Matthew Leverton's Blog
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Test
Test
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Blogs are Open
The blogs are open to members. Be sure to join the competition before the competition starts! It's not possible to join after it starts.
Please refrain from posting any "test" post. If you want to test out the blog before you begin, please at least pretend to say something interesting.
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The Rules
The rules are locked in place now after a late modification. They will automatically appear at noon UTC.
There is a genre, two artistic, and two technical rules this year.
Remember that you don't have to give full effort to implement each rule! It can be very daunting to try to do that. Just focus on one or two rules that can help provide a little motivation or direction.
Then you can implement the other rules in a half-serious or cursory approach. Have fun with it, and try something new.
There's nothing to win, except first place on the results page, so don't treat this like you are trying to follow some legally binding contract!
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Act of Chameleon
As the rules state, if you wish to invoke Act of Chameleon, you must create a blog post saying which new rule you are using as a replacement.
I will keep this post updated with a list of people who opt to do that. You may want to leave a comment here as well to make sure I see your blog post.
* titonbrujah: Technical, "Unbeatable"
* aniquilator: Genre, "Magic"
* Naessen: Technical, "Realistic Physics"
* Bruce Perry: Artistic, "Buzz Word"
* charnooh: Artistic, "Oral sound effects"
* Fishcake: Technical, "Krakka-BOOM" -
Sound of Music
The first thing I do when creating an epic masterpiece is lay down some tracks in the studio.
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Copy and Paste
I split my awesome game into module files because it's epic. Unfortunately, I copied and pasted the header guards such that two of them were identical (thus only one of the two headers would be included).
That created some arbitrary crashes since the 64-bit pointer returned from the now-unknown function was incompatible with the default definition if it used more than 32 bits.
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AI complete
The AI in my game starts out at maximum difficulty, in which it cannot lose. Every time the player loses, the difficulty drops.
As the difficulty lowers, the AI begins to make random moves. If the difficulty lowers too much, the AI tries to lose by making bad moves.
Every rule is implemented to perfection now.
Tomorrow I shall add the special effects and be done.
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Extra static libs for mingw
In the default makefile, you'll need to add libraries to the static section for mingw32. For example, I had to add:
LIBS += -lgdiplus -lvorbisfile-1.3.2-static-mt -lvorbis-1.3.2-static-mt -logg-1.2.1-static-mt -ldumb-0.9.3-static-mt -lFLAC-1.2.1-static-mt -lWs2_32 -luuid
Also you an add libstdc++ to the FLAGS:
LFLAGS += -static-libgcc -static-libstdc++
If you know what you're doing, then you may want to try to update your Makefile with that line, or whatever is appropriate for your game. If you don't, it doesn't matter.
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Finished!
The bar has been set high, my friends.
I spent a good couple of hours making this the best SpeedHack game ever. You probably shouldn't download this if you are in the competition, as you will waste precious time playing it over and over again.
It will also demotivate you to see you have no chance at winning the competition.