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November Contest RESULTS

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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Fri Dec 03, 2010 12:03 pm

November Contest RESULTS

Congratulations to bobdaduck on his winning map, 90th Degree Burn!

In case you hadn't guessed, our levels and designers were as follows:
90th Degree Burn - bobdaduck
Juggernaut's Caterpillar - _k
Mine Shield - sam686
Quicksilver - _k
Rhombic Dodecahedron CTF - raptor
Smash & Grab - _k
Throwing Star - Cracatoa
Wrong - bobdaduck

Authors are welcome to post their levels, and/or give some thoughts on design. Thanks to everyone who made a map or participated!
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raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Fri Dec 03, 2010 12:34 pm

Re: November Contest RESULTS

Well this was my level:
viewtopic.php?f=8&p=3316#p3316

Since it was my first, I would appreciate constructive criticism. Also, for those interested, I generated the angles using a little java program I wrote to conform to the specification found here:
http://mathworld.wolfram.com/RhombicDodecahedron.html
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Fri Dec 03, 2010 1:26 pm

Re: November Contest RESULTS

For what it's worth, I would have voted for your level. Also, it is now possible to write a Lua script to generate items, and import them into the editor for further manual manipulation.

It's still clunky, but works:

1. Write script
2. Add as a levelgen script
3. Ctrl-R to run the script
4. Ctrl-I to import the script results into the editor
5. Remove levelgen script

In upcoming versions, there will be a way to skip steps 2 & 5, and perhaps 3; I'd like to see a way that you can bind scripts to commands, creating a truly extensible editor. All the bits are in place, we only need them gathered together.

By the way, using a script to generate mathematically interesting items that are difficult to do by hand, but are not random, was one of the intents behind levelgen scripts, and, to my knowledge, it has not been done this way before.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Fri Dec 03, 2010 2:32 pm

Re: November Contest RESULTS

Quicksilver used a levelgen to mathematically create two sets of rotationally copied concentric arcs. I used a degree (no pun intended) of randomness in the size of each set of arcs. I also created a levelgen that would draw circles and curves before you mentioned the idea of importing...I just had the level code print to the log.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Fri Dec 03, 2010 3:23 pm

Re: November Contest RESULTS

Great! The next (easy) step is to be able to open the console and type run <script> <params> and have those items inserted into your level. That will be very easy. Maybe later, you could have your Fn keys mapped to particular script presets if you find yourself using the same ones over and over.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Fri Dec 03, 2010 3:53 pm

Re: November Contest RESULTS

Script function keys could be useful, but they'd be more useful if they could prompt some kind of UI element to enter values for variables. If you need to modify the elements inside the script for every level, you lose the added value of having them mapped from the editor.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Fri Dec 03, 2010 4:56 pm

Re: November Contest RESULTS

...and a special congratulations to bobdaduck for amassing what may well be a record SEVEN level design contest wins!

As a prize, he has claimed a shiny new Logitech MX 518 High Performance Optical Gaming Mouse (Metal), which will be lighting you all up in-game within a week.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Fri Dec 03, 2010 5:02 pm

Re: November Contest RESULTS

but they'd be more useful if they could prompt some kind of UI element to enter values for variables


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