, LINUX
Download source: Impossible_Victhorse-master.zip
Screenshots: 1, 2, 3

-------------------------------------------------------------------------------------------

Love Letter to FreeBasic (chan!)

Game design: 21/35
Love Letter to FreeBasic (chan!) also makes a solid hommage to the compiler, by making FreeBASIC itself an object of affection to be defended from unwanted woers. It's a single screen action game, where you basically defend the person in center (FreeBASIC chan) from the invading characters using two modes of attack. The game gives a nice rundown of ChangeV's game dev history in BASIC, by featuring characters from his old games, both QB and FB, as boss characters. It's all very cute, funny and entertaining. Still, gameplay is barely explored with the theme. It just works on a very simplistic surface level for a higher score to be warranted in this category, not that I don't appreciate the level of hommage it delivers.

Gameplay: 10/15
In its core, this is a very fun and entertaining gameplay. The main character is very responsive, the game is perfectly paced, it features nice "sliding off" collision, it fully delivers as a game engine. It feels like an endless score driven game, but it was fun to discover it actually features an ending. There is a nice progression to the difficulty, with each new boss ushering a more frantic wave of enemies. What works against the game is maybe an unfortunate combination of few gameplay elements, like the large sprites against a single screen playfield, together with the feature of enemies remaining on the screen after being killed, that make it maybe too frantic and constrained. Also, quite few elements of the game feel more like glitches than features, like dead characters as well as your hero cycling through walking animation while standing/dead, for which I'm pretty sure are bugs. If not, I think they are unfortunate design decisions. I admire how much the game pushed me to try harder, until finishing it, after some 8 attempts of so. And the ending is quite rewarding to watch. All in all, excellent work, but rather limited in content and scope.

Progression: 3/6
The game does feature "bosses", and there is a nice increase in difficulty, but the bosses themselves really don't introduce anything new, and serve more as goal posts toward the game ending. And almost all the content is recycled through the game, except the bosses. Anyway, I'm not saying any of this is bad, but this category servers to "award" entries that feature more depth and content than the other, so I need to "penalize" this aspect of Love Letter to FreeBasic (chan!).

Replay Value: 3/6
Once you beat the game, it's hard you'll be pressed to play it more than once. Perhaps if you had someone to compete with for the high score. It is however very addictive to play until you beat it, and overall, provides a rewarding experience.

Graphics: 5/7
It's the usual excellent work by JawsV. Everything is really well done, except maybe the background which looks a bit uninspired. The sprites themselves, Nintendo/Pokemon inspired, are quite vibrant and colorful, well animated, especially ChangeV flipping around. The presentation overall feels a bit lacking and rushed, so I think some graphical segments of the game were left our of the production pipeline because of the deadline. Also, the overall amount of content in the game is really limited, so any higher score would be ignoring this fact. But besides that, it's great work. I really don't know why they don't embark on a more ambitious project. They got the chops.

Sound/music: 6/7
The game feels very tight in this department. Excellent, pleasent sounding sfx, and briliantly picked music track for the theme. Again, the limited amount of sound content needs to be taken into consideration during scoring.

Personal likeness: 5/6
This game really took me by surprise once I digged a bit deeper. Initially, the glithes and odd choice to keep the enemies on the screen after they are killed was a bit off putting, but giving the game a second play really turned me to its excellent gameplay and funny, lighthearted atmosphere, which really carried me until I was able to beat it. A really, really lovely mini-game.

Community vote: 6/14

Total: 59/96

Download: LoveLetter_v1.0.zip
Screenshots: 1, 2

-------------------------------------------------------------------------------------------

Internet of Evil Things

Game design: 17/35
This game kinda stumbles in dealing with the main theme. Storywise, it deals with FreeBASIC superficially, by name only, which seems more plugged in than needed, and gameplay-wise, only graphically, where you shoot at enemies with letters going F->R->E->E->B->A->S->I->C, and turn parts of enemies from C+/PHYTON sprites into FreeBASIC sprites. It is however a cool mini-game featuring a nice throwback to classic games like Invaders, Centipede, and just misc rehashes of some classic genres. But if you can completely divorce the game from the theme by removing two or three sprites within the game and few references to FreeBASIC in intro/outro, this needs to be reflected in the score.

Gameplay: 10/15
I'm split regarding scoring this game. On one hand, it offers a really challenging but beatable experience, which on the other hand, is quite frustrating, too often depends on luck, with randomization effecting too much on your chance to win. It basically starts in an "overworld" which is some professor's house, and you need to shoot at these floating programs going around to send them back into various electronic devices in the house. Once they are in a specific device in the house, you can enter that device to play a game, in order to "cure" the trapped program (turn its body into FB blocks instead of C+/PHYTON blocks in most cases). Each device respresent a type of game, and once you finish one level of it, you progress to the next once you enter a same type of device (some feature two levels, some three, some four). There is also a surprise level at the end, and a solid outro. Finishing all levels allows you to play bonus level outside the main game, which is a nice example of unlockable content. Also, you can practice every level you reach in the main game in the previously mentioned practice/bonus mode. So despite having all proper ingedients, I'm disappointed more care was not given to actually designing levels that always play the same, or at least, not make randomization a deal breaker for wining or loosing. So the game actually lost points for me the second time I went back to it (succesful finished it after some 3 attempts or so), by bringing my attention to these flaws with randomization, which were missed during the first play session.

Progression: 5/6
There is definitely a solid amount of varied content in the game, that is unlocked with nice pace, with new content at the very end, and bonus levels you can experience afterwards.

Replay Value: 4/6
The game's feature that allows you to replay levels for a higher score, as well as bonus levels, all with individual saveable high score tables are a cool touch. But all this content that would give the game a perfect score in this department otherwise, is tarnished by the beforehand mentioned luck factor that influences each play and kind of makes any desire to beat any score, except on early levels, somewhat unrewarding.

Graphics: 4/7
Standard fare by ssjx here, perhaps slightly better than some other effors of his. The way most of levels inside of the devices are graphically conceptualized is rather effective and interesting, and a consciencious effort was made to make that part of the game notably different that the main "overworld". Also, both intro and the outro are rewarding to see, and are cool in their own unique way.

Sound/music: 4/7
Again, just solid effort, with nothing standing out or being unpleasent. It's interesting to note that the music tracks were generated by cgMusic, a program I was unaware of, because the tracks fit the game quite well. Sounds effects are somewhat scarce, though.

Personal likeness: 3/6
Initially, this was a solid 4 or even 5 for me, but the replay made me dislike the game's randomization quite a bit, and I just couldn't get passt it. I appreciate all the varied content within the game. It's perhaps the most varied entry of all, both from the gameplay and graphics angle, but the game fails to capitalize on that. It is definitely one of ssjx's better effors, and worth being played, but I'm not sure how much rewarding is to persist with it. But I personally didn't consider finishing it a waste of time. My time was awarded in that sense. I enjoyed it for the first time round.

Community vote: 10/14

Total: 57/96

Download: ioet_v05b.zip
Screenshots: 1, 2, 3

-------------------------------------------------------------------------------------------

Simple Console TANKS

Game design: 10/35
This is a simple single screen shooter where you are a FB object shooting at C+ objects, and this is were the implementation of the competition theme starts and finishes. Despite the simplistic concept, I think more could have been done for the theme, for example, by unlockable "FreeBASIC cameos" after certain amount of levels or something similar. With all this in mind, this game doesn't warrant a higher score in this cateogory.

Gameplay: 7/15
The game features solid gameplay mechanics. You are a movable object (a tank?) in a single screen, walled playfield, and you have a goal to destroy all enemies in the level before a timer expires by shooting projectiles at them, as well as avoiding collision. It's level-based, and each level introduces more enemies. It's playable, relatively fun, but all too rudimentary for a higher score. Also, it feels plagued by randomization a bit, where success, to some extent, depends on it.

Progression: 2/6
The game is very basic, and basically all discovery ends with completing level one.

Replay Value: 2/6
Well, the initial high score is set up rather high, so to some extent, the game is replayable in that sense, as well as trying to beat someone else's high score. Only, the amount of varied content and depth is so low, it's hard to stick with this game more than an hour.

Graphics: 2/7
The game's ASCII graphics is quite elegantly executed, and I really like how the main title was done. Only, the in-game graphics are really basic and limited in content, and there is little to "award" in this category.

Sound/music: 2/7
Minimal, but pleasent sound effects.

Personal likeness: 2/6
Solidly executed, playable, but simply too modest in ambition.

Community vote: 0/14

Total: 27/96

Download: sctank.zip
Screenshots: 1, 2

2
Hello everyone!

I hope you don't mind me opening a topic for round 2 of the competition, not to clutter the original post which I think should be about round 1 entries, announcing winners, post-results comments, etc. For round 1 participants you can vote here: http://games.freebasic.net/forum/index.php?topic=626.0

To remind everyone on the rules:
* the entry must reference FreeBASIC in some way, the FreeBASIC community, or its members (it can be more or less related to gameplay, a backdrop, a vague theme, you can toy with the horse mascot for example, make a cyberpunk RPG where you hack using FB, you name it, …)
* the entry must be compiled in FreeBASIC
* source code must be provided with the entry
* all libraries wrapped for FreeBASIC are allowed (FBgfx, GL2D, OpenGL, SDL, ...)
* the competition entries must be submitted via email or in this thread before the 29th of April 2019, 18:00 GMT (EXTENDED!)
* the winner will receive 300 $ cash prize paid via PayPal or Bitcoin or Etherium; the runnerup will receive a 100 $ cash prize
* in case of donations during the course of the competition, prizes will be increased
* all entries will be evaluated by competition sponsors (those who forked their own cash), while one category will be based on community votes
* teams are allowed
* non-original work MUST be credited (music, graphics, story, ...)
* to be eligible for round 2, you must have not (or any team member) actively participated in round 1

Once more, if you are developing for round 2, be so kind to share few words about your work and what we can expect.

3
Please vote for one of the entries in the "A Love Letter To FreeBASIC" Game Dev Competition (ROUND 1).

1st place = 14 points
2nd place = 12 points
3rd place = 10 points
4th place = 8 points
5th place = 6 points
6th place = 4 points
7th place = 2 points
8th place = 0 points

The poll will run for 12 days, after which I will announce the winners (hopefully the next day).

Rememeber, the competitions is still continuing with a round 2, ending on March 18th.

Basic Warfare by Boromir
Download executables: Win x64, Win x86, Linux x64, Linux x86
Download source: basic-warfare-v1.0-src.zip
Screenshots: 1, 2

FreeBASIC Carom Billiards by 3622
Download: fbcarom.zip
Screenshots: 1

FB Shooter Force by Landeel
Download: fbshoot_final.zip
Screenshots: 1, 2, 3

Impossible Victhorse by Pitto
Download executables: WIN, LINUX
Download source: Impossible_Victhorse-master.zip
Screenshots: 1, 2, 3

Internet of Evil Things by ssjx
Download: ioet_v05b.zip
Screenshots: 1, 2, 3

A Love Letter to FreeBASIC by ChangeV
Download: LoveLetter_v1.0.zip
Screenshots: 1, 2

simple console TANK by maachal
Download: sctank.zip
Screenshots: 1, 2

The Secret Gallery by Zamaster and Mambazo
Download executables: the_secret_gallery.zip (dual builds! - one should run for you)
Download source: thesecretgarden_13C-master.zip
Screenshots: 1, 2, 3

4
Dear FreeBASIC friends and fellow travellers.

After a 4 years long delay I’m sponsoring a new FreeBASIC Games Directory Game Dev Competition, and the last one I will ever sponsor.

Since this is a conscious decision to make it my LAST, it is my wish to make the theme of this competition FREEBASIC itself and its community, and the impact it had on each of us individually.

The entries should be developed as a homage, a love letter to the very compiler/community, or as a final farewell, depending on the sentiments of the entrant, both hopefully being accepted as legit, by all participants and followers of the competition.

A LOVE LETTER TO FREEBASIC

Summary:
The objective in this competition is to create a game that is your expression of love and appreciation toward FreeBASIC and the FreeBASIC community, as appreciation for the positive impact it had on you as a person.

Competition rules:
* the entry must reference FreeBASIC in some way, the FreeBASIC community, or its members (it can be more or less related to gameplay, a backdrop, a vague theme, you can toy with the horse mascot for example, make a cyberpunk RPG where you hack using FB, you name it, …)
* the entry must be compiled in FreeBASIC
* source code must be provided with the entry
* all libraries wrapped for FreeBASIC are allowed (FBgfx, GL2D, OpenGL, SDL, ...)
* the competition entries must be submitted via email or in this thread before the 11th of February 2019, 18:00 GMT
* the winner will receive 1000 $ cash prize paid via PayPal or Bitcoin or Etherium; the 2nd place holder will receive a 700 $ cash prize, 3rd 400 $, 4th 200 $ and 5th 100 $
* in case of donations during the course of the competition, prizes will be increased
* all entries will be evaluated by competition sponsors (those who forked their own cash), while one category will be based on community votes
* teams are allowed
* non-original work MUST be credited (music, graphics, story, ...)

Scoring details (as with the last competition):
Game design (35 points max): The emphasis in this category will be on how much the theme is expressed in the game overall.
Gameplay (15 points max): In this category I will evaluate how much the game is fun and challenging to play.
Progression (6 Points max): In this category I will evaluate the progression in the game (is it present and how much it enhances the play experience). This will be used to award the entries that feature more depth in comparison to those that don't feature it.
Replay Value (6 Points max)
Graphics (7 points max)
Sound/music (7 points max)
Personal likeness (from 4 to 6 points max)
Community vote (up to 10 points): Depends on the number of entries. I'll try to separate the entries with at least 2 points, depending on their final placement in community vote.

I encourage everyone to share their WIP, but if worried about sharing concepts/ideas before the deadline, I think all would appreciate at least some vague info on what you are working on and the progress.

We will also organize a second round for those who will not manage to complete their entries for round one. Round two will last until 18th of March, and the only condition is that you don't submit anything for round one. Round two first prize is 300 USD, second prize is 100 USD.


Why this competition?

After such a long absence from the community, interrupted with an occasional yearly glance, I realized recently that I will never, or at least not in the foreseeable future, return actively to FreeBASIC.

And I believe many people who were once important members of the community and very active in the past, feel similarly. And them, equally as I, most likely feel they’ve left too abruptly, without that being a result of some conscious decision. This is a chance for them to give one final farewell to FreeBASIC.

The other group are those who still plan to continue to use FreeBASIC, and this is their opportunity to develop a game expressing their love and appreciation for the compiler. And also a chance to win 1000 $.

I would not like to see feelings of resentment toward people who want to make a conscious decision to develop their final FreeBASIC work via this competition, from those who want to continue using FreeBASIC, and vice versa. Allow those who want to say goodbye to say their goodbye, and those who still see future in FreeBASIC, to demonstrate their dedication. Let’s part as friends and commemorate the days we spend together as something valuable.

5
Competitions / Another competition?
« on: October 07, 2018, 08:52:40 AM »
Hi friends!

Most of you prolly got here via my message/email pointing you to this thread.

I'm planning to organize one FINAL FreeBASIC game dev competition, at least one organized by me, and I would like to check out the pulse of the people who still linger around the community (lingered a couple of years ago), if they would be interested to participate. It would prolly last for about 3 months and be FREEBASIC themed. You know, like a FreeBASIC horse fighting C++ robots. It would be an hommage to FreeBASIC thematically, besides entries being programmed in FreeBASIC.

I am funding the first place prize with 200 USD, and second with 50 USD. If anyone is willing to beef up the prize pool, let me know.

Anyway, would love to hear what do you think of my ideas. It's a chance for everyone to either give their farewell to FreeBASIC, or simply express love for all it gave to them for the past, how many years?

6
Competitions / Numbers Competition Results!
« on: September 14, 2014, 11:12:43 AM »
Finally got around to score the games. Sorry for the delay, guys. Had trouble mustering energy for anything constructive lately.

The final results are:

Numbezzled (65/87) - 1st place - 250 $ award
Dominionoes (52/87) - 2nd place - 50 $ award
Nomera (48/87) - 3rd place
BTN Slots (38/87) - 4th place
Numeria (31/87) - 5th place



Congratulations to Landeel for winning another FBGD competition, his 3rd victory in a row!

All scores in details.

NUMERIA

Numeria is a top-down perspective, turn-based puzzle game, with some RPG-elements. You play a space hero pit against an invading alien army, across several different locations, which you battle by solving simple arithmetic problems, as well as rescue hostages. The game also contains few simple puzzles in the same vein spread around the map, that need to be solved for certain areas to become unlocked.

Game design (14/35): Numeria does incorporate the competition theme into its gameplay, but not on a very inventive or exciting way. The gameplay is structured around turn-based movement, as well as around turn-based battles, where the outcome of each battle move is determined on how you solve a simple two numbers arithmetic problem (right or wrong)...without time limit or bonus for faster solving. My biggest complaint lies in the fact that the background behind these "math battles" is not explained/developed. It is not connected with any elaborate story/purpose. It appears more to be forcefully injected than inspired with the setting. When I imagined this sort of gameplay, I always saw it placed in some Pardroid-style setting.

Gameplay (5/15): To me this games fares quite poorly in the gameplay department, because ssjx insisted not to implement time limit to the equation solving, resulting in the challenge value basically being zero, and also making the game tedious in its second half, where the only way to make it more "difficult" was to implement numbers with more digits. This, on the other hand, resulted in more tedious battles, whether the player resorted to using a calculator or not. Having in mind the amount of repetitive kills you need to do to finish the game, most likely you will resort to a calculator toward the end, because there is no apparent fun trying to do it from your head. You are not pit against a time limit, and there are no bonuses for being faster. It just becomes a...unnecessary hassle. I would also complain on the game controls, which I think could have been handled better and often feel like a hindrance. But in the light of gameplay flaws, this is really a minor if not irrelevant complaint.

Progression (3/6): It is not a very long or deep game, but does contain a fair amount of different tilesets and new locations that are introduced in a well-paced manner, as well as new skills the player acquires at certain points of the game that do add a small amount of novelty into the gameplay later on.

Replay Value (1/6): The game's limited content, lack of secrets or achievements, and tedious gameplay make it rather unattractive to play more that once, maximum twice.

Graphics (3/7): It's the usual effort by ssjx, a consistent and solid retro style, but perhaps a bit less interesting that his previous outputs, and also featuring more recycling from his previous works, with less though-out design. It appears like a compilation of stock forest, ice and volcano type of settings, plastered together. Why are these places so close? What do they represent? Someone inhabits these areas? It's all too underdeveloped and placeholder-like.

Sound/music (4/7): The game contains some solid music and sound effects that don't feel like a distraction, but also don't terribly enhance the experience.

Personal likeness (1/5): I just failed to enjoy this game and had to force myself through it. I really to think it features broken gameplay that could have been easily much more fun and rewarding to play, if ssjx was not so stubborn on keeping it in its current form.

Community vote (0/6): 0 votes in the community poll.

Total: 31
Download: http://games.freebasic.net/Competitions/Competition6/numeria_v05b.zip (0.38 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/numeria1.png, http://games.freebasic.net/Competitions/Competition6/numeria2.png, http://games.freebasic.net/Competitions/Competition6/numeria3.png


BTN SLOTS

BTN Slots is a very straightforward slots game, with math symbols instead of typical slot machine symbols.

Game design (13/35): Similar to Numeria, BTN Slots does incorporate the competition theme into its gameplay, but on a superficial way, with, for example, PI symbols rewarding you 31, or 314 coins, if you get more of them in a spin. There is nothing more elaborate done to incorporate math/numbers into this version of slots game, like more availability to stop the spin and for example, get bonuses for the last digit being a sum of the first three, and similar features like that.

Gameplay (7/15): Not sure what to make of this slot machine game. While I'm not terribly familiar with other slot machine computer games, lack of preset starting cash and inability to lose, or some high scores to beat, make it appear quite unfinished and unchallenging.

Progression (1/6): None. It's a slot machine.

Replay Value (3/6): For any replay value, it results from the very addictive nature of slot machines. Nothing new to discover, only an illusion you can crack the machine and its patterns.

Graphics (4/7): A very solid graphical design that does more than the minimum and feels vibrant and polished.

Sound/music (4/7): A very good choice of sound effects and a background ambient sound that makes you feel like you are in a proper casino.

Personal likeness (2/5): While the execution is quite solid, I failed to enjoy this game much, due the inability to lose or reach any goals (like beat a high score).

Community vote (4/6): 1 vote in the community poll, a tie with 2 other entries.

Total: 38
Download: http://games.freebasic.net/Competitions/Competition6/BTN_Slots_Src.zip (1.76 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/btnslots1.png, http://games.freebasic.net/Competitions/Competition6/btnslots2.png


DOMINIONOES

Dominionoes is a single-player dominoes game, played on a 10x10 grid, with some interesting scoring, and a clear goal that need to be accomplished on each map (to cover all stars on the map with dominoes).

Game design (23/35): This is probably the most successful entry gameplay-wise, at least in its core. It is a very interesting dominoes concept that pits you against 1000 maps (seeds) of your choice, that you need to solve by aligning dominoes and covering stars (score points) with them, with highest possible domino numbers (or double domino pieces for double points). A pure puzzle game, number oriented. What it does lack, in my opinion, is a more elaborate exploration of the competition theme, that goes beyond rehashing an existing dominoes concept.

Gameplay (11/15): Very good if not excellent. What it is missing are more fleshed out game modes, that are more rewarding to play, like some mode with preset seeds and minimum scores to accomplish in order to progress to a new map with different graphics, for example. Like I said, excellent concept in its core, but not terribly development beyond that.

Progression (1/6): Minimum. Really. One completed seed and all the game features are discovered.

Replay Value (4/6): Quite good, but not perfect. If you have friends to play this game with, I can see a lot of replay value in beating each other scores. But playing against yourself, I can see this game become unexciting rather fast.

Graphics (3/7): They are solid, but as I understand it, the game contains stock graphics and no attempt was done to make them more exciting (animation, transition, etc).

Sound/music (0/7): None

Personal likeness (4/5): A very cool puzzle game that lack a little bit of additional design effort, to feel more like a proper game, besides a cool coffee-break toy.

Community vote (6/6): 2 votes total. Only entry with 2 votes resulting in first place in the community vote poll.

Total: 52
Download: http://games.freebasic.net/Competitions/Competition6/Dominionoes-0.4.zip (0.12 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/Dominionoes1.png, http://games.freebasic.net/Competitions/Competition6/Dominionoes2.png


NOMERA

Nomera is an interesting platform game about an American spy exploring remote Russian number stations. Sadly, this competition entry appears to have been hastily compiled and lacks many features, as well as better gameplay balancing.

Game design (12/35): The game deals with the competition theme very rudimentary, which is also only story/setting related. What is even more troubling, this design intention seems to have been only partially implemented in this, hastily compiled, competition entry.

Gameplay (9/15): I'm quite split regarding the score in this category. The game features a very nice and
smooth platform engine, but it also features quite cumbersome, almost broken interaction with the game enemies, that is more often frustrating than fun. I should also mention game features that were obviously meant to be implement, but were left out in the end (like chests scattered around the maps), which make it even more confusing.

Progression (5/6): Nomera is very good in this sense, although it's a quite short game. Nevertheless, it features very little repetition in its content and each new screen and level is another animal to enjoy and explore, graphics and map-wise.

Replay Value (3/6): Due the game's odd loose-ends atmosphere, I'm sure most will feel a need to replay it, to try to get what the heck happened. Still, the fact remains that it is an incomplete game (the competition version), which might also make it feel like an unrewarding experience to certain players.

Graphics (6/7): Excellent. Really great work on almost all areas. A very effective and consistent style, quite reminiscent of some early nineties Commodore Amiga games, like Shadow of the Beast. Would love to see more from this artist. My only complaint is on the jump sprite, which is somewhat clumsily executed, and perhaps also on the general lack of more content.

Sound/music (6/7): Also excellent, but I would prefer less "arcade-like" sound effects. The music is Zamaster's usual brilliant work.

Personal likeness (3/5): Again, I have split feelings about the score in this category as well. In this half-broken form it can hardly compete with any other more complete game, while in the same time it boast with great potential. I certainly hope the developers won't abandon this game or its FB code, just because they failed to compile a competitive contender for this competition.

Community vote (4/6): 1 vote in the community poll, a tie with 2 other entries.

Total: 48
Download: http://games.freebasic.net/Competitions/Competition6/Nomera.zip (20.7 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/nomera1.png, http://games.freebasic.net/Competitions/Competition6/nomera2.jpg


NUMBEZZLED

Numbezzled is a falling blocks puzzle game featuring blocks with numbers. The blocks are enumerated and can be destroyed if you connect blocks of the same number, but there is minimum required number of blocks that need to be connected, which is represented with the number symbol on the block. So to destroy blocks with number 4 on them, you need to connect 4 block of this type or more. The game feature single and two player level-based modes, various special items that appear occasionally, as well as a challenging puzzle mode, where you need to "release" parrots trapped by other number blocks and/or rocks.

Game design (28/35): Landeel's Numbezzled treats the competition theme on the first ball quite simplistic, but yet this simple idea is also rather clever (and original, as far as I'm aware), and what is most important, results in fun and challenging gameplay that actually introduces some new strategies and aspects into the classic falling blocks concept. Landeel doesn't stop on this basic idea, but develops it properly, with introducing special items and different game modes. For a higher score I would require perhaps more ingenuity with dabbling with the theme, if not connecting it with graphical design more directly.

Gameplay (12/15): Excellent. As I mentioned above, this simple idea results in a surprisingly fun and challenging falling blocks game, that requires more strategy and thinking than the simple "connect the same blocks" logic ever could. The very engine is quite smooth and makes the game very enjoyable to play. Also, the introduction of different game modes and items is a commendable approach, something every game designer should strive for, after coming up with a good idea. Give you good idea justice!

Progression (4/6): All modes are level-based and the difficulty curve is very well balanced. Perhaps what game lacks in this departmentis a clearer sense of progress graphics-wise, where now it feels a bit repetitive/random.

Replay Value (5/6): With its highscores table, good difficulty curve that rewards experience, and the puzzle mode that saves your progress, I can see myself returning to this game for weeks to come.

Graphics (4/7): The graphics are satisfactory, but they feel somewhat impersonal and lack more intention and vision from the designer. They are well compiled, animated and all, but despite that, I think Landeel was least inspired in this department.

Sound/music (4/7): Very good and appropriate sounds effects, but I find the brass band tracks terribly distracting. If I only had a choice to choose something less intrusive.

Personal likeness (4/5): I cannot give this game a perfect score in this category simply because I was not floored by it. Despite its excellent concept and top notch execution, I feel it is not inspired and exciting as Landeel's previous competition entries. A fun and enjoyable game with a clever concept, but not something that will stick in my memory for years to come, and in all honesty, I remember from time to time playing and enjoying YAGAC and especially Odysseasons. Numbezzled doesn't have that "X-factor" for me.

Community vote (4/6): 1 vote in the community poll, a tie with 2 other entries.

Total: 65
Download: http://games.freebasic.net/Competitions/Competition6/numbezzled.zip (20.3 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/numbezzled1.png, http://games.freebasic.net/Competitions/Competition6/numbezzled2.png, http://games.freebasic.net/Competitions/Competition6/numbezzled_p1.png, http://games.freebasic.net/Competitions/Competition6/numbezzled_p2.png

*****************************

Thanks to all who participated in any manner once more, especially to people who submitted their entries in the end. I'm sorry not all entries managed to be properly completed before the deadline, which resulted in somewhat weaker competition compared to the last two years. It's hard to believe this is our 6 competition so far, and 5th with monetary awards. Wow! It's been a journey. Perhaps we'll end up celebrating 10th anniversary, but even if not, thank you for all the good times so far.

Let's make it more difficult to Landeel next year. :)

Cheers!

7
Competitions / Numbers Competition Community Poll
« on: August 20, 2014, 05:40:40 PM »
Please vote for one of the entries in the Numbers Competition. The entry with the highest number of votes will get 8 points, the second 6, the third 4, fourth 2, and the last one 0. These points will be added to the remaining ones accumulated from other categories scored by me.

The poll will run for 8 days, after which I will announce the winners (hopefully the next day).

The entries:
========

Nomera by Christopher Brown and Elliott Hirsch
Download: http://games.freebasic.net/Competitions/Competition6/Nomera.7z (19.2 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/nomera1.png, http://games.freebasic.net/Competitions/Competition6/nomera2.jpg

Dominionoes by Ryan Szrama
Download: http://games.freebasic.net/Competitions/Competition6/Dominionoes-0.4.zip (0.12 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/Dominionoes1.png, http://games.freebasic.net/Competitions/Competition6/Dominionoes2.png

BTN-Slots by Vincent DeCampo
Download: http://games.freebasic.net/Competitions/Competition6/BTN_Slots_Src.zip (1.72 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/btnslots1.png, http://games.freebasic.net/Competitions/Competition6/btnslots2.png

Crisis on Numeria by ssjx
Download: http://games.freebasic.net/Competitions/Competition6/numeria_v05b.zip (0.37 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/numeria1.png, http://games.freebasic.net/Competitions/Competition6/numeria2.png, http://games.freebasic.net/Competitions/Competition6/numeria3.png

Numbezzled by Landeel
Download: http://games.freebasic.net/Competitions/Competition6/numbezzled.zip (19.88 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition6/numbezzled1.png, http://games.freebasic.net/Competitions/Competition6/numbezzled2.png, http://games.freebasic.net/Competitions/Competition6/numbezzled3.png

Thanks to all who participated and to all who will play the submitted entries, comment and vote.

I hope you are excited to play the entries as I am. See you around and enjoy!

8
General Discussion / My new machine
« on: July 16, 2014, 12:24:46 AM »
Procesor: AMD X8 FX 8320, AM3+

Cooler: LC CC 95

Motherboard: Gigabyte 970, Sata3, USB3.0, Sck.AM3+

RAM: 8Gb DDR3 1600MHz

GPU: MSI Radeon R9 280x 3Gb DDR5

Harddisk: 1000Gb 7.200 o/min Sata

PWU: Fortron Raider S 650W, 80+

Housing: Zalman Z3+

OS: Windows 8.1

I felt like a virgin unboxing it. Windows 8.1 so far is a very pleasent experience.

Thoughts?

9
Back from the oblivion, I present you another FreeBASIC game making competition!

This year's theme is - NUMB3RS



Summary:
The objective in this competition is to create a game that references to numbers in any way through its gameplay and/or story/graphical design.

Competition rules:
* the entry must feature, contain and/or deal with numbers (mathematics in general, or arithmetics, numerology, ...), either directly or indirectly, through gameplay (i.e. a puzzle game with numbers, defending from invading equations using its solutions, RPG or an adventure game about evil/good numbers, strategy game using mathematics, or a murder mystery with a killer using number clues, etc.)
* the entry must be compiled in FreeBASIC
* source code must be provided with the entry
* all libraries wrapped for FreeBASIC are allowed (FBgfx, GL2D, OpenGL, SDL, ...)
* the competition entries must be submitted via email or in this thread before the 18th of August, 2014, 18:00 GMT
* the winner will receive 250 $ cash prize paid via PayPal or in goods payable with PayPal; the 2nd place holder will receive a 50 $ cash prize
* in case of donations during the course of the competition, prizes will be increased
* all entries will be evaluated solely by me (Lachie Dazdarian), while one category will be based on community votes
* teams are allowed
* non-original work MUST be credited (music, graphics, story, ...)

Scoring details (as in the last competition):

Game design (35 points max): The emphasis in this category will be on how much the theme is conceptualized in the game mechanics, how cleverly and in what depth connected and expressed through the gameplay/design

Gameplay (15 points max): In this category I will evaluate how much the game is fun and challenging to play.

Progression (6 Points max): In this category I will evaluate the progression in the game (is it present and how much it enhances the play experience). This will be used to award the entries that feature more depth in comparison to those that don't feature it.

Replay Value (6 Points max)

Graphics (7 points max)

Sound/music (7 points max)

Personal likeness (from 4 to 6 points max)

Community vote (up to 10 points): Depends on the number of entries. I'll try to separate the entries with at least 2 points, depending on their final placement in community vote.

I hope you find the competition theme stimulating enough to participate. I think you have enough time to brainstorm and compile something coherent.

I encourage everyone to share their WIP, but if worried about sharing concepts/ideas before the deadline, I think all would appreciate at least some vague info on what you are working on and the progress.

Good luck and thank you for participating in advance!

10
Hello all. I'm alive and well, but sadly, life circumstances let me astray from being able to pursue my game dev and FB community work hobbies in any constructive manner. I'm also sad to admit that it probably won't change any time soon.

But, I have some good news. Unexpectedly I got an offer for a new ad on my FBGD website and got paid a full yearly fee which now allows me to organize yet another FBGD GAME MAKING COMPETITION! With the available funds I'm able to guarantee 250 $ first prize, and 50 $ second prize. In case of donations this could be increased, but I'm not counting on it.

I'm using this topic to feel out the beat of the game dev pulse in the community and check out if there is still enough interested developers in the community for such a competition.

As with the last years, the competition would last for about two months, would be based on a theme chosen by yours truly, and all entries would have to be compiled in FreeBASIC.

So I would appreciate words of interest from people ready to participate with something on the level of entries from previous years, so I can decide if organizing such a competition would be a useful/beneficial activity for the community.

Thank you for your interest in advance.

11
Find it here: http://games.freebasic.net/competition5.php

Feeling very unproductive and unmotivated lately. All I can do atm is to apologize for this. I wish I as working on something, helping other people develop and animate development in FB in general. But simply, the ability to find focus for this (or just about anything) is escaping me almost this entire year. Hopefully things will change soon, but time sure is flying. It's fucking mid of May already. Ack!

12
Competitions / Seasons of the Year Competition Results!
« on: March 24, 2013, 08:30:53 AM »
The final results are:

Odysseasons (71/91) - 1st place - 350 $ award (paid)
Paradox Girl (61/91) - 2nd place - 100 $ award (paid)
Pyromax Dax (58/91) - 3rd place - 50 $ award (paid)
Spring Forward (45/91) - 4th place


Congratulations to Landeel for winning another FBGD competition!

All scores in details.

Paradox Girl

Game design (23/35 points)
A bit confused how to score Paradox Girl in this very category. Thematically, it deals relatively interesting with the theme, but primarily on the level of graphical design. It pits the player against 4 different, seasons-themed worlds, which you need to explore while fighting enemies and collecting objects. Objects to combine later into items which are again used in various seasons to progress further and finally to fight bosses inside them. It's important to note that the entry expresses the theme not only through the concept of weather, but also culturally, with Summer placed on the beach, Winter featuring Christmas nods, or Autumn Halloween, which is a praiseworthy approach. The story is a bit nonsensical and lazy, and this relates to my biggest complaint on the game. You don't feel you are placed in some living stimulating setting. On the contrary, you feel like you are on some half-finished movie stage, filled with incoherent elements and clunky features, with objects conveniently dropped or placed that help you progress further. This of course is not negative in essence. I personally prefer this sort of "rough around the edges, low budget" look, but combined with equally clunky gameplay if fails to fully form into something recognizable, something you can fall in love with. Gameplay-wise Paradox Girl deals with the competition theme very superficially, brushing over it with stuff like necessity to possess objects in order to progress further in various season because of specific season's elements (ice, sun, ...).

Gameplay (9/15 points)
Hrm. Not sure this game shines terribly well in this department. The game is sort of an action platformer, with a bit unconventional, but charming mechanics. I enjoyed them. They add a specific uncommon feel to the game I dig. But the developer handled quite poor the whole items collecting part which was developed rather lazy and would leave most players frustrated without the aid of included walkthrough. While I understand that there are players out there who appreciate this type of tricky gameplays (and take pride in handling unintentionally obscure gameplays and puzzles), this does not change the fact that they are the result of insufficient brain-storming and developing and will remain frustrating for most players. Where the game wins points is the altering gameplay mechanics and boss battles that for the most part work well and are exciting to play. Finally, minus points for gameplay related to bugs present in the competition entry.

Progression (6/6 Points)
Excellent. The game content is well organized. It's not a completely linear game, and allows you to unlock new parts slowly and in different order, while holding several cool surprises through its course.

Replay Value (3/6 points)
Solid, but not terribly impressive. It is a game very interesting to explore for the first time, but the gameplay's clunky feel and a bit slow pace doesn't make it very attractive to play all over again.

Graphics (5/7 points)
Very good. They are sort of a mix of everything. Really, a whole range from poor to excellent, stock graphics, original stuff, often not well married with one another, but overall contains an admirable amount of original work, great deal of which is definitely reusable in some better and more coherent-looking project.

Sound/music (6/7 points)
Excellent selection of non-original sound effects and music, but perfect score is reserved for excellent original work.

Personal likeness (3/6 points)
Paradox Girl is a quite interesting and curious game and I enjoyed playing it. Sadly, I was also put off by the fact it was unfinished for the competition and contained a considerable amount of gameplay effective bugs. Without it, I probably would have enjoyed the game much more and an increase in this category and gameplay would follow, although I don't think this would change my opinion in the game design category. I definitely prefer this sort of off-beat games (it reminded me of some under-produced obscure Amiga games), and would love to see it finished, so it can be judged by a wider audience in the form the developer intended it to be.

Community vote (6/9 points - 2nd place tie)

Total: 61
Download: http://games.freebasic.net/Competitions/Competition5/pdgalpha.7z (115 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/paradoxg1.png, http://games.freebasic.net/Competitions/Competition5/paradoxg2.png


Odysseasons

Game design (27/35 points)
Odysseasons is platformer that deals with the competition theme quite solidly, but it doesn't exploit it terribly deeply. It is a story of a lonely worm on an alien planet with a mission to save its species by traveling through the perils of 4 seasons (levels). Landeel does take care of two key elements with his entry, expression of the theme through both gameplay and setting. It also connects the concept of seasons with passage of time and growth (something I wanted and expected to see more present in the entries). As the main character goes through the seasons, so it grows and gains new abilities, and levels are designed in that way to challenge the player to exploit these new abilities. Conceptually, I can't complain much, and all of this is also executed very nice. It's not an impressive execution, but these gameplay elements are also not just placed in to comply with the competition theme. The gameplay is really relevant to the theme. This can't be denied. I only wish the floating cannon was replaced with something less nonsensical, like some bullet spewing beetle or whatever. A guarding drone bug. Anything less artificial would be better.

Gameplay (11/15 points)
Maybe we can criticize Landeel for recycling his engine used in a previous FBGD competition, but also nobody can't deny the engine's smooth and responsive nature that makes playing any well designed game in it a very enjoyable and exciting experience. The game is fun, challenging, it doesn't stagger or crawl, while slowly expanding its scope as your progress. Valid complaints include some repetitiveness and quite harmless bosses.

Progression (5/6 points)
While I can compliment the game introducing new gameplay elements with each season, most of other content lacks more variety to be exciting and surprising as perhaps Paradox Girl is. Nevertheless, it is quite solid because of the things mentioned in the first category.

Replay Value (4/6 Points)
While not terribly varied, I do believe the game's smooth pace and dynamic nature is a guarantee for at least one more replay.

Graphics (5/7 points)
Very good. Overall they achieve to deliver a coherent and thought-out style, but fail in providing more variety.

Sound/music (6/7 points)
Excellent work on sound effects and excellent choice of original music. I really think the selected music tracks add a lot to the experience and succeed on several places to pull you into the imagined world of Zetta, more than repetitive graphics alone would be able to.

Personal likeness (4/6 points)
I dig this entry the most and I'm glad majority of voters agree with me. Despite the obvious complaints, engine recycling and repetitive parts of the gameplay, I do think the overall package contains the most and in the very end deliver fun and challenging, but not frustrating gameplay. I can't be unhappy with this. And even outside the frame of this competition, it stands very well as a freeware indie platformer. I'll be happy to show it around. Another element I forgot to compliment earlier is the writing in the game, which I found surprisingly well done (even more having in mind English is not Landeel's mother language) and is, together with music, a valuable part of making Odysseasons' world feel real.

Community vote (9/9 points - 1st place)

Total: 71
Download: http://games.freebasic.net/Competitions/Competition5/odysseasons.zip (13.3 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/odysseasons1.png, http://games.freebasic.net/Competitions/Competition5/odysseasons2.png


Spring Forward

Game Design (22/35 points)
Spring Forward is a single screen platform-puzzle game that bases its gameplay on switching seasons to enable the player to collect all the rings in the level. While this idea is probably the best and most original of all the official entries in the competition, if staggers on the first step and fails to develop into anything challenging and terribly clever. I think the very idea has a lot of potential, but sadly with Spring Forward in only ends up in 12 relatively easy levels to complete. Also, most of the gameplay features appear underdeveloped (visually and engine-wise), resulting in clunky flow of the game. It is also an entry that does not provide any background story to it.

Gameplay (8/15 points)
Most points here go to the excellent idea and some clever gameplay features, like water filling up the basins in autumn and freezing in winter. Still, almost all levels present in the game lack real challenge, with 1 or 2 providing minimum challenge, but still not transferring any solid sense of fun, or just being rewarding to beat. Also, the engine feels rather clunky.

Progression (4/6 Points)
It's good. New puzzles are introduced as you progress in the game, but then again, most of them too soon, leaving only repetition for the second half of the game. It definitely lacks more puzzles (including levels) and graphic elements for a higher score.

Replay Value (2/6 points)
The clunky and unchallenging feel of the game doesn't make it very interesting to replay.

Graphics (4/7 points)
The game graphics are solid and get the job done. Nothing impressive here, but well compiled and coherent.

Sound/music (3/7 points)
Average non-original (?) sound effects and music, not enhancing nor diminishing the rest of game's average content.

Personal likeness (2/6 points)
I was really looking forward to see this entry developed after playing the first demos, but was disappointed to see ssjx failing (or not finding interest/inspiration) to build on its great starts, producing once more a forgettable competition entry. Still, it's a valuable source for any future remake, by the very author or someone else. Thanks for your effort ssjx, but hope to see you more determined next time.

Community vote (0/9 points - last place)

Total: 45
Download: http://games.freebasic.net/Competitions/Competition5/spring_v06c.zip (0.4 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/springforward1.png, http://games.freebasic.net/Competitions/Competition5/springforward2.png

Pyromax Dax


Game Design (20/35 points)
The game deals with the theme quite superficially. It is an action platform game where you control a cartoon alien sort of creature who has 4 weapons at its disposal, and battles through seasons-themed levels, at the end of which a boss enemy awaits. Sadly, the theme is only dealt with visually and through some hazards/features, based on the season the player is in. Since the game relies heavily on stock graphics, seasons lack distinctive atmosphere and the game feels more like an engine showcase, than being consisted of different worlds with a life of their own. Also, the level design mixes graphics and hazards from various seasons, so the overall design appear very stagey, making it difficult to immerse into the game.

Gameplay (12/15 points)
Well, maybe of all the entries Pyromax Dax does the best in the gameplay department, but this is a tricky judgment. The game provides a lot of solid challenge other entries fail to deliver, but it is also a result of tricky game physics and intimidating level design, full of static and moving platforms, dangerous hazards and merciless foes. It's challenging game, rewarding when beaten, but it is often too frustrating, and also feels very artificial.

Progression (4/6 points)
It's good. New seasons introduce new hazards, each season has its own unique boss, and it all culminates slowly to more challenging levels. The game is saved after each completed season (but only for that session), but the high difficulty would maybe marry better with game being saved before the boss battles and also permanently.

Replay Value (2/6 Points)
Mainly because of the frustrating difficulty, I don't see this game being very rewarding to play again.

Graphics (5/7 points)
Very good usage of stock graphics, but it does make the game appear incoherent. Most points in this category I award because of excellent presentation the game features, from menus to screen transitions. The most professional-looking entry of all 4.

Sound/music (5/7 points)
Very good work with the sound effects, but the selected music did not rub that well with me as the music in Odysseasons and Paradox Girl.

Personal likeness (4/6 points)
This is an entry I enjoyed playing almost equally as I enjoyed playing Oddyseasons. It succeeds in the gameplay department quite a lot, but it lacks atmosphere, consistent content and more rewarding level design. It was too often too frustrating and often appeared more incoherent than well designed.

Community vote (6/9 points - 2nd place tie)

Total: 58
Download: http://games.freebasic.net/Competitions/Competition5/PyromaxDax.zip (2.3 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/pyromaxdax1.png, http://games.freebasic.net/Competitions/Competition5/pyromaxdax2.png

*****************************

Once more, thanks to all who participated, commented and voted. It is another successful competition, but perhaps not as I expected it to be, having in mind the highest cash prize and longest time for development ever. Maybe I need to consider shifting the competition to another time period.
I think the final results represent the quality and theme-relevance quite well, with maybe 2nd place being open for debate and personal taste (since they are quite different games). But when it comes to taste, not much can be done about that.
Once again, I hope to see Jonge, Dr_D and BadMrBox’s unfinished entries, or hopefully, finished in the near future. I hate seeing competition after competition people giving up on their WIP developed for the competition.
Until next project or competition, happy coding.

Cheers!

13
Competitions / Seasons of the Year Competition Community Poll
« on: March 04, 2013, 03:40:55 PM »
Please vote for one of the entries in the Seasons of the Year Competition. The entry with the highest number of votes will get 9 points, the second 6, the third 3, and the last one 0. These points will be added to the remaining ones accumulated from other categories scored by me.

The poll will run for 8 days, after which I will announce the winners (hopefully the next day).

The entries:
========

Oddyseasons by Landeel
Download: http://games.freebasic.net/Competitions/Competition5/odysseasons.zip (13.3 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/odysseasons1.png, http://games.freebasic.net/Competitions/Competition5/odysseasons2.png

Spring Forward by ssjx
Download: http://games.freebasic.net/Competitions/Competition5/spring_v06c.zip (0.4 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/springforward1.png, http://games.freebasic.net/Competitions/Competition5/springforward2.png

Paradox Girl by Eponasoft
Download: http://games.freebasic.net/Competitions/Competition5/pdgalpha.7z (115 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/paradoxg1.png, http://games.freebasic.net/Competitions/Competition5/paradoxg2.png

Pyromax Dax by Relminator
Download: http://games.freebasic.net/Competitions/Competition5/PyromaxDax.zip (2.3 MB)
Screenshots: http://games.freebasic.net/Competitions/Competition5/pyromaxdax1.png, http://games.freebasic.net/Competitions/Competition5/pyromaxdax2.png


Thanks to all who participated and to all who will play the submitted entries, comment and vote.

Enjoy!

14
News and Announcements / I'm canceling BASIC Gaming
« on: February 09, 2013, 07:12:29 AM »
I am saddened to announce the cancellation of BASIC Gaming.

The cancellation was pretty much fixed for about month and a half now, but I was failing the find the energy, time and concentration during the last few weeks to even start compiling the farewell issue (whether along build content for it), which is making my original decision to cancel it in the first place even more firm.

Sadly, the current dynamic in both my personal and professional life is making it very difficult for me to dedicate to BASIC Gaming in a manner I would like to, and the little amount of the free time (as I perceive it) I can allocate for my own personal hobbies is simply turning the work on BASIC Gaming into a frustrating chore. And I'm sure there are no winners if I pursue to work on it in such conditions.

What I realized during the last few months is that I simply don't posses the capacity to juggle social life, work on FBGD, BASIC Gaming and pursuing my game design ambitions (which mainly means improving my skills in several areas, at the moment), so something got to give. I'm quite eager and interested to pursue my own game design needs at this moment of life so I simply have to give up on BASIC Gaming.

I wish I could manage my free time better and be more productive in general, but sadly I need a lot of time to get started and concentrate, and so many projects running in parallel are turning me into mush.

I wish to thank everyone who supported the project during its running time, and I hope to see you around, mostly in the capacity of a fellow hobbyist game developer. Of course, I will continue to support FBGD and game development in FreeBASIC, via this site and sponsoring competitions.

BASIC Gaming can return at any time, but in all honesty, chances for that are very small.

Take care, everyone! See you around!

15
News and Announcements / Basic Gaming issue #9 is out!
« on: November 30, 2012, 03:03:05 PM »
Hello! Finally, issue #9 is ready and out. Huge news briefs, one review, one tutorial, one article. Business as usual!

Link: http://games.freebasic.net/BASICGaming/Issue9/index.html
Download: http://games.freebasic.net/BASICGaming/BASIC_Gaming_Issue9.zip

Thank you for reading in advance!

Enjoy!

Pages: [1] 2 3 ... 8