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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)Versus Competition: Rules
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Author Topic: Versus Competition: Rules  (Read 141225 times)
ink.inc
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« Reply #20 on: January 17, 2011, 10:46:19 AM »

ITS ON MOTHERFUCKERS
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Conker534
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« Reply #21 on: January 17, 2011, 10:47:09 AM »

This is going to be my first time doing anything online. I'm excited. ^_^
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Kramlack
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« Reply #22 on: January 17, 2011, 10:48:47 AM »

Fuck yeah, I'm on this like white on rice.
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Tuba
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« Reply #23 on: January 17, 2011, 11:01:13 AM »

wait.. wait.. WAIT!

I never participated on a competition before.. quick questions:

How do I enter it? Just by creating a thread?

Do I have to enter exactly on January 18th or can I announce my project later?

I guess that's it.. thank you  Gentleman
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ChevyRay
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« Reply #24 on: January 17, 2011, 11:03:10 AM »

You can enter any date before the competition ends. Earlier is usually best, since it gives you time to make the game and stuff. Just submit your game (make a thread for it and post link, etc. so people can play it) before the deadline.
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Izzimach
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« Reply #25 on: January 17, 2011, 11:08:42 AM »


It's handy to start a thread before the end date so you can put intermediate results and have people comment on your game during the process.  In addition to entertaining everyone else, the "in-process" threads might help out other people working on similar games or concepts.
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Melly
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« Reply #26 on: January 17, 2011, 11:12:13 AM »

A major part of the competitions is the discussion and development logs leading up to the finished entries and voting. Hype is important!
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« Reply #27 on: January 17, 2011, 11:18:54 AM »

Sweet theme!

I've been looking for an excuse to finally try out Player.IO too.
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Tuba
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« Reply #28 on: January 17, 2011, 11:24:25 AM »

Thanks for the clarification.


I think I'll try something with Unity.
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Melly
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« Reply #29 on: January 17, 2011, 11:31:40 AM »

I'm going to work on a fancy mockup before making a thread.

Because I know how hype works. Wink
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Ivan
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alright, let's see what we can see


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« Reply #30 on: January 17, 2011, 11:45:05 AM »

Time to blow minds.
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Eraser
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« Reply #31 on: January 17, 2011, 11:57:02 AM »

Since there doesn't seem to be any guidelines on assets, can we use other assets we have a license to? (Ie: Assemblee goodies)
« Last Edit: January 17, 2011, 12:11:01 PM by MindEraser » Logged
Hayden Scott-Baron
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« Reply #32 on: January 17, 2011, 11:59:33 AM »

Great theme! Really looking forward to seeing how this pans out.

I am interested in participating. Smiley
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Melly
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« Reply #33 on: January 17, 2011, 12:00:13 PM »

Since there doesn't seem to be any guidelines on assets, can we other assets we have a license to? (Ie: Assemblee goodies)

I see no reason you can't. Smiley
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Hempuli‽
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« Reply #34 on: January 17, 2011, 12:20:51 PM »

This might be an excellent opportunity to test my on-line game-coding skills! mmyes!  Gentleman
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XRA
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« Reply #35 on: January 17, 2011, 12:28:39 PM »

i've never done networked stuff. so i will try.  Droop
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Ivan
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alright, let's see what we can see


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« Reply #36 on: January 17, 2011, 12:30:37 PM »

I feel like this compo is inspired by "in-person" multiplayer games but everyone is rushing to build something networked.
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« Reply #37 on: January 17, 2011, 12:36:29 PM »

I feel like this compo is inspired by "in-person" multiplayer games but everyone is rushing to build something networked.

You can do networked in person, like at a LAN party. I do agree though.
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« Reply #38 on: January 17, 2011, 12:40:10 PM »

It should be both, if possible.

But multiplayer is just awesome, and networked games can be played locally anyway, so if it's going to be a choice between only local and netplay, netplay is the first choice.
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Ivan
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alright, let's see what we can see


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« Reply #39 on: January 17, 2011, 12:41:57 PM »

There is a big difference between playing a networked game locally and playing a real versus game like SF or Nidhogg against another human being.
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