Another question about buttons. My game is an arcade, I mean that I design it as it will run in one on those coin-eater machines. Does the "Insert Coin" and "Player 1/Start" button count as "button"?
I think I can't finish the game so I'll not add a "Player 2", but if I add it, does it count?
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To be honest I didn't think about a 2nd or even 3rd and 4th controller for extra players. Wish I did.
The concept is that your game should play as if it's running on a custom made console and there are only a set standard of buttons on the controller that you can use. So your game has to function as this fictitious console is designed based around it's controller. Hence all the buttons you have are on the controller it's self this includes all the ones you need to run the game.
What you could do is, in true arcade form, just have the 2nd player take turns with the 1st player in trying to complete levels in your game.
A simple solution to this is to have the editor disabled for the competition version. Or you could have it activated via a DOS-style parameter or whatever is similar on the Mac.
Something important to note is that we are judging how the entires function or preform, not how you coded them. You can have all kinds of disabled code in your entry as long as it "functions" as specified in the rules.
After the competition, we all highly encourage each team to re-release your games with whatever missing features you would have liked to put it due to rule restrictions. I personally highly encourage you to put in a little label for the games you'd like to continue developing as a "PGD Challenge Version" or some-such. This allows you to clairify to those fan of yours that this was specific version was made for a competition and any future versions are completely of your own design and vision.
I just tried the "Ascii3D" game by Peter Hearnshaw. Very retro, works perfectly... but is there a thread for that game? I don't know where to discuss it.
Exactly when is the deadline - I mean, in what time, so I can translate to swedish time?
Excellent! It would be great if Peter were to join the community as well. Your teacher speaks so highly of you guys.
What do you guys think of these competitions anyhow? Any ideas for us to help attract more 'younger' minds to the Pascal game dev community?
That is important, and tricky, but maybe making entries that are good examples and sharing the code?
I am fairly experienced, and a teacher myself, so I hope I can rather encourage than outperform the young participants. Participating is important for me too, I want to make sure that I know the subject well enough to do what I ask my students to do. (I only feel sorry for them that they don't know FPC. It is so much easier with a good language.)
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