I understand Cammy's point but one of the entrants seems to be churning out sports games on a very regualr basis and I did read a post on another forum where someone had literally asked AI to port a game for them. Surely this is not the sort of thing we want for the Jam? I accept that maybe the quality of the AI games is not always great and can't necessarily compete with properly handcoded or human made games as they must be more difficult to fine tune but I agree that without some sort of subdivision you risk alienating us old fashioned coders!
Havsoft
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I was just about to post the same! As the AI genie is out of the bottle, we can't just ignore it but the number of 'ports' and games coming out has exploded in the last few months as people us AI to create stuff. This is defintely not a level playing field for us hobby programmers who don't want to us AI. I cpould see someone taking a sports game from another system/arcade and creating an AI version for the competition - copy the game, AI new grpahics and voila a competition entry! This strikes me as unfair when some people are doing everything themseleves (or within their team).
Maybe the best solution would be to have a seperate AI created category rather than excluding games made this way?
I will tey and find time to look at your video and maybe yours is the game to get me in to strategy. Never played any of the Civ games or Colonisation
But I can clearly see the quality of your game and the time and attention you put into it.
I think it ia good to show thoae assembler snobs that BB2 can do stuff too. ;). Your game certainly does that.
Stay motivated and get it done as I see thicoming in a glossy box which I certainly would get fomy collection.
You are true BBC connoisseur! Nobody else would know that i added on some extra levels for variety!. Moon level ia delibrately different to break up the rhyyhm of play. Difficulty is so hard to judge and I didnt want to make the game too hard. I have completed all levels in testing! And you have the added strategy of trying to build uo your stops (not in the original) through good, courageous and lucky play. Thanks for your kind words.
This is a really intriguing game and presentation is top notch - very well done on that. It has obviously been lovingly crafted and is pretty playable (although I will admit to not knowing what I was doing). Maybe some context sensitive help would b useful for the likes of me. This has the potential to be a classic Amiga game.
Managed to find all the bugs (hopefully) and re uploaded before the competition window slammed shut.
Flickering left over bits were due to double buffering and unbuffering! When you finish a level, I only unbuffered one screen and the other would unbuffer the bits stored in the buffer back on to the new screen -doh!
Sound issue was purely down to a miss =.
Also, discovered that if you died on the moon and lost your last take, then the gravity was not reset back to normal when the game restarted.
If you play and find any more bugs, please post here.
Thanks. How did you do the background parallax? Is it made from sprites as I am guessing that you are not using dual playfield mode?My effort used two 16 colour playfields and if I were to go further I would use sprites for one of the characters which would all 16 colours per character (one sharing with the foreground) and 16 colours for the background.



