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General and Everything Else => Community Competitions => Topic started by: JRedant on September 26, 2014, 06:44:25 PM

Title: Halloween Challenge
Post by: JRedant on September 26, 2014, 06:44:25 PM
I have no idea how this has worked in the past. So I'm going to make one. :-)

Challenge: Create a game with six rooms only using the following:

Map:
(http://s23.postimg.org/6kw5gob2j/Challenge_Map.jpg)

Set-up:
You have been set-up on a dare by your friends: To go into a boarded up haunted house, get a chalice and leave. As soon as you have entered the haunted house, the door behind you mysteriously locked. So now you can't leave the house unless you have both the chalice and the key to get out.

Room A:
You are in the entry way. There are cobwebs, and unlit candles everywhere. Whoever lived in this house had not bothered to take their furniture with them when they left. There is an exit to the west. The door to the east is locked and needs a key.

Room B:
You are in the dining room. There is uneaten food on the table, surrounded by four chairs. In the northwest corner, there is a cabinet that holds a collection of plates. There are two exits, one to the east and one to the south.

Room C:
You are in the hallway. There are family pictures hanging on the wall, and one picture frame that is disturbingly blank with the word "unforgiven" underneath. There are two exits, one to the north and one to the south.

Room D:
You are in the basement. Unlike the rest of the house, this room is sparse, except for a single table with a key at one end. There is only one exit: a staircase going upwards to the west.

Room E:
You are in the kitchen that is fully stocked with food. Unlike the spoiled food in the dining room, your nose tells you that the food here is in good shape.  There are three exits: a staircase doing downwards to the east, an exit to the north and an exit with a golden glow to the west.

Room F:
You are in the master bedroom. The clothes closet is empty except for a golden chalice. The queen size bed is unmade and hasn't been slept in for a very long time. There is a single exit to the east.

There are three items:
A flashlight in room A. Without the flashlight, you won't see anything in entire house and the likelihood of being attacked by a GHOUL in any room is 80%. With the flashlight, the likelihood of being attacked goes down to only 35% in any room.
A key in room D. Without the key, you can't leave the house. If you leave the house without the CHALICE, you would win, but it would be a hollow victory.
A chalice in room F. If you leave the house with the CHALICE, you win the game.

There is only one NPC:
A GHOUL who will attack you 35% of the time if you have the flashlight, and 80% of the time if you don't have the flashlight. The GHOUL's attack will remove 1 point off of your health meter and then will leave the room. You can fight back. Your chances of landing a successful punch and scaring away the GHOUL are 10% if you don't have a flashlight, and 90% if you do have a flashlight. If the GHOUL makes a successful attack, there is a 50% chance that any one item will be removed from your inventory and sent to a random location inside the house.

You, the Ego:
...have 10 health meter points. You can recover one health point at a time only by eating food from the kitchen. If you eat food from the dining room, you lose one health point, and the chances of being hit by a GHOUL goes up 5%.
Title: Re: Halloween Challenge
Post by: JRedant on September 26, 2014, 09:37:51 PM
I'm going to throw in a monkeywrench in this challenge:

The flashlight is in Room A and the key to winning the game.

But....ehere are the batteries?

They are somewhere in the house. And you, dear programmers, need to figure out where they are and how the Ego will get them. In other words, a puzzle.
Title: Re: Halloween Challenge
Post by: Doan Sephim on September 27, 2014, 06:33:28 AM
Sounds interesting. But I'm confused. You wrote

Quote
A flashlight in room A. Without the flashlight, you won't see anything in entire house and the likelihood of being attacked by a GHOUL in any room is 80%. With the flashlight, the likelihood of being attacked goes down to only 35% in any room.
flashlight = 35% attack rating
w/out flashlight = 80% attack rating

but then you say:

Quote
A GHOUL who will attack you 80% of the time if you have the flashlight, and 35% of the time if you don't have the flashlight.
Here, the percentages are flipped... do you get attacked more with the flashlight because you are more visible? Or are you attacked more in the dark?

Title: Re: Halloween Challenge
Post by: JRedant on September 27, 2014, 09:32:25 AM
Ah, fair point. I'll edit out that inconsistency.
Title: Re: Halloween Challenge
Post by: JRedant on September 27, 2014, 09:36:03 AM
Here, the percentages are flipped... do you get attacked more with the flashlight because you are more visible? Or are you attacked more in the dark?

For the record, you get attacked more in the dark.
Title: Re: Halloween Challenge
Post by: Cloudee1 on September 27, 2014, 11:29:24 PM
Alright, I have started on something.

How set are you on the directions? As in can the hallway be east of the dining room or does it have to be south. Likewise, the bedroom off of the kitchen? or can I place it off of the hallway kind of thing.

Also, if they don't have the flashlight and can't see anything in the house... uhm how would they solve a puzzle to get the batteries... especially if it is going to be point and click.

Is there only supposed to be 3 items, or at least those three items?

Thinking there may be a little too much in the way of set up, doesn't give much room for creation.
Title: Re: Halloween Challenge
Post by: JRedant on September 28, 2014, 08:34:31 AM
How set are you on the directions? As in can the hallway be east of the dining room or does it have to be south. Likewise, the bedroom off of the kitchen? or can I place it off of the hallway kind of thing.

Let's have the directions open for interpretation. For example if it works better to have the hallway to be east of the dining room instead of south, then have the hallway to be east.

Quote
Also, if they don't have the flashlight and can't see anything in the house... uhm how would they solve a puzzle to get the batteries... especially if it is going to be point and click.

That would be part of the puzzle. maybe the flashlight works for a few moves before it runs out of juice, just enough to get you to the right room where the batteries are. Maybe the ghoul has the batteries, and after he appears for the first time, he drops them. Maybe a beam of light from the outside is shining on the cabinet of dishes indicating that the batteries are somewhere in the cabinet. And so on,

Quote
Is there only supposed to be 3 items, or at least those three items?

Let's have loose interpretation again. At least those three items.

Quote
Thinking there may be a little too much in the way of set up, doesn't give much room for creation.

I would like to loosen things just enough so the set-up is more of a guide than a set of strict rules to allow for creativity. Would that work?
Title: Re: Halloween Challenge
Post by: Doan Sephim on September 28, 2014, 09:19:31 AM
Sounds good to me. I DID like the very detailed setup (gave me an immediate framework to think in), but softening up on some of the requirements is definitely welcome.

Hopefully I can find the time to put something together because this looks like a fun one.
Title: Re: Halloween Challenge
Post by: JRedant on September 28, 2014, 02:37:54 PM
That's the atmosphere I was aiming for, Doan. Exactly.

:) looking forward to see what everyone comes up with!
Title: Re: Halloween Challenge
Post by: Cloudee1 on September 29, 2014, 12:55:25 PM
Ok, so I have my 6 rooms pretty much drawn and have the lights turned out on them. Things are going well except my heap is beginning to look dangerously low and I still need to get the ghoul up and running. May need to re-examine my approach on this. But so far I haven't gotten any heap errors so I am going to keep moving forward. So far so good, but with my heap as low as it is already, I can pretty much guarantee that this game will not feature sciAudio... but we'll see as it gets closer to the end.

*edit
So I managed to get about 7000 heap back by trashing the point and click script and coding the menu room specific. I also had to trash the inventory room, but that was a planned trashing anyway. I have a plan to handle the ghoul seperate from the actual room scripts so with any luck, that will not cost me any more memory and I will be able to use some mp3 sounds after all. Still to early to tell really but it looks much better than it did a couple of hours ago.
Title: Re: Halloween Challenge
Post by: Doan Sephim on September 29, 2014, 03:51:13 PM
Ok, so I have my 6 rooms pretty much drawn and have the lights turned out on them. Things are going well except my heap is beginning to look dangerously low and I still need to get the ghoul up and running. May need to re-examine my approach on this. But so far I haven't gotten any heap errors so I am going to keep moving forward. So far so good, but with my heap as low as it is already, I can pretty much guarantee that this game will not feature sciAudio... but we'll see as it gets closer to the end.

*edit
So I managed to get about 7000 heap back by trashing the point and click script and coding the menu room specific. I also had to trash the inventory room, but that was a planned trashing anyway. I still have a plan to handle the ghoul seperate from the room scripts so with any luck I will be able to use some mp3 sounds after all. Still to early to tell really but it looks much better than it did a couple of hours ago.

Wow! Great progress! I'm very excited to play your game come Halloween.

As for me, I'm still very much in "notebook-planning" phase. I'll going on field trip with my students all of this week so there is ZERO chance I'll get any artwork or coding done, but it will give me time to hand draw some room ideas and conceptualize puzzles and what region scripts I'll be using.

I hope that I will have time to participate, but with 2 masters courses, teaching 7th grade, a 1.5 year old at home, a Bible study to run on Wed, a novel to finish (writing) by the end of the year (80% done), and a series of youTube videos to create...let's just say it's busy times!

But, I'm gonna do my best to find the time to put together an entry anyway.

Good luck to all participants!  ;D
Title: Re: Halloween Challenge
Post by: Cloudee1 on September 29, 2014, 05:52:08 PM
Halloween? At this rate, I will be done with this thing by the weekend. I doubt I keep the current rate of progress up, I am astounded myself at how much of it is falling into place and quite simply working on the first go round. That almost never happens. There is always something that brings progress to a grinding halt... usually the wife, sometimes the kids, but almost always the wife.
Title: Re: Halloween Challenge
Post by: JRedant on September 29, 2014, 06:52:07 PM
Wow! That is pretty awesome Cloudee!

You know what? I might just add this to the challenge as an optional extra (you don't have to do it). And it's this: when the game is in its final playable condition, give one(1) copy away to someone. And I'm thinking of a physical copy on any physical media presented in any way you choose.

It could be for any reason: self promotion, promotion of SCI, Halloween gift to the kids, birthday gift, just-because, and so on.
Title: Re: Halloween Challenge
Post by: gumby on October 05, 2014, 09:51:55 PM
I'm going to give this a shot.  I've come up with some trace images, but that's it so far.  Hoping to make good progress this week as I'm traveling for work and have down time in the evenings.
Title: Re: Halloween Challenge
Post by: Collector on October 06, 2014, 12:43:20 AM
I take it that things went well with your appendicitis adventure.
Title: Re: Halloween Challenge
Post by: gumby on October 07, 2014, 12:41:06 AM
Yes, thank you.  I'm fine, wasn't even sure if I'd be able to travel, but I'm much improved now.  Still haven't found any time to work on this game yet, and not happy about that :(.
Title: Re: Halloween Challenge
Post by: Cloudee1 on October 07, 2014, 08:55:02 AM
Glad to hear things are going well Gumby. If it makes you feel any better, my progress has pretty much come to a stand still. I was right, the wife stepped in.  :P
Title: Re: Halloween Challenge
Post by: Cloudee1 on October 15, 2014, 11:53:00 AM
I have managed to get some more work done on this bad boy and it feels like I am getting close. I'm not really, but it feels like it. The approach I am taking I am seriously struggling with my heap. I have managed to unfragment it and I am just plain putting way too much code in the rooms.

I have 1 room that has 410 free heap available and another one sitting at 230 free. Just an FYI 230 is too low, it won't even open a print dialog without throwing an error "Can't open window" which is a new one for me. It doesn't crash the game per se, but it definitely tells me that I need to trim out as much code as possible. The sad part is that both of those rooms don't make use of sciaudio so there is no way I'll be using mp3 sounds throughout the game. Here and there maybe, but for the most part definitely not.

*Edit: Just went through and totally butchered the main script and managed to get a little over 900 heap back in every room. So I am beginning to feel a little better about where I am now. Thinking though that I should probably make a pass through the other scripts that are "used" and see if I can't trim a little fat in them as well
Title: Re: Halloween Challenge
Post by: Doan Sephim on October 15, 2014, 10:16:25 PM
That's great Cloudee1!

I am afraid I'm going to unceremoniously bow out of this one. My sparse spare time has to be focused on my masters courses... :(

Good luck you Cloudee1 and gumby though!

It's too bad...I'd really like another trophy in my possession!
Title: Re: Halloween Challenge
Post by: Cloudee1 on October 28, 2014, 09:27:23 PM
Just a few days left.

I should have mine ready in time. All of the game play is coded and from what I can tell, relatively bug free. I am currently working on the outro and then to finalize the intro which itself is pretty much completed. Maybe slip as many sounds in as I can here and there and I am done. I wasn't able to use sciAudio nearly as much as I had intended so the sounds I still want to try to get in will have to be midi sounds, but we'll see what I can come up with.
Title: Re: Halloween Challenge
Post by: stateofpsychosis on October 29, 2014, 12:57:10 PM
definitely going to have to check out any games that come out of this when they're done :)
Title: Re: Halloween Challenge
Post by: Cloudee1 on October 31, 2014, 10:30:31 PM
Ok, it's done and it has been uploaded to the fan games page, source code is included.

Manic Mansion is my official entry to the Halloween challenge.
Title: Re: Halloween Challenge
Post by: JRedant on November 01, 2014, 10:57:33 AM
Well done clouded! I will take it out for a spin.

So now I will have to design a trophy, now.  Okay, can do!
Title: Re: Halloween Challenge
Post by: Doan Sephim on November 11, 2014, 08:35:14 PM
Cloudee,

Wow. This was a fantastic entry! I loved the creepy music and sound. I'll have to give it a rating and review in the downloads section.

I definitely was frustrated trying to get the lights on and having my flashlight stolen. After a while I realized just save after each room, and restore if I lost the flashlight before the batteries.

Finding the batteries was a pain in the butt, but I eventually got it.

Overall, a great job! The art was fantastic.

The use for the perfume was a bit strained (my opinion)...but I did something similar in one of my games...so who am I to say anything, lol.

So, I accidently got 100 out of 99 points...  ;D
Title: Re: Halloween Challenge
Post by: Cloudee1 on November 11, 2014, 09:04:02 PM
I am glad that you enjoyed it Doan, but the art is not something I can take credit for. I may of did a little rearranging and some little modifications here and there, but it was all pretty much a total rip off from Maniac Mansion by Lucasfilm.

Now then in regards to your comments,

I tried to close the gap a bit with the perfume in the look statement when viewing it in your inventory...

Quote
This stuff reeks. The tiny bit you can smell makes your eyes water, you couldn't even imagine what it would do to your senses if you got even a tiny bit on your skin.

But yeah, there always seems to be a bit of a stretch here and there when it comes to adventure gaming. That was a bit that Andrew and I talked about when we were discussing Voodoo Girl and a couple of his puzzle solutions.

As for losing items, yes I agree. Seems like the attack percentage was a bit too high to be enjoyable, but who knew that until it was actually up and running. But it was defined as part of the competition requirements to thats Jredant's fault not mine :D

I'm not sure where the extra point came from... Chances are it is from a stolen item reappearing in a room that it started out in, hence triggering the point for picking it up again. Oh well, I am going to let it ride and pretend that I never heard you say it lol... otherwise I would have to pop it back open and try to track it down. There for a while the game was set to 100 points but I dropped one off just so the menu bar wouldn't shift. Maybe I got mixed up in my versions and that point never actually got stripped out afterall. But like I said, Oh well...

The part I figured would cause the biggest complaints was the combination of the point and click, yet still making use of the menubar for saving and restoring.
Title: Re: Halloween Challenge
Post by: Doan Sephim on November 11, 2014, 09:35:40 PM
I actually liked the point and click interface (which is rare, because I usually don't). Walking with the mouse was all but impossible, but I just used the directional pad for that and everything else worked great.

I liked that the items went grey when you couldn't use them...that offered me a subtle hint at a time-sensitive moment when they were not grey...I otherwise wouldn't have thought I could interact with the event as it happened.

You know what...your hint if you looked at the item should have been sufficient for me. I retract my statement about it being strained.
Title: Re: Halloween Challenge
Post by: Collector on November 11, 2014, 09:37:55 PM
As intriguing as this game is, I would rather have you invest your time in VG. It was one of the best fan AGI games and from what I have seen of it, it could end up being one of the best of the fan SCI games. too.
Title: Re: Halloween Challenge
Post by: Cloudee1 on November 11, 2014, 09:59:48 PM
Don't worry Collector, this one is already on the shelf. I don't plan to spend any more time on it. I may pull it out from time to time to steal some code from it, but beyond that it is what it is.

Voodoo girl is currently on deck, I certainly haven't forgotten about it by any means but I am taking a small break from it to work vigorously on something else. I am not going to come right out and say what it is but if you have seen any of my questions lately in the help section it wouldn't be that hard to figure out what it is.
Title: Re: Halloween Challenge
Post by: gumby on February 06, 2015, 05:15:02 PM
Cloudee, I'm curious.  How did you accomplish the lack of light in the game? Did you overlay black views over the pic and moved them around as the ego moved?  Technically, I'm impressed.

A how-to on this would be awesome :)
Title: Re: Halloween Challenge
Post by: Cloudee1 on February 06, 2015, 06:55:00 PM
The source code is in there, but yeah that was pretty much it.

Horizontally I cut the playable area into three equal strips. Then used an all black view a few times to fill in those strips... maybe 4 or 5 blocks to fit all the way across the screen. So multiply that block for all three rows...

If I remember correctly, the top and bottom strips only had to adjust up or down as the ego moved up and down, It was really only the center strip of blocks that had to adjust in the x directions as well as the y. Then there was a view that surrounded the ego with a transparent center. It followed the ego around. Depending on the light level as to how big the transparent hole was. The center row of black blocks had to adjust in such a way that they didn't cover any of the ego's transparent cover as you moved left or right.

The priority of the border of the picture resource as well as the menu and icons was set high enough that they always showed on top of the all black views. Switching between the room screens and battle screens, I totally faked by placing a fake ego with the expected background drawn onto the actual view into a totally separate room from the room that it appeared to be in. By the time it was all said and done, between the darkness and the inventory logic (specifically the random placement of items in random rooms if they were stolen) ever present, there just wasn't much heap left for anything else. That was probably the biggest reason for switching to a intermediate room for the battle sequences. It freed up the heap I needed to make use of SCIaudio.

Easy right?

I am not even sure if I looked at the source code now whether or not I would even be able to decipher it again.  :P

*Edit
So I pulled out the code... Here are the relevant bits

In the init method of the public instance
Code: [Select]
(if(== lightLevel 1)(noLight:init()ignoreActors()cel(1)setPri(13)posn((send gEgo:x) 95)setScript(noLightEgo)))
  (if(== lightLevel 0)(noLight:init()ignoreActors()setPri(13)posn((send gEgo:x) 95)setScript(noLightEgo)))
  (if(< lightLevel 2)
   (coverA1:init()ignoreActors()setPri(13)posn(37 (- (noLight:y) 75)))
   (coverA2:init()ignoreActors()setPri(13)posn(112 (- (noLight:y) 75)))
   (coverA3:init()ignoreActors()setPri(13)posn(187 (- (noLight:y) 75)))
   (coverA4:init()ignoreActors()setPri(13)posn(262 (- (noLight:y) 75)))
   (coverA5:init()ignoreActors()setPri(13)posn(337 (- (noLight:y) 75))) 
   (cover1:init()posn((+ (send gEgo:x) 75) (- (send gEgo:y) 20))ignoreActors()setPri(13))
   (cover2:init()posn((+ (send gEgo:x) 150) (- (send gEgo:y) 20))ignoreActors()setPri(13))
   (cover3:init()posn((+ (send gEgo:x) 225) (- (send gEgo:y) 20))ignoreActors()setPri(13))
   (cover4:init()posn((+ (send gEgo:x) 300) (- (send gEgo:y) 20))ignoreActors()setPri(13))
   (cover5:init()posn((- (send gEgo:x) 75) (- (send gEgo:y) 20))ignoreActors()setPri(13))
   (cover6:init()posn((- (send gEgo:x) 150) (- (send gEgo:y) 20))ignoreActors()setPri(13))
   (cover7:init()posn((- (send gEgo:x) 225) (- (send gEgo:y) 20))ignoreActors()setPri(13))
   (cover8:init()posn((- (send gEgo:x) 300) (- (send gEgo:y) 20))ignoreActors()setPri(13)) 
   (coverB1:init()posn(37 (+ (noLight:y) 53))ignoreActors()setPri(13))
   (coverB2:init()posn(112 (+ (noLight:y) 53))ignoreActors()setPri(13))
   (coverB3:init()posn(187 (+ (noLight:y) 53))ignoreActors()setPri(13))
   (coverB4:init()posn(262 (+ (noLight:y) 53))ignoreActors()setPri(13))
   (coverB5:init()posn(337 (+ (noLight:y) 53))ignoreActors()setPri(13))
  )

and then there's the instances for all of these
Code: [Select]
(instance noLight of Prop(properties x 400 y 400 view 2 loop 0 cel 0))
(instance coverA1 of Prop(properties x 37 y 30 view 2 loop 1 cel 1))
(instance coverA2 of Prop(properties x 112 y 30 view 2 loop 1 cel 1))
(instance coverA3 of Prop(properties x 187 y 30 view 2 loop 1 cel 1))
(instance coverA4 of Prop(properties x 262 y 30 view 2 loop 1 cel 1))
(instance coverA5 of Prop(properties x 337 y 30 view 2 loop 1 cel 1))
(instance cover1 of Prop(properties x 37 y 100 view 2 loop 1 cel 0))
(instance cover2 of Prop(properties x 112 y 100 view 2 loop 1 cel 0))
(instance cover3 of Prop(properties x 187 y 100 view 2 loop 1 cel 0))
(instance cover4 of Prop(properties x 262 y 100 view 2 loop 1 cel 0))
(instance cover5 of Prop(properties x 337 y 100 view 2 loop 1 cel 0))
(instance cover6 of Prop(properties x 37 y 100 view 2 loop 1 cel 0))
(instance cover7 of Prop(properties x 112 y 100 view 2 loop 1 cel 0))
(instance cover8 of Prop(properties x 187 y 100 view 2 loop 1 cel 0))
(instance coverB1 of Prop(properties x 37 y 140 view 2 loop 1 cel 2))
(instance coverB2 of Prop(properties x 112 y 140 view 2 loop 1 cel 2))
(instance coverB3 of Prop(properties x 187 y 140 view 2 loop 1 cel 2))
(instance coverB4 of Prop(properties x 262 y 140 view 2 loop 1 cel 2))
(instance coverB5 of Prop(properties x 337 y 140 view 2 loop 1 cel 2))

noLight was the blackness that stuck with ego and had the transparent hole cut out of the middle... 75 x 75
coverA# was an all black view 75 x 35 - used at the top of the screen
cover# was an all black view 75 x 75 - used in line with ego
coverB# was an all black view 75 x 53 used along the bottom of the screen

and finally, the noLightEgo script instance which determined the positioning of everything
Code: [Select]
(instance noLightEgo of Script
(properties)
  (method (doit)
  (var lightingLevel)
  (super:doit())

 
  (noLight:posn((send gEgo:x) (- (send gEgo:y) 20)))

  (coverA1:posn(37 (- (noLight:y) 75)))
  (coverA2:posn(112 (- (noLight:y) 75)))
  (coverA3:posn(187 (- (noLight:y) 75)))
  (coverA4:posn(262 (- (noLight:y) 75)))
  (coverA5:posn(337 (- (noLight:y) 75))) 
 
  (cover1:posn((+ (send gEgo:x) 75) (noLight:y)))
  (cover2:posn((+ (send gEgo:x) 150) (noLight:y)))
  (cover3:posn((+ (send gEgo:x) 225) (noLight:y)))
  (cover4:posn((+ (send gEgo:x) 300) (noLight:y)))
  (cover5:posn((- (send gEgo:x) 75) (noLight:y))) 
  (cover6:posn((- (send gEgo:x) 150) (noLight:y))) 
  (cover7:posn((- (send gEgo:x) 225) (noLight:y))) 
  (cover8:posn((- (send gEgo:x) 300) (noLight:y)))
 
  (coverB1:posn(37 (+ (noLight:y) 53))) 
  (coverB2:posn(112 (+ (noLight:y) 53)))
  (coverB3:posn(187 (+ (noLight:y) 53)))
  (coverB4:posn(262 (+ (noLight:y) 53)))
  (coverB5:posn(337 (+ (noLight:y) 53)))         
  )// end method
)// end instance


noLight was obviously positioned by the ego
coverA# y's position was based then off of noLight's y and had a static x so the only shifted up and down
cover# x's was based off the ego's x and noLight's y and they all moved in both directions when ego moved
coverB# y's postions was based off of noLight's y and had a static x so they only shifted up and down
Title: Re: Halloween Challenge
Post by: gumby on February 07, 2015, 09:51:27 AM
I figured it was something like that.  Makes sense that you'd chunk the screen into smaller sections for the black bits and then use a transparent view for visible section around the ego.  It still floors me when I see games that make use of negative space like this.  Very nice.
Title: Re: Halloween Challenge
Post by: Cloudee1 on February 07, 2015, 01:03:04 PM
I guess in the end, the best piece of code, or at least understanding to take from this is that a view doesn't have to be an actor to get moved around the screen. As long as the Prop is init() and not addToPic() it is free to be moved via it's x and y properties.

At least I think that is the most relevant piece of information to be gleaned from this for any newcomer.
Title: Re: Halloween Challenge
Post by: Cloudee1 on September 23, 2016, 12:21:09 PM
It's been a couple years and Halloween is coming up quick... anyone think it's about time for another one of these or are we all content working on our current projects for now and not really interested in committing a month to something else?
Title: Re: Halloween Challenge
Post by: MusicallyInspired on September 27, 2016, 11:01:54 AM
This might be fun if it was a bit of a collaboration effort instead, but I've got no time to make something entirely myself right now.
Title: Re: Halloween Challenge
Post by: claudehuggins on September 27, 2016, 11:26:48 AM
This might be fun if it was a bit of a collaboration effort instead, but I've got no time to make something entirely myself right now.
I think a collaboration sounds fun!
Title: Re: Halloween Challenge
Post by: troflip on September 27, 2016, 02:36:49 PM
Sounds fun, but too busy to participate!
Title: Re: Halloween Challenge
Post by: gumby on September 27, 2016, 04:38:13 PM
Possibly.