The point of this competition is to spur creativity and get people making fun games for fun (without worrying particularly about extension x and getting bogged down in "big game fever"/creating a super duper realistic engine) which is what used to happen all the time in the old days, and even so there was a fair few gems produced in that era.
Full rules are:
* Runtime rescaling or rotation is not allowed.
* Only 1 layer.
* Seeing as crude fast loops can be created via loop unrolling there is no problem in their use. This will be only exception in terms of extensions from the original TGF.
* It is vastly preferred that all level data is stored internally. But you are free to use the INI object with TGF 1 limitations (64k load I believe). Perhaps a percentage of the presentation mark will go towards "TGF1 era spirit" .
* All of the ink effects from TGF1 are valid, but HWA and HWA pixel shaders are disallowed.
* Try to be efficient with alterable values as possible. No one is going to be strict about this, but try to keep in the spirit of TGF era game making.
* 256 or less active objects.
* No trigonometry functions are allowed.
* Submission should be via a download page submitted to the Daily Click. Funtition entry: Game Name. Upon submission please pm myself with a link to source, should the judges feel it is needed.
Try not to worry too much about exactly meeting every single one of TGF's more obscure limitations, and make some great fun games for fun
Deadline is the 12 th of August.
I believe if you want to keep it in TGF spirit keep it in TGF spirit.
3 Variables per Active (+ fixed)
16 Global Variables (+Score and Lives)
NO FAST LOOP
External files via Picture, Vitalize, INI and audio/video objects.
That is what old TGF could do easily and I got Xplosiv version of 1.04
I'll make a Competition version and a Standard version because I already started doing some crazy parallax background scrolling.
Kind of like how the Amiga EGA could only show one layer and so most games only have gradient backgrounds but Amiga AGA chipset games could do much more. So some games had two versions.
"No trigonometry functions are allowed". How does basic math not fit into the TGF spirit?
...
Oh wait, it didn't support that, did it? So instead we have to go back to making something awkward with bouncing ball movement?
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Or rather just the timer...
Chris only semi-transparency, 3 Alterable Values per Object + Fixed, 32 flags. 16 Global Variables + Life and Score... No Strings global or object wise. 252 AO limit. (not 256 lol).
It seems many people, myself included, are a little confused...
Are the rules "You may use whichever Clickteam product you please, but you CANNOT use any objects, actions, conditions or other features not possible in the original TGF1", or... are they simply as Hagar specified in his opening post and anything he didn't cover like alterable strings, global strings, object qualifiers and editing semi-transparency during runtime are all fair game?
Believe me, I really am "trying not to worry too much about exactly meeting every single one of TGF's more obscure limitations, and to make a great fun game for fun" but time is precious and it would be nice to know whether spending hours on various work arounds is actually necessary.