PDA

View Full Version : uDevGames 2004 source code


ThemsAllTook
2004.11.25, 03:07 PM
I'd be very interested to see the source code for the uDevGames entries this year, and as Carlos is so busy, I imagine it'll be a while before the code is officially available for download. I figure if we all post links to our source here, we can get a look at it a bit sooner, without having to wait for Carlos to work posting the code into his busy schedule.

To start off, here's the Water Tower 3D source code: http://www.sacredsoftware.net/software/watertower3d/archives/WaterTower3DSource.tar.gz

- Alex Diener

NCarter
2004.11.25, 03:56 PM
Good idea. Here's the Rescue 1.0.0d10 source code (http://www.nether.pwp.blueyonder.co.uk/nether/files/rescue_100d10_source.dmg.zip) (4.9MB), mainly suitable for CodeWarrior 8 users or adventurous types at the moment. I'll try to make an Xcode project shortly.

Comments, suggestions and howls of pain are welcome at the usual address or in the Rescue thread. :)

EDIT: the Xcode project is done, so look at this post (http://www.idevgames.com/forum/showpost.php?p=75106&postcount=35) instead.

JustinFic
2004.11.25, 04:05 PM
Here's the source to "Kill Dr. Cote":

Source code + Xcode project (http://www.justinfic.com/KDrC%20Source.zip) (~120 KB)

Source code + Xcode project + Game assets (http://www.justinfic.com/KDrC%20SourceNAssets.zip) (~5.5 MB)

It requires SDL, SDL_mixer, and SDL_image:

Get em here (http://www.libsdl.org)

BeyondCloister
2004.11.25, 04:15 PM
Industrial Revolution source code can be found here:

http://www.cloisterroom.com/IR/IndustrialRevolution.zip

Duane
2004.11.25, 04:34 PM
you can import codewarrior projects with xcode, under file/Import project

Taxxodium
2004.11.25, 04:39 PM
Comments, suggestions and howls of pain are welcome at the usual address or in the Rescue thread. :)

Yeah, just one, switch to Xcode :p

you can import codewarrior projects with xcode, under file/Import project

Only if you have Codewarrior installed.

NCarter
2004.11.25, 04:52 PM
Yeah, just one, switch to Xcode :p
Not sure why everyone finds it necessary to tell me to switch to Xcode.... Nope, you stick to your preferred IDE and I'll stick to mine. :p

Anyway, let's try to keep this thread on topic.

CarbonX
2004.11.25, 05:29 PM
Here's the link to the Thunder Blast source

Thunder Blast Source (http://www.hellspawn.atomic-kitty.com/Source/Thunder%20Blast%20Source.zip)

enjoy :)

Shunter
2004.11.25, 06:43 PM
Astroknights - Duel Arena

http://shwar3x.tripod.com/Astroknights1.00Source.sit

Carlos Camacho
2004.11.25, 07:23 PM
If I might... in the past, Johan was our "Souce Code Editor." His job was to "prep" everyone's code so that we could post it for all. I am not 100% sure what he did, but since we got no complaints, he must have done some good prepping. ;) I think he is too busy these days.

I'm wondering if one of you can collect all the code. And "prep" it. Then provide me with links to get the cleaned up versions.

Perhaps we can get Johan to explain what he use to do...

Thanks!

junyx
2004.11.26, 02:35 AM
Yes, I'm alive! :D Although very busy with university.

Here's the code:
Feathered Soccer source (10.2 MB) (http://www.bluepixysw.com/fs_source.zip)
(XCode project)

IBethune
2004.11.26, 05:08 AM
Frospawned Source Code : http://www.pyramid-productions.net/downloads/frogspawnedSource.sit

Cheers

- Iain

sealfin
2004.11.26, 06:35 AM
I'm wondering if one of you can collect all the code. And "prep" it. Then provide me with links to get the cleaned up versions.
Carlos, I volunteered to help with this in the old uDG roles (http://www.idevgames.com/forum/showpost.php?p=61561&postcount=20) thread, but nobody explained what prepping the code would fully entail; still willing to help though...

phydeaux
2004.11.26, 09:34 AM
http://www-personal.engin.umich.edu/~alexni/udg/nanocrisis-src.tar.gz

(warning, big, 20-30 meg range)

MattDiamond
2004.11.26, 09:48 PM
WordBeGone 1.1.6 - Xcode 1.5 project - segregated C++ and Obj-C++ code, plus all assets:

http://home.comcast.net/~squarebin/files/WordBeGone_Src.dmg.gz

(This link will remain until uDG hosts its own copy.)

codemattic
2004.11.27, 03:27 PM
http://www-personal.engin.umich.edu/~alexni/udg/nanocrisis-src.tar.gz

(warning, big, 20-30 meg range)
how about a version with just the code and no assets like JustinFic did with "Kill Dr. Cote"?

Joseph Duchesne
2004.11.27, 03:40 PM
MadTak source as of a week ago (not much change):
http://www.staronesw.com/MadTak/MadTakSource.zip

phydeaux
2004.11.27, 03:55 PM
how about a version with just the code and no assets like JustinFic did with "Kill Dr. Cote"?

Sadly, that is what this version is. Even after you compile this version you will need to download the assets from any version of the game.

The reason it's so big is that I have precompiled and included all the libraries you need to compile the game (otherwise, you will have a great deal of trouble compiling it unless you know a lot about command-line compiling and UNIX development.)

The alternative is to just include the source and hope that whoever downloads it will be able to figure this out if I include the places you are to download all third-party libraries from, but actually this is quite hard, and I feel that if I did this, nobody would be able to get it to compile.

Carlos Camacho
2004.11.27, 08:17 PM
Sealfin, I asked Johan to come to this thread. If you search, you just may find a thread here from LONG ago that he mentions what he did.

Other veterans can problem mention points to look for/fix.

Thanks,

sealfin
2004.11.28, 04:57 AM
I'll start with downloading the source code listed in this thread - but I've searched back as far as 2002 and couldn't find the thread you mentioned; I'll have to wait for Johan or somebody else to post guidelines...

NeonSurge
2004.11.29, 05:10 PM
Here is the source for SolarQuest. This is a XCode project and the data files - the works.

If you need just the plain, simple and tiny file, source code - do tell, will make the time to strip it.

http://neonsurge.com/solarquest/downloads/SolarQuestOSX1_1src.tar.bz2

NCarter
2004.11.30, 04:29 AM
I'll start with downloading the source code listed in this thread - but I've searched back as far as 2002 and couldn't find the thread you mentioned; I'll have to wait for Johan or somebody else to post guidelines...
If you're doing this, you might want to avoid doing too much preparation work with the Rescue source. I've nearly finished putting together the Xcode version of the source, and it'd be best if you used that instead of the CodeWarrior version above.

I don't think I'll continue hosting the CodeWarrior version after the contest because I don't have much web space remaining. If anyone really wants that version, download it now or ask me for it later.

I'll upload the Xcode version in the next few days.

sealfin
2004.11.30, 05:37 AM
I've already downloaded the CodeWarrior project you posted (I've dl'd everything posted to this thread so far), but haven't had a look inside it yet (still waiting for the guidelines from Carlos, Johan, whoever...) but an Xcode project would be so much easier; I'll wait for that (and the guidelines) before I try to prep it ;)

Tobi
2004.11.30, 07:24 AM
Hey folks!

Here is the source code for Dead Days without the assets. Read the ReadMe for information about how to put them in. It is an XCode project. Have fun with this!

Dead Days Source (http://www.igame3d.de/DeadDays/DeadDaysSource.sit)

-Tobi

PowerMacX
2004.12.01, 02:24 AM
I've already downloaded the CodeWarrior project you posted (I've dl'd everything posted to this thread so far), but haven't had a look inside it yet (still waiting for the guidelines from Carlos, Johan, whoever...) but an Xcode project would be so much easier; I'll wait for that (and the guidelines) before I try to prep it ;)

Well, I had already posted a link to Okugai's source code here (http://www.idevgames.com/forum/showthread.php?t=7339&page=3), but I have a new version that fixes a bug NCarter found a few days ago. So... should I post the contest version source code (the code I sent Carlos) or the new version? Also, when is OK to update the binary? Should I keep the last contest version up or would it be OK to replace it with the new one?

Carlos Camacho
2004.12.01, 03:10 AM
Voting is done, so feel free to update your binary as you wish. Can someone who knows Johan contact him and tell him to visit this thread?

phydeaux
2004.12.01, 09:00 AM
Sadly, that is what this version is. Even after you compile this version you will need to download the assets from any version of the game.

The reason it's so big is that I have precompiled and included all the libraries you need to compile the game (otherwise, you will have a great deal of trouble compiling it unless you know a lot about command-line compiling and UNIX development.)

The alternative is to just include the source and hope that whoever downloads it will be able to figure this out if I include the places you are to download all third-party libraries from, but actually this is quite hard, and I feel that if I did this, nobody would be able to get it to compile.

Does anyone that actually cares to compile my code feel either way about including these extra libraries? Again, in my opinion it's kind of a pain in the butt to get it to work without them, but 30 megs is also a pain in the butt to download.

Johan
2004.12.01, 09:39 AM
Better late than never...

A short rundown of what i did in the 'prepping' process:


Download the source.
Compile the source code. I tried to have most of the sources compile out of the box, so if it didn't compile (and it was relatively easy to fix), I fixed it. This was something I couldn't do for the 'alternative language' games, so hopefully someone with the proper tools can do that this year.
Add the license file to the download if missing. (People where better at this last year so much less work than 2002.)
Figure out who the author is for the downloads page. Again much better last year and hopefully as good if not better this year.
Clean up the file hierarchy if it's a complete mess.
Stuff/gzip/dmg the source folder.
Upload to iDevGames FTP.
Add to iDevGames download manager.


It's not that much work really but it does take some time to do all the games. Whoever does the prepping, you can drop me a line at johan +AT+ static-motion.org if you have any questions.

.johan

sealfin
2004.12.01, 09:47 AM
Thanks for the guidelines, I'll get started ;)

sealfin
2004.12.01, 11:44 AM
Okay, I've prep'd Water Tower 3D; I've uploaded the game plus a short log noting any changes I've made to a temporary sub-domain here (http://udg2004prep.sealfin.com); if Carlos and ThemsAllTook can check if what I've done for this source is okay, I'll start on the other sources.

Also, Carlos could you email me the permissions to upload these to udevgames.com? Or would you rather dl them from my site and re-upload them?

Oh, and congrats to ThemsAllTook for coding the first of the no. of projects I tried which compiled out of the box ;)

ThemsAllTook
2004.12.01, 01:04 PM
Does anyone that actually cares to compile my code feel either way about including these extra libraries? Again, in my opinion it's kind of a pain in the butt to get it to work without them, but 30 megs is also a pain in the butt to download.

My opinion would be that it's worth the extra download size to be able to build your program out-of-the-box. 30 MB does seem like a bit much, but if someone needs to download all of those files anyway to build your program, why not just include them? Downloading them all from different places doesn't make the file sizes any smaller. The only possible benefit I see of not including them is if someone without much bandwidth is interested only in looking at your code, and not building it into a working application.

A possible solution would be to provide two separate downloads: One with everything required to build the program, and one with only the bare minimum.

- Alex Diener

ThemsAllTook
2004.12.01, 01:12 PM
Okay, I've prep'd Water Tower 3D; I've uploaded the game plus a short log noting any changes I've made to a temporary sub-domain here (http://udg2004prep.sealfin.com); if Carlos and ThemsAllTook can check if what I've done for this source is okay, I'll start on the other sources.

Looks good for the most part. One small oddity: In my shell script build phase, I copy the application bundle to ../Build. Since you've removed this directory, it creates a directory called "Build" there, but rather than copying the bundle into it, it copies the bundle's contents into it. Not quite the desired behavior...

Copying the bundle into that directory doesn't really make sense for the distribution, though. The last part of the shell script probably should just be deleted, changing it to:

#Frameworks
mkdir ./build/Water\ Tower\ 3D.app/Contents/Frameworks
cp -R ./Frameworks/OpenAL.framework ./build/Water\ Tower\ 3D.app/Contents/Frameworks/

#Recources
if test -d ./build/Water\ Tower\ 3D.app/Contents/Resources;
then rm -rf ./build/Water\ Tower\ 3D.app/Contents/Resources;
fi;
mkdir ./build/Water\ Tower\ 3D.app/Contents/Resources
cp -R ../Resources/* ./build/Water\ Tower\ 3D.app/Contents/Resources/

Oh, and congrats to ThemsAllTook for coding the first of the no. of projects I tried which compiled out of the box ;)

Thanks. :) I took special care to make sure it would build out-of-the-box without any trouble. Glad my efforts have paid off.

- Alex Diener

skyhawk
2004.12.01, 02:50 PM
had it up a long time ago... was just holding out on you guys :)

http://sky289hawk1.dyndns.org:8080/Icarus%20Source%20Code.sit

Carlos Camacho
2004.12.01, 07:33 PM
Sealfin, playables and source code are going to be stored on our new highbandwidth network. It requires me to FTP them myself. So, I will visit your site and upload them to our new network. Just to make sure, the code license (ie MIT License) and the uDevGames readme should be added to all packages. I'd also like for you to include a webloc (link) to the udevgames.com and idevgames.com

Also, I would like for all code to use the same method of compression. There was a thread here where someone did tests to find the optimal compression system. Let's standardize on that, OK?

Anything else we should do for prepping that would be good for our site, contest, and downloader?

Cheers,

Carlos

p.s. At some point Sealfin, please send me a list of the code broken down my API/IDE.

Thanks

NCarter
2004.12.04, 12:18 PM
I've already downloaded the CodeWarrior project you posted (I've dl'd everything posted to this thread so far), but haven't had a look inside it yet (still waiting for the guidelines from Carlos, Johan, whoever...) but an Xcode project would be so much easier; I'll wait for that (and the guidelines) before I try to prep it ;)
I've finished the Xcode project for Rescue. You can download it here (http://www.nether.pwp.blueyonder.co.uk/nether/files/rescue_100d11_xcode_source.tbz) (3.8MB). It should build straight out of the box, all being well!

If you're using Safari you might need to tell it to save the link to disk because my server isn't co-operating with my attempts to define the .tbz MIME type. :(

I have removed the CodeWarrior project because I'm a bit short of web space at the moment. If anyone wants it, please ask!

sealfin
2005.01.04, 12:42 PM
Carlos, could you email me the URLs the entrants provided to their source code when they entered the contest..? I'm still working through prepping the code (which is perversely being held up by the few SDL projects, the API I should be most a home with :cry:) and have prep'ed all but three of the sources I've got (yes, I'm slow), but I'm missing nearly a third of the sources as I can't find the links.