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Entries for tag "warsztat", ordered from most recent. Entry count: 68.
IGK 2013 Quiz
During IGK 2013 gamedev conference, just like in previous years, we organized a contest with 75 questions in 15 categories, from gaming to programming. We had 8 participants this year and the winner was Artur Poznański "artpoz" - congratulations! See full results.
You can now download new version of the application with source code in C# and this year's questions to test your gamedev knowledge by yourself or with your friends:
IGK_Quiz_2013.zip (2.76 MB)
Here be Dragons - Our Game from IGK 2013 Compo
During IGK 2013 gamedev conference there was traditional game development compo, where teams of up to 4 people have to make a game in about 8 hours. Of course we participated in it. This time we called our team "Mass Deffect" (just some random name). There were four of us, all programmers: Kamil Szatkowski "Netrix", Karol Kuczmarski "Xion", Krzysztof Kluczek "Krzysiek K.", and me.
The theme this year, with all the requested features of the game, was: "Artiller game - multiple ways of destroying map, hp & mp - at least 2 kinds of energies - achievements - multiplayer" That fitted into my plan to use two mice on one computer, which I researched recently and described in: Handling Multiple Mice with Raw Input. We designed our game in the Saturday evening, after considering multiple ideas. Finally we chose Krzysiek's idea inspired by Rampart - an old Atari game (see this video).
Our game has title "Here be Dragons". In works on PC, Windows. It is written in Visual C++ 2010 Express, based on a Direct3D 9 framework developed by Krzysiek K. We decided to use 3D graphics (which becomes more and more rare on this kind of game development compos). But game logic is 2D and map entirely fits the screen. Two players build castles on the opposite sides of the map (with left mouse button). On the large enough castle, towers with maidens appear which are resource needed by dragons :) When player has dragons, he can shoot fireballs at the enemy (with right mouse button).
We took 4th place out of 12. Our game lacks many planned features. It doesn't even have sound or music. Anyway, it was fun as always :) Here you can download the game with full source code:
HereBeDragons.7z (3.17 MB)
IGK 2013 - My Photos
After IGK 2013
Today I came back from 10th Polish Game Engineering Conference - X jubileuszowa Ogólnopolska Konferencja Inżynierii Gier Komputerowych IGK2013, which took place at Uniwersytet Przyrodniczo-Humanistyczny in Siedlce, Poland. See also Facebook page and topic on forum.warsztat.gd.
It was fun :) Maybe papers were not the highest possible quality in scientific terms. I also noticed complete lack of presentations from any companies producing "big" PC or console games. There were only talks about mobile and web-based games, as well as serious games - simulation and training for military.
The presentation I liked the most was "Desert Tycoon - Gra stworzona na piasku" by Konrad Rodzik and Jarek Potiuk from Polidea. They talked about their first iPhone game - Desert Tycoon. It's a game like Farmville, but taking place on Arabian desert. I was amazed by the openess they present when talking about what went good or wrong and all the technical details of their work. It was very interesting to hear about e.g. the quirks of rendering text in Arabic language.
My second favorite talk was "Testowanie rozproszonych aplikacji mobilnych opartych na Unity3D" by Marcin Korniluk and Piotr Duda. It's not the most interesting subject for me, but I liked the structure of this talk. They showed what they are talking about and what problem they want to address and then they presented the solution they are working on.
The big name of this conference was probably Sos Sosowski with his talk "It's not a bug, it's a feature". This indie game developer, author of McPixel, has great talent for speaking in funny and engaging way.
I'm glad we managed to organize the quiz. Congratulations artpoz for winning! I will publish the application we used along with all the questions we asked in the following days and link it from here. Meanwhile please leave your comments about any ideas, what you liked or not liked about this game, how we could improve the rules, the app and what kinds of questions would you prefer to see next year.
Of course on Sunday there was also game development competition. 12 teams participated this year. The theme was: "Artiller game - multiple ways of destroying map, hp & mp - at least 2 kinds of energies - achievements - multiplayer". We took 4th place. I will publish our entry soon. I think the level this year was quite high. Almost all compo entries looked like nice games. My favourite game was the one from team "Kryzys". They made a game for two players with top-down view about tanks shooting each other with different kinds of weapons and destroying the map. Tanks were controlled by... smartphones with Windows, using touchscreen and accelerometer.
There were around 70 participants this year. The possibly biggest groups were people from Polygon (game programming interest group at Warsaw University of Technology), Warsztat community, Vexillium group, Ganymede (game development company, one of the sponsors). Here is a group photo.
Some additional links:
10th Polish Game Engineering Conference IGK2013
5-7 April 2013 the 10th Polish Game Engineering Conference - X jubileuszowa Ogólnopolska Konferencja Inżynierii Gier Komputerowych IGK2013 will take place at Uniwersytet Przyrodniczo-Humanistyczny in Siedlce, Poland. There is still time to register until March 24th.
The agenda doesn't look very impressive, but I'm sure there will be a good vibe as always when people from warsztat.gd from all over the country come together. So me and Krzysiek K. are coming there. Xion will be there as well despite he now lives in Zürich, Switzerland.
Besides talks, there will be also a quiz. Everyone on the conference will have a chance to participate and test his knowledge about game development. Everyone except us because we make the questions :) I can reveal that this time my part of questions will be less about hardcore programming details and more about latest games and news from the gamedev industry.
And of course on Sunday there will be game development competition where teams will have to develop a game in 8 hours. So I'm sure there will be lots of fun :)
C++ is Good for Fast Coding
Many people believe that C and C++ are languages suitable only for coding some special kinds of applications - low level or high performance. I think it's not 100% true. Here is a story: 2011-11-11 we had a game development competition organized in this topic on forum.warsztat.gd, called "Explosive Hamster Exhibition Compo". The name comes from crazy game titles that can be generated by Video Game Name Generator, which was used in this compo to generate a topic, unique for each participant. We had to develop a game in 3 hours. From 3 topics generated for me I chose "Micro Sewer Plus" and made a game about closing sewers. (Download: Reg - MicroSewerPlus.7z - binary + source code, 479 KB.)
You can prepare a good library by yourself or download one of many freely available on the Internet and use just like in any other programming language. What you get in return when deciding to use C++ is great flexibility in defining how the interface of your library looks like. Thanks to templates, operator overloading and all that stuff you can create your own domain-specific language inside C++ (like the << operator is used to write to stream objects). At the same time, due to compiling to native code, creating objects on the stack and other language features you don't have to sacrifice performance. You don't have to use separate variables float x, y, z or dynamically allocate new Vector(x, y, z). You can define a vector structure with overloaded operators, use it conveniently and compiler will optimize the code so you can do thousands or millions of vector computations per second.
Ribbon Runner - WGK 2012 - Games Bonanza
Last weekend (31 August - 2 September 2012) I attended 2nd edition of National Conference on Computer Games Development in Gdańsk, Poland. This time I didn't have to travel far because I now live in Gdańsk :) It was great to see face-to-face again all these people from Polish gamedev and Warsztat community. Lectures were interesting (well, at least some of them :) There were other attractions too like poster session or Developers Showcase, where developers presented their game projects.
I spent sunday participating in Games Bonanza - a competition where teams of up to 4 people had to develop a game in 8 hours... and we took first place! Thanks for voting for us. The theme this year was "space-time warp", so we came up with an idea for a game which is 2D, but played on a 3D surface that folds, tars and glues like a sheet of paper. Here is a video from our game:
Title of the game - "Ribbon Runner", as well as name of our team - "';DROP TABLE uczestnicy --" we came up in a hurry. Our team was:
We developed it in Visual C++ 2010 Express, using Direct3D 9 for graphics and FMOD library for sound. As a base we used framework prepared by Krzysiek. You can download full source code here: WGK2012.ZIP (12.5 MB). In case you want to compile and run it yourself, remember that: 1) Release version crashes on level 5. 2) Levels don't finish automatically, you can switch them with F1..F9 keys.
Automated Level Design Compo - Castle
16-17 June 2012 there was 3rd edition of "Automated Level Design Compo" on forum.warsztat.gd. Participants of this competition have to create a program (in any programming language) that generates a 3D voxel map with given theme, in a special file format that can be viewed in a provided viewer application, coded by Krzysiek K. Custom textures, 3D models and skybox can also be attached. Theme this time was "Castle". Here are forum topics about this competition: , .
It looks like I took place 1 out of 6 :) despite I didn't manage to do much from what I planned. Instead I spent most of my time during the competition for preparing an universal framwork that simplifies coding of map generators for this competition (and playing Max Payne 3 :) It contains functions for easy writing of the file format, as well as library for integer 2D vector, 3D vector and 4x3 transform matrix. Here is my entry with full source code. Let's say it is Public Domain - you may use this library in future editions of the competition if you want :)
Compo_Zamek.zip (186 KB)