Hi,
I'm starting a thread for anyone to post any post-competition releases or information on their SpeedHack entries. I'll start ...
High Glider source and data, fixed version
Windows binary
The fixes are as follows:
I spent twelve hours sleeping during SpeedHack, out of 72 hours total. That's one sixth. I cannot keep my eyes open. Therefore I shall play the other entries 'tomorrow'. Congratulations to everyone who finished one!</li>
I second the congrats
Here's mine:
It ROCKS if I may say so myself
. Includes source code, data files and windows binary.
I spent at least 50 hours out of 72 on my entry. I had no sleep at all last night. In fact since saturday morning I've had a total of 5 hours sleep! All I can say is NEVER AGAIN! That was fun and all and I'm really proud of my game (probably one of my best games so far) but at the moment I feel half dead. My head's throbbing and I can't even get to sleep.
heh - I was reading my log and I;ve done more moaning than actually keeping track of things
.
I was up all night friday night and napped for 4 hrs on sat. I spent prolly 40-60 hours on mine (prolly closer to 60).
Winbin: http://baf.is-a-geek.com:14464/misc/r_winbin.zip
Src w/ makefiles and fix.bat/fix.sh: http://baf.is-a-geek.com:14464/misc/relazesrc.zip
To compile you need allegro 4+ (WIP will work, stable will as well), Dumb, and jpegalleg (can be gotten here: http://baf.is-a-geek.com:14464/misc/jpgalleg-2.3.tar.gz)
Some computers it won't run well on, while others it runs perfectly. Please test it out, and let me know your specs etc.
Warning: if you want a maze that it will give you about 100 mins to do, edit relaze.cfg and set all the numbers to 60. BEWARE: It will take at least 50mb of ram to generate a maze that big - it makes a bmp of it and parses the bmp 
all 6's seems to be a good balance tho.
James: That's an empty zip.
Bruce: Woah, tricky controls. Cool gameplay, though
Zaphos: I got it okay. Pretty nice game
I hate the bees
Gwah? I downloaded it several times with 2 different browsers, and tried opening it with two seperate zip-opening programs. It's empty.
Edits:
Okay, Lohr has exceeded his geocities space. That could explain it.
Baf: Seems the second time I saw the main menu, my mouse just didn't work well with your program. It would only update the allegro mouse position every other second or so.
The web site you are trying to access has exceeded its allocated data transfer. Visit our help area for more information.
Hmmm something to do with my geocities web site:-/? Is there anywhere else I can get some free webspace?
All unmodified since submission:
Submitted zipfile (source and data):
http://www.vectrex.org.uk/hh_submit_speedhack04.zip
http://www.vectrex.org.uk/hurryhover_win32.zip
Mark
James:
The web site you are trying to access has exceeded its allocated data transfer. Visit our help area for more information.

Anyway, here's my entry (Windows binary + source + data). Much smaller version without binaries is downloadable from speedhack.allegro.cc 
http://sphere.pl/~krzysiek/files/SpeedHack-sh-bin.zip
Screenshot is attached.
Ah, I shall join in the winbin distribution as well:
Goodbytes and Zaphos present:
[url http://www.andrew.cmu.edu/user/jandrews/ismWinBin.zip]
(Edit: Updated to fixed source -- see goodbytes' post below -- and winbin; this is what goodbytes posted but with a binary thrown in for you).
KK: slick production!
This is my entry which I submitted about a quarter past 2 pm, so it isn't listed with the rest of the entries.
Anyway, considering the effort i've put into it (okay, i have had a reasonable amount of sleep compared to others) I still want to post it.
Here is the win32 binary + sources + data. Nice thing is that it's about 230k with the binary 
I forgot about the attachments here. Doh!
Windows binaries of Duckie Dash:
Right now I cannot upload my fixed version, so here's in the attachment 
Source + data + Win32 binaries included
Extended version includes:
high quality graphics (instead of the 32 color images used to preserve space).
music (I lost some time searching for a music, and finally couldn't make it at time... by a few secs
, but here is it in the extended version:)).
controls configuration: you can change controls in the allegro.cfg file.
Added joypad support.
Fixed some gfx glitches in 3 player mode. Also, the third player is shown in the centre.
Fixes to the sourcecode I mentioned in the other thread (so now it compiles with gcc).
Added tracks/custom_tracks.txt explaining the track format so you can create your own tracks.
Here's mine:
http://thunderstrike.solartempest.net/pirate.zip (windows binary and source).
I got a normal amount of sleep and food during the comp time, so my entry is not the most impressive of the bunch, but since my brother did the art for me, at least that aspect is above par
.
[edit: the site seems to be down, so I'll attach a copy of the game]
Hey Pete the pirate!
That wouldn't refer to Peter Hull would it? 
Nice game, and especially nice art (you're lucky, my sister doesn't want to draw on the pc
)
Although Zaphos doesn't know it, I unwittingly miscoded a crucial part of the engine... heh heh... :/
I begged Matthew for indulgence on updating the entry, but if that doesn't happen, you can get the better version of mine and Zaphos's entry here: http://www.binarysurge.com/misc/284_the_someword_virus.zip
teams were allowed?
anyway.. some computers my entry runs fine on. others it doesnt.
Zaphos: what are your specs?
So what happens now? -Do we get any feedback from Arron Shutt about our entries or anything like that?
BAF: 1ghz, 256 ram, radeon mobility, windows XP
Goodbytes: Is it ... the line of site code?
Edit: Yay. I just actually played our game through. I'm happy now. Our ending rules.
So what happens now? -Do we get any feedback from Arron Shutt about our entries or anything like that?
What usually happens is someone, Matthew or Arron, compiles and re-release all the entries in a collective zip file or list them all at some page. Then the voting begins.
And then a winner is declared sometime in 2005
Bruce Perry: In High Glider, i understand that i am able to rotare the view using the arrow keys. But how do i accelerate? (i check the Readme file, but i must have missed it) Looks promising though!
James Lohr: The music alone rocks! Go Marley!
Very cool game! It looks like nothing happens if i tap RSHIFT just before landing though? The guy still seems to stumble.. But great game! I agree that it rocks!
Mark Robson: Also a cool game! Made me think of Super Skidmarks(pic) on the Amiga (which i love). The controls are a bit bad though, the racing feeling is left out a bit due to lack of control over the boat (but i bet it´s easy for you to fix).
Krzysztof Kluczek: Looks awesome! Hard to control the aircraft though, it would be nice with an option to have the camera a bit closer to the aircraft. It would probably be easier to control it then (also an option for how fast it turns would be nice and might help the control issue also).
Inphernic: Nice console-ish game! Looks great... I wish i had some missiles to kill the other players! But that´s just my SuperCars-twised brain...
FrankyR: Cool game to.. Really nice graphics! I couldn´t manage to jump over one of the holes to... Got stuck.. (i tried about 10 times)... It´s probably just me not having what it takes though! 
Last of all! I envy all of you guys who could participate! I would really have liked to but didn´t have enough time.
So i guess waiting a whole year is whats next... .:P
OscarG's has a problem... you have to use grabber and open his data file, then extract the 2 pngs and put them in the same dir with the exe, then you can play (I had to hack his src to find that)
It runs fine on mutators ~600mhz pc, no pattern to my game's workings.
Oh and i made the windows binaries (I offered to Matthew and he accepted).
http://baf.is-a-geek.com:14464/misc/sh2004winbins.zip <-- 6.1mb.
This is on my 384kbps upload connection (max of 48 KB/sec). I dont know if it will get copied to allegro.cc's server. If not, I will prolly put it on bafsoft.com or bafsoft.net (more bandwidth there).
Lean forwards (up arrow), and thus point yourself down. As you start to fall, the air flow from front to back will generate lift, countering gravity. Since you are aimed slightly down, the lift force will be in a slightly forwards direction, thus you accelerate forwards. 
You start on top of a rising air column, which is powerful enough to prevent you from falling initially. Once you leave that, you will have to keep speed up or else you'll fall (and restart the lap). Also, the more you point yourself down, the faster you'll descend. You will notice this when you first leave the air column, and you'll have to adjust by leaning back (down arrow).
Sorry the readme was so brief. I had about twenty minutes to write it at the end.
OscarG's has a problem... you have to use grabber and open his data file, then extract the 2 pngs and put them in the same dir with the exe, then you can play (I had to hack his src to find that)
That's fixed in the version I posted in my last post 
He probably didn't comment mine because it sucks
(IMO it's not the game itself that sucks, but the track I provide, because it's too fast. I must do one with more turns, should be much better).
Anyway, forgot about something in the other post. As I mentioned I added joypad support, but I did it blindly (not joypad here), so I'm not sure if the controls are correct. Anyone would be so kind to test it? 
[edit]
for that, open allegro.cfg and change the line player1 = keyb1 to player1 = joy1
Lean forwards (up arrow), and thus point yourself down. As you start to fall, the air flow from front to back will generate lift, countering gravity. Since you are aimed slightly down, the lift force will be in a slightly forwards direction, thus you accelerate forwards.
Yes! Got it working now! Great game! Real innovative! It´s hard in the turns though, but a game should be sort of hard. Do you manage to not miss any holes yourself?
I haven´t tried hang-gliding, i have parachuted though (by myself) and i guess it´s pretty similar in the handling. There where no rings to fly through the (two) times i parachuted though so it´s hard to compare.
Oscar: I will test it now with my psx controller 
[edit] to make the binary zip for here, i only have stock speedhack source. can you post the config file in a code box for me>
The config file is included in the zip. Anyway:
[game] language = en.txt player1 = joy1 player2 = keyb2 player3 = joy1 player4 = joy2
This way player 1 will use first joypad. In theory, buttons A and B shouls accelerate/break (this should work), and you should be able to turn with left/right (I'm not so sure about this, maybe the movement is inverted, or even worse, it's up/down instead of left/right).
Note: the readme explains this
FrankyR: is that music legit? It sounds rather like the "raindrops keep falling on my head" tune written for Butch Cassidy and the Sundance Kid.
Getting stuck in the clouds is a definite worry; maybe it should just tell the player they lose when the other guy wins, instead of waiting for both to finish? It's a cool game aside from that; very light fun, and the graphics are awesome 
And kentl skipped The [Someword] Virus, too ... sadness.
Edit: Oh, and BAF: Teams are covered in the speedhack FAQ; yes they are allowed. If they weren't, you couldn't have done your project with Peitz, right?
Well, about the music...
I just ripped that from some midi site. I'll change it in the future, I just thought it was sooo perfect for the stress-free requirement.
Zaphose said:
kentl skipped The [Someword] Virus, too ... sadness.
Now i don´t follow.. Which word is that?
(if you are referring to misspellings i am all past that! which != witch && zaphos == zaphose
)
[append]Oh! I got all sensitive about my spelling! I guess my post is so very funny that i will leave it alone anyway!
(yes! It´s time to turn on the flamethrower
)
kentl, thanks 
Do you manage to not miss any holes yourself?
I can do it; I just completed two laps without missing any hoops. It took some practice to be able to do that though, and I tend to miss if I approach a turn while wearing a jetpack. 
How are you faring against the computer players? I'm finding I shoot off ahead every time now, and I thought they were more competent than that. 
I'm gradually making my way through the plethora of games. So far I've tried four ...
Elias, Allefant 2. Given the rafts' inertia, I would like to be able to see further ahead so I can turn earlier to avoid buoys, collect power-ups and avoid power-downs. The camera did zoom out further when I didn't need it to, and then I saw the perimeter 'pop in and out of existence'. But the game is original and nicely presented and runs smoothly, and I love the soundtrack. 
Inphernic, Duckie Dash. Nice idea. It was all a bit sameish, but that's nothing more features couldn't fix; do carry on working on it. It could do with some more cues as to how it works; as I understand it, collecting certain power-ups allows you to go faster? Also I think the computer players cheat by turning faster than I can turn; see if you can make them follow the same physics as the player, though I know it's hard to make it a challenge (see my game for example). I love the way the duckie markers proceed up the right-hand side of the screen as the duckies reach the checkpoints.

Baffles, Relaze. Easy to get into and very moreish. I agree those freezes are annoying, but otherwise it's good. It's well presented, with text to indicate what the power-vertical [up/down] you just collected did. And kudos for the maze generation algorithm.
Ricardo Staudt, Why did the Chicken Cross the Road? Great! The code is a bit iffy (e.g. including .c files, which confuses the person trying to compile it) but nevertheless it's well implemented and very funny. I lose every time. 
[EDIT]
kentl, (Zaphos and Goodbytes' entry) is called The [Someword] Virus. [EDIT #3: added brackets to aid parsing!]
[EDIT #2]
Oh, I also tried out Gnatinator's entry DJ Space Racer, but it crashes randomly and frequently. I'm waiting for a bug-fix release, because it looks fun ...
Zaphos: I checked out your game now! I missed it when i went through the list. It was good! The enemies made me smile! They are so damn good looking!
One suggestion could be to have some kind of floor color and a sky color / picture. So that the walls doesn´t seem to "float" as much.. Otherwise what can i say, impressive as hell! 
Bruce Perry: The computer players still race away from me, i have some trouble handling the glider still. But i bet that i can outrace them soon enough!
The psycadelic patterns together with the music really sets a mood for the game!
You will be offered more power-ups if you fall behind. The idea is to keep the players quite close together so the game could turn around at any point (Magnet contributes to this too). Which makes it all the more embarrassing that the computer players can do so badly. 
If anyone gets a chance to play with another person, let me know how it goes
Lohr: I would so love a version of your game in which one does not have to go back to the beginning after losing a 'level' -- it's an awesome game
, but it's hard and that makes it a bit repetetive.
kentl: Yay, thanks! About the sky: I had meant to add that, but somehow managed to forget entirely. One of those "I'll just leave that out until the key parts of the engine are done" ideas gone wrong ... oops!
Maybe we should have just done a starscape background. That would at least explain the title screen sometimes reading "The Space Virus" ... 
Edit: Oh, in case anyone is playing the official windows binary version, it starts at level 2, presumably because the person who uploaded it (Matthew?) played two levels. So ... select "restart" instead of "continue" if you want to start at the beginning (a very fine place to start). Normally it would just say "Play" the first time you loaded it up.
Yay, I found another bug in my entry! It ignores the number of laps you request and goes for two laps! 
If anyone can be bothered, open game.cpp, add the header "options.h" [EDIT: not above common.h], and in game.setNumLaps(2) near the end, change 2 to Options::numLaps. I've updated the two downloads linked in my first post.
There is another 'bug' whereby jetpack exhaust particles 'fall' upwards, but after a while I decided I liked it. Fire does rise.
Inphernic, Duckie Dash. Nice idea. It was all a bit sameish, but that's nothing more features couldn't fix; do carry on working on it.
Thanks. I had all sorts of features planned, such as obstacles and ground, but didn't really get that far. Shooting was in for a while, but I decided it wouldn't really be all that relaxing to include an element of violence. 
It could do with some more cues as to how it works; as I understand it, collecting certain power-ups allows you to go faster?
Yeah. There's also a manual which goes over everything in the manual directory (although it might contain so many typos that it's unreadable). 
Also I think the computer players cheat by turning faster than I can turn; see if you can make them follow the same physics as the player, though I know it's hard to make it a challenge (see my game for example).
I was already about to say that they do, but was tempted to check it out from the code after all (shows you how good my memory is
). You're partially right. They can perform a big turn (180 deg) 2-3 times faster than the player. On the other hand, they can be about ~1.5 times slower when doing a <90 deg turn - whereas the player turning rate is constant. But, if the turn is >90 deg, they also slow down a bit so that they won't do a big arc. Oh, and they also accelerate a little bit slower than the player. 
It is somewhat possible to follow their movements with correct timing (or was during playtesting) and win the race, but one mistake can cause the horde to zoom right in front of you. Life ain't easy in the Duckie realm, at least not when the horde is searching for a new alpha male. 
I love the way the duckie markers proceed up the right-hand side of the screen as the duckies reach the checkpoints.
Thanks again. 
edit:
I'll also put up some preliminary reviews on this thread when I get back home.
Bruce: I think I'm getting the hang of your game! It is Very Cool, especially, now that able to play decently. The version you didn't provide seems to be less efficient, and hangs for maybe half a second on occassion, which is strange because it doesn't seem like the game is doing anything too intensive, but is probably just something weird on the side of the person who made the zipfile.
Also, I was playing your version & just spinning around for a while after it told me I won (:)) and then it exited without a peep. Is that supposed to happen, or is it a crash? In the context it wasn't clear.
If it exited completely, it's a crash - unless you somehow pressed Esc twice in quick succession. It should however return to the menu five seconds after the last player finishes the race.
I'm working my way through the official entries for rule compliance at the moment. You'll have to bear with me, as I have a heavy workload on at the moment (I've cancelled two days off because I can't really take time off), but I'll try and get through them all.
As for declaring a SpeedHack whiner..er..winner, well..you can decide that amongst yourselves. There's no prize, but I guess that you can hoist the winner aloft up on your collective virtual shoulders and parade him or her through the streets of allegro.cc if you like
Maybe we should have some voting system as soon as possible (voting system != website - I mean just how to review games and how votes will be counted). Everybody will probably look at other games but I guess not many people would return to them later. I think I could review at least some of them (if not all) but I simply don't know how review should look like.
if there isn't going to be a voting system here, i can throw one together on my site they everyone can use 
http://www.allegro.cc/forums/view_thread.php?_id=375511#target The only change with that is a couple lines of code to update dumb less often, letting it run on slower computers. Also an option to turn of music so it will run on even slower computers.
As for the official binaries package, I made that and before i deleted the .o's and .exe's i played it (it was compiled with allegro 4.1.14, I had to downgrade to make the thing.)
Anyway, the copy of that package at http://baf.is-a-geek.com:14464/misc/sh2004winbins.zip is fixed for the right level, and when Matthew copies it back over here it should work again.
What usually happens is someone, Matthew or Arron, compiles and re-release all the entries in a collective zip file or list them all at some page. Then the voting begins
That sounds like a good idea! At least then people will play all of them before voting.
It looks like nothing happens if i tap RSHIFT just before landing though? The guy still seems to stumble.
What it is meant to do is increase the tolerance of the landing angle (but he still does the stumble animation). I agree that it's a bit dodegy because neither of my brothers nor two of my friends who tested it could get this feature to work
. It works fine for me though. -I think the key is not to tap it repeatedly because it has a cool-down to prevent it from being abused (and the cool-down is activated even if you do not land successfully).
I would so love a version of your game in which one does not have to go back to the beginning after losing a 'level'
That's exactly what I had originally but then I thought that I would make it a bit harder for the speed hack release so that you can't complete it in a few minutes with easy. When it has more levels I'll change back to continuing on the level you died on so that it;s more fun
.
Bruce:
I had trouble with yours at first 'cause I kept falling out the sky (and looking for an acc key
) for at least ten tries in a row. Then suddenly it clicked! hglider... GLIDER! You have to GLIDE! .. and then I was away gliding through hoops. Cool game - nice work!
Bafsoft
I also had trouble with the mouse pointer. I have a 2.66 Ghz P4, Geforce 4, 512mb RAM so I don't think it's system requirements (or at least it certainly shouldn't be!). Otherwise the game worked fine, nice music and the maps are generated randomly which is nice but why only one map? -couldn't you have had it lead onto another randomly generated map?
Mark
Nice game - maps look cool, it controls fine. Nice work! The "oh no" sound effect is classic
.
Zaphos Wow! an FPS speed hack entry cool! The game played well (but the mouse sensitivity was a bit high). I liked the firey ground and the big enemies
. Music was sort of FF7 Aeriesish which is nice and relaxing. Well done!
Jcnossen
I like this game! The music really suits the camera tracking
! Although I don't like the "you are dead because you run out of time or had too many collisions" message, and it seemed to all be over a bit quickly
.
InphernicProbably my favourite so far! I love the little ducks (which look even cuter if you imagine them as off-colour baby seals
). I didn't know what I was doing but I enjoyed it anyway which is always a good thing! Music suited the game and all the GFX looked cute and went nicely together. Good work!
Oscar Giner Best intro screen so far. The game itself looked a bit incomplete (needed more GFX) although the background is very pretty
. I found myself only really looking at the minimap so see where to go
- probably once you have more bonuses and things this won't happed as much. Otherwise not bad at all.
FrankR
I quite enjoyed playing your game but then the music got to me and I just couldn't play it any more. Nice sprites (did you draw them yourself?) and the game controls are very responsive so it's easy and fun to play.
Loads of cool entries this year! Good work everyone! I apologise if I've missed any majoy features of anyones games but I will read the readmes and play them all in depth when it comes to voting.
-couldn't you have had it lead onto another randomly generated map?
Yeah, but I didnt think of that. And it should run better now, did you download the new one that i posted in the other thread that i linked to?
BTW, You can get another new map by hitting play again
I found myself only really looking at the minimap so see where to go
very true. I was going to show an arrow in the main screen pointing to the direction you should go, but finally didin't did it.
I think I spent too much time with the physics engine (this is the game with more complex physics I've ever done), so I couldn't finish other parts.
heh, i've never had the pleasure of doing a physics engine ebfore. What do they consist of?
heh, i've never had the pleasure of doing a physics engine ebfore
After trying to remember a bit, the only physics engine I've done before was for a pong, if you can call that a physics engine 
What do they consist of?
In my entry, I based everything on vector forces. When you press accel, what you're really doing is applying a forward force. There's the cinematic force that applies a force proportional to your actual speed. Collisions apply a force in the opposite direction of the collision angle. Can't tell if it's the proper way. I made this up during the competition (and some previous thoughts about this)
my pong game just has bouncing code (dx = -dx; dy = -dy) and collision detection. that is extreme pong, and its crappy anyway
my pong game just has bouncing code (dx = -dx; dy = -dy)
mine too
What do they consist of?
Look at physics.cpp in my code.
What you can find there:
- 3D point - segment distance checking algo
- 3D point - triangle distance checking algo (I've disabled some parts of it)
- checking for collision with map (looping through triangles using algo above)
- collision algo with bouncing and friction based on velocity toward plane
- function for rotating ship based on time delta
- function allowing applying force to specific point of ship (not very well done and unused)
- function handling hover engines (unused)
- function handling ship movement (advanced sections commented out)
- function converting forward/up vectors to heading/pitch/roll angles
Ship is described as position/forward/up/velocity and angular velocity vectors which is way less limiting than heading/pitch/roll angle set.
Additionally, allstuff.h has tVector code with some basic vector operations.
A bit complex, but works nice. Unfortunately I was forced to change my idea since I couldn't make physically correct model of hovering aircraft and I had to make simpler model without gravity.
Oscar: http://dictionary.reference.com/search?q=cinematic 
There's a word 'kinematic', but I'm not sure it's what you meant. I don't know if there's a word for it; frictional forces are independent of velocity, and air resistance is proportional to velocity squared ...
I'm graduating and moving out this coming weekend, so I need to work hard to find accommodation now, and I also need to pack and prepare for the graduation ceremony. I won't be able to try (m)any more entries until next week ...
Bruce Perry : As for air resistance, keep in mind that it is only an experimental law, which is only an approximation and is valid only in specific conditions. In fact, at low velocities, the frictional force created by a fluid like air is proportional to the velocity itself ( F = -lambda*v in vectors ), but at high velocities, a force proportional to the velocity squared is a better model.
Can't tell if it's the proper way.
If, by proper, you mean realistic,
There's the cinematic force that applies a force proportional to your actual speed.
Unless it's a dissipative force, a force that is proportional to your velocity (and directed along it) is unphysical.
Collisions apply a force in the opposite direction of the collision angle.
The force should be in the direction of the surface normal.
my pong game just has bouncing code (dx = -dx; dy = -dy)
This is correct if all collisions are axis-aligned.
Then maybe F = -lambda * (gamma * v)^(beta * v + 1) ?
With gamma and beta being variables depending on v ? 
[EDIT]
And anyway what you wrote is mathematically awful, unless beta is a vector and you're taking the dot product. And even in that case that is awful, because in math when you multiply a vector by a scalar, the scalar should be on the left and the vector on the right 
Yipee, some mathematical nitpicking
heh, i've never had the pleasure of doing a physics engine ebfore. What do they consist of?
. The very first thing I did after I was able to get into a graphics mode was to mess around with particle physics. That someone could have already made their own games before messing around with physics really amazes me!
My SpeedHack entry actually uses some pretty complicated rigid body dynamics (plr_physics.c,jnts.c and paths.c I think). The code's in a mess though :p. If you know what my code is usually like, then you can imagine what my speedhack code is like....
Zaphos: Yes, it was the line of sight code. A really stupid mistake too... but it works now.
Music was sort of FF7 Aeriesish which is nice and relaxing.
Thank you, I composed that piece myself... I call it "Ice crystals echoing through the cloudscape" 
So, to recap, everyone must download the fixed version of our game (which isn't overly unfair, as the fix involved only moving a single line of code) and play! Cause it's so good! I mean... well, it's sort of interesting, or semi-acceptable... and those gender-confused cannonball ghost and red slimey enemies that Zaphos and I drew are just very nice overall.
Bruce Perry: I meant [edit] the force applied by kinetic energy [/edit]. Isn't this kinetic force proportional to the speed multiplied by resistance?
The force should be in the direction of the surface normal.
Yeah, that's how I implemented it
Corrected: F = -lambda * (gamma * v)^(beta * |v| + 1) 
btw: James: your game is really hard, I can't pass second level (that hill after a rock).
Now I remember what I did. The kinetic force is the force that preserves the movement. The friction force is then a force inverse to the kinetic force multiplied by the friction coeficient (>=1). However, in my game, the mass of all objects is 1, so it end up that the friction force is proportional to the speed.


I just downloaded the windows binarys and mine wasn't compiled properly 'cause it doesn't work.
I know it should work properly 'cause I just downloaded exactly what I submitted and compiled it myself and it worked fine.
This is so unfair!!
I hope Matthew does something otherwise it seems like such a waste.
You are not alone. I guess AllegroGL version they compiled our entries with was the buggy version since James Howard's game doesn't run for me too. I'd suggest using CVS version of AllegroGL.
You entry was great btw (best graphics of the lot I thought).
Let's protest! -I'm glad I have support. I'm sure Matthew will do something - he's a nice guy usually
.
Thanks!
Your was great too - best I've tried so far but I guess to difficult for me. 
btw. What gfx card do you have? Mine is GeForce 2 and requires hacked version of AllegroGL to run.
Mines a Geforce 4 but as far as I know works fine with the usual version (latest) of AllegroGL.
James Howard's game doesn't run for me too.

Does your system support opengl properly? (ie allegrogl)
Has anyone else played my game yet? I'm quite proud of it, as it was the first time I had written and polished a game in such a short period of time. I'd be greatful of any comments.
You can download windows binaries here
I haven't had a chance to try all the games yet. My favourites so far are the pirate game, the hippy's trip and the raycaster one (forgotten its name)
edit: Krzysztof I can't play your game. It needs fmod.dll to run, which I then googled for and downloaded but now it just opens a window and then closes it again with no error message. I prob got the wrong DLL file or something. Where can I get a working one?
Bruce Perry, your game doesn't seem to work for me. I navigate the menus and start, the game screen comes up with some hoops and blue dots, the music is playing, and that's it; Arrow keys do nada. Is there some minimum CPU requirement for this? Perhaps I'm racing against your render loop and losing.
Does your system support opengl properly? (ie allegrogl)
I guess it does since my entry is OpenGL one.
Binary you've posted works well. Really nice game although some extra map features would be nice. 
Also ImLeftFooted's binary from winbin archive doesn't work for me - probably AllegroGL again.
James Howard:
I just played it. One word: Awesome!
. I really think that this yeah has had some of the best entries!
[edit] Your winbin from the SH site worked fine for me that's odd...
I thought of adding extra levels but I ran out of time trying to tweak the AI. I could post the map editor if you're interested.
edit:
One word: Awesome!
thanks
I thought your game was pretty damn good, although its frustrating as hell when you get sent back to the beginning if you fail a level. Those damn bees!
2 thumbs up!
I got a copy of the fmod dll and can now play krzysztof's game. A bit hard to control at first but I love the graphics. Nice lighting effects!
I used stable versions of everything when i compiled. I was the one who compiled it, and they all run fine here. I don't know why they won't work for you guys.
AFAIK AllegroGL version 0.2.0 or 0.2.2 had some problems with some gfx cards (eg. mine).
There were about 4 entries (Hippy trip, speedhack(dustin), DJ Space Racer, Daikaracer) in the windows binary that didn't work for me, but did work after I compiled my own binary from the source ?!?. DJ Space Racer runs like half a second and then exits.
Hippy trip is my favourite so far, but there are lots of other high quality entries in there this year IMO and I didn't play them all yet.
James Lohr, how much of the code did you write in the weekend? It's like 150k of code! I must say I admire your productivity
None of the OpenGL games in the binary archive work for me. James Howard's binary he linked works (Nice game, BTW
).
[edit]
Also, there are some games that need alleg41.dll. And I don't have it. Also big problem is that Allegro 4.1.x dll's are incompatible between versions, so people having another WIP dll version may not be able to run these games.
Thanks!
. I will admit though that not all the code I did over the weekend. I started out with my current project (a turn based strategy game). I thought it would be quicker to gut that out and then use it rather than starting from scratch. Also I ripped some of the GFX (trees rocks and ground texture) from some of my older games. The majority of code and graphics, however, I did do during the weekend.
I still haven't recovered and I'm missing this whole week of work :S. I was ill before the start of the competition and the lack of sleep really didn't help -probably should go to the doctor tomorrow 'cause I'm coughing my guts out and my heahache's getting worse.
nasty.. I hope you feel better soon
on monday I suddenly realised I had A level exams today, so I had to cram last night. Had to do 2 1.5 hour papers on ICT and 'its application' 
I think I did ok though 
now I'm absolutely nackered, especially after a speedhack weekend..
Paul, I'm afraid so. My AthlonXP 1800+ can do it, but someone had trouble with a 450 MHz processor of some kind. Someone else commented that the executable I built ran better than Baffles's, so it's worth a try if your processor is somewhere in between.
Gnatiator, link doesn´t work.
woops, try this one here