"(File)Size Matters" 64K Compo (Judging not underway)

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Re: "(File)Size Matters" 64K Competition

Postby RaveYard » Wed Feb 17, 2016 8:45 am

Neat!
In order to compete - all I need to do is a post a submission?
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Re: "(File)Size Matters" 64K Competition

Postby GooberMan » Wed Feb 17, 2016 9:23 am

Just gonna throw it out there with all this talk of demo scene tools... It seems to me that it would be within the rules of the competition to have a ZIP containing an executable file that would procedurally generate all the resources needed for your map/mod and save them to a WAD file. The rules do say the mod must be able to run on its own, and having such a thing still won't require anything else to make it work. And since procedural generation is a form of compression...

(Exploit all the technicalities!)
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Re: "(File)Size Matters" 64K Competition

Postby darkhaven3 » Wed Feb 17, 2016 10:39 am

This is interesting to work on, even if the results are pukish:

Image

13KB and growing.
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Re: "(File)Size Matters" 64K Competition

Postby wildweasel » Wed Feb 17, 2016 12:37 pm

GooberMan wrote:Just gonna throw it out there with all this talk of demo scene tools... It seems to me that it would be within the rules of the competition to have a ZIP containing an executable file that would procedurally generate all the resources needed for your map/mod and save them to a WAD file. The rules do say the mod must be able to run on its own, and having such a thing still won't require anything else to make it work. And since procedural generation is a form of compression...

(Exploit all the technicalities!)

Yesssss, you're getting it!
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Re: "(File)Size Matters" 64K Competition/ Moving enemies v2

Postby robot master L.S » Wed Feb 17, 2016 2:03 pm

New version of Moving Enemies! :D
link:http://www.mediafire.com/download/22pbpl6q9dhhf1m/MovingEnemiesV2.wad
Iwads: Ultimate Doom,Doom2,Tnt and Plutonia
Works with any Map pack (without new monsters).
Any (G)Zdoom, Works in Zandronum too!
v2 File size: 15 kb
Description:
The monsters will wander around in map before you see it!
Changes:
-The monsters now have active sound.
-NOBLOCKMONST flag added!
___________________________________________________________________________________________//
Obs:this mod have sndinfo with footsteps, i have plan to put in this mod, if pass 64 kb i will make add-on.
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Re: "(File)Size Matters" 64K Competition

Postby RaveYard » Wed Feb 17, 2016 2:23 pm

wildweasel wrote:
GooberMan wrote:Just gonna throw it out there with all this talk of demo scene tools... It seems to me that it would be within the rules of the competition to have a ZIP containing an executable file that would procedurally generate all the resources needed for your map/mod and save them to a WAD file. The rules do say the mod must be able to run on its own, and having such a thing still won't require anything else to make it work. And since procedural generation is a form of compression...

(Exploit all the technicalities!)

Yesssss, you're getting it!

Wouldn't that make the mod limited to specific platform(s)?

Also, using an scripting language (i.e: Python) would be against this? v v v
Your submission MAY NOT require any other external files.

I am no expert, but I believe an executable file is using kernel, which could be possibly considered as an external file. Unless you mean external files that are not part of the OS. Correct me if I am wrong!
Last edited by RaveYard on Wed Feb 17, 2016 2:38 pm, edited 1 time in total.
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Re: "(File)Size Matters" 64K Competition

Postby wildweasel » Wed Feb 17, 2016 2:33 pm

That rule is mostly there so that people don't submit mods of mods. You need to include everything needed to run your mod in the download.
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Re: "(File)Size Matters" 64K Competition

Postby RaveYard » Wed Feb 17, 2016 2:42 pm

Oh right, that makes sence! :D
I guess, I am over-thinking it way too much.
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Re: "(File)Size Matters" 64K Competition

Postby ibm5155 » Wed Feb 17, 2016 3:10 pm

so I cannot changemus to an internet music? :lol:
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Re: "(File)Size Matters" 64K Competition

Postby YukiHerz » Wed Feb 17, 2016 3:41 pm

54.something kb.
I quickly ran out of ideas that could fit in this, but i got some new ideas for other mods.

Features:
-Uses TEXTURES lump to re-center vanilla doom weapon sprites, most of them where off-center.
-Minor changes to weapons, you wont even notice most.
--Rockets now are faster, BFG Ball is now replaced by a fast projectile with the same function.
--Plasma Rifle now uses console version's sound.
--There is now a Laser Rifle, the projectiles bounce and are ripper, pretty op, consumes Clips and Cells at the same time.
--Pistol is faster and visually better by using the unused frames.

-Cyberdemon now shoots a barrier of missiles if target farther than 512 units.
-Baron now randomly shoots a barrier of energy balls, with more energy balls if its health is low.
-Pain Elemental now shoots a Lost Soul-like projectile if the player tries to thwart his spawning.

-Compatible with any Doom wad that doesn't touch the weapons, the cybie, the baron and the pain elemental.
-Language lump comes with English and Spanish for the Laser Rifle and the new Pain Elemental Attack.
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Re: "(File)Size Matters" 64K Competition

Postby patrik » Wed Feb 17, 2016 3:42 pm

to robot master L.S:
Good luck cramming in all sounds.
BTW when you are inheriting from built-in actors, you dont have to specify everything, altered code only sufices, that way you can trim up 5 KB of fat. :D
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Re: "(File)Size Matters" 64K Competition

Postby ibm5155 » Wed Feb 17, 2016 7:14 pm

fuck I reached 43kb with winzip, too bad, I'm doing too many crazy stuff :(
And there're alot of things to be done :(
But all I can say, it's gonna be the best 64K wad ever made :ugeek:
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Re: "(File)Size Matters" 64K Competition

Postby DBThanatos » Wed Feb 17, 2016 9:06 pm

wildweasel wrote:What's in it for me?
Well, ideally, fame and glory! I haven't quite decided yet if there are going to be any prizes, since let's face it, your humble contest host doesn't have a paying job or anything like that. Watch this space, though, maybe something might happen.


I have a few old-ish games to give away in steam, since I havent found a way to get rid of them and they sure are serving no purpose ATM. I cant remember which ones, but I can look them up later. I mean, it's no BIG PRIZE or anything, but might as well if you're interested.
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Re: "(File)Size Matters" 64K Competition

Postby wildweasel » Wed Feb 17, 2016 11:26 pm

I am putting some thought into scoring, since there's all kinds of things that can be submitted, judging by things like graphics or sounds would be slightly lopsided. So here's the idea:

Originality - You'll score well here if you've done something that has not been done (often) before.

Execution - How well your project actually does at carrying its concept. Bugs and unclear or unenjoyable gameplay will dock points from this.

Efficiency - A bonus technical category, I'll give points here for something that just works really well, takes good advantage of the space available, etc.
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Re: "(File)Size Matters" 64K Competition

Postby Remmirath » Thu Feb 18, 2016 8:25 am

Ah, what the hell...

Cooked up something in 30 minutes. Might've been done before a million times, but whatever...

Explodoom: every monster explodes with a radius damaging explosion upon death. Might not be that advisable to play along nuts.wad. :V

Link here: https://mega.nz/#!UsFxhSJL!1fHSooOoHyDw ... E6D6CZNtgA
Size is 17.7KB.

EDIT: forgot to add the Spectre. Redownload plz.

EDIT 2: forgot to add +NOGRAVITY as well. I'm a retard. Redownload plz.
Last edited by Remmirath on Thu Feb 18, 2016 11:52 am, edited 2 times in total.
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