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Read May 25, 2007, 09:50:16 pm #0
motorherp

Rules

Start Date: June 1st 2007
End Date: September 30th 2007



IMPORTANT NOTE: The theme of the competition wont be announced till the first of June to prevent anyone from getting a head start. - The competition has now started, although its not too late to join.  Good luck everyone


How to Enter:

    * You must be a member of www.shmup-dev.com to enter.
   
    * To register, simply post a thread with your intensions to develop a game for the competition In the SHMUP-DEV COMPETITION 2k7 ROUND 2 Forum in the Registered Entries section.  Please Include your game title, even if it is a only a working title, this can always be changed later.  It's strongly encouraged for you to post updates on your entry.  This doesn't mean you have to post design documents on day one and give away all your ideas, but anything you can contribute will greatly improve the atmosphere of the competition.  It's also a great way to get some feedback and debug testing done on your game if you post working demos.  If you do not register before September 1st 2007, you cannot compete in this competition!  Please register soon!

    * Only one entrant (one person) may register one game.  However, anyone may employ an artist or musician or anyone that can provide a service for your development.  Sharing artists is OK in this competition, but individual resources must be unique to each game.

    * BEFORE October 1st 2007, if you are registered, you MUST post your game in PUBLIC by using the upload attachment feature in a post in your registered thread!  If you do not post in time you will be disqualified.

   * If you live in a country, state, or other sovereign territory of the world where competition prizes are illegal, or participating in any competition or anything else involved with this website, you cannot enter.

   * By entering this competition you agree that SHMUP-DEV is allowed to host your game (the version that is entered into the contest) for others to download.  Keep in mind that the original author of each game retains full rights to it and no modifications to your games will be made.





Game Requirements:

   *  The game MUST include the feature dictated by the theme which will be announced on the competition start date.

   * The game MUST fit into the shoot-em-up genre.  If you're unsure what exactly this means then please read this page -> http://en.wikipedia.org/wiki/Shoot_'em_up.  Any questions, please dont hesitate to ask.  Better safe than sorry.

   * All games must display the shmup-dev competition banner and all sponsors banners on a splash screen which must be the first thing your game displays and must be displayed for a period of at least 5 seconds.  The banners will be available for download from the SPONSORS AND PRIZES section of the forum.  Please take care to check this before submitting your final game since banners might change and new banners might get added.  Any game violating this rule will be disqualified.

   * All programming languages and game creation tools are allowed as long as the game runs stand-alone.  FLASH / SHOCKWAVE games must be packaged into .EXE files so that the judges may play them without downloading special flash players.  Where specific drivers etc are needed, please specify.

   * Installers are prohibited.  All judges find it more cumbersome having to install software, please just zip up your executables.  All forms of compression are allowed.

    * Games must be no larger than 20 megs compressed and must be playable on the Windows Platform but can be playable on others in addition.  *** The size limit rules have now changed.  After some discussion we decided this was too restricting and I feel that any small increment in size wont fix the problem.  As a result the size limit has been lifted all together.  Please be sensible though and bare in mind that the judges have to download every single entry and all those mb's add up.  If your game size seems excessive for what the game includes this will effect your score.

   * All Game Media you use must be legal for you to use!!!  If you do not have direct permission to use any art please don't use it.  Royalty free / Public Domain art is ok.

  *  Your game must be suitable for all ages.  Your game must not contain any material of a profanatory, pornagraphic, morbidly violent, or racist nature.

   * Your game must be able to run on ALL judges computers, the specs of which can be found below.




Judges Computer Specifications:

Motorherp:

Microsoft Windows XP Home SP2
AMD Athlon 64 3800+
1024 MB PC3200 DDR Ram
128 MB NVidia 6600 GT x2 SLI


Tim W.:

Microsoft Windows XP Home SP2
AMD Athlon XP 2000+
1.66 GZ, 512MB of DDR RAM
RADEON 9600XT (256mb)


Charlie:

Win XP Pro
1.66ghz core 2 duo
1gb ram
intel gma 950


Adigun A. Polack :

MS-Windows XP Media Center Edition 2005
AMD Athlon 64 X2 Dual-Core Processor 3800+ (2ghz)
1,024MB PC2-4200 DDR2 SDRAM memory
NVIDIA GeForce 6150LE Graphics (with up to 256MB shared video memory)



« Last Edit: August 11, 2007, 10:56:49 am by motorherp »
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Read May 28, 2007, 09:43:58 am #1
motorherp

Re: Rules

Hiya.  Just a couple of clarifications on the rules:

   * Rail shooters such as Star Fox and Space Harrier will NOT be accepted since I feel they depart too much from the core gameplay elements of traditional shooters.  They dont really fit in with what the competition is about and it would make comparisons difficult for judging.  Therefore, 3d graphics are fine, but the gameplay must be from a 2d or isometric perspective.

   * Run and gun games such as Metal Slug will be allowed.  This one is a close call since many share the same essential elements as traditional shooters but they can also differ quite a lot.  To prevent any fuzzyness on the rules I'll accept ALL run and guns, but if you want to make one of these then please try to focus the gameplay on the shooter elements instead of making it very platformer heavy.
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Read May 31, 2007, 08:26:30 pm #2
motorherp

Re: Rules

As requested, detailed specifications of the graphics capabilities of the judges' computers.  Thanks judges for your time.

Motorherp -> Click Me


Charlie-> Click Me


Tim W.-> Click Me


AAP ->

— Driver info —

Driver version:
  6.14.10.8208

Vendor:
  NVIDIA Corporation

Renderer:
  GeForce 6150 LE/PCI/SSE2/3DNOW!

OpenGL version:
  2.0.1


— Extension lists —

Extensions:
  GL_ARB_color_buffer_float
  GL_ARB_depth_texture
  GL_ARB_draw_buffers
  GL_ARB_fragment_program
  GL_ARB_fragment_program_shadow
  GL_ARB_fragment_shader
  GL_ARB_half_float_pixel
  GL_ARB_imaging
  GL_ARB_multisample
  GL_ARB_multitexture
  GL_ARB_occlusion_query
  GL_ARB_pixel_buffer_object
  GL_ARB_point_parameters
  GL_ARB_point_sprite
  GL_ARB_shader_objects
  GL_ARB_shading_language_100
  GL_ARB_shadow
  GL_ARB_texture_border_clamp
  GL_ARB_texture_compression
  GL_ARB_texture_cube_map
  GL_ARB_texture_env_add
  GL_ARB_texture_env_combine
  GL_ARB_texture_env_dot3
  GL_ARB_texture_float
  GL_ARB_texture_mirrored_repeat
  GL_ARB_texture_non_power_of_two
  GL_ARB_texture_rectangle
  GL_ARB_transpose_matrix
  GL_ARB_vertex_buffer_object
  GL_ARB_vertex_program
  GL_ARB_vertex_shader
  GL_ARB_window_pos
  GL_ATI_draw_buffers
  GL_ATI_texture_float
  GL_ATI_texture_mirror_once
  GL_EXT_abgr
  GL_EXT_bgra
  GL_EXT_blend_color
  GL_EXT_blend_equation_separate
  GL_EXT_blend_func_separate
  GL_EXT_blend_minmax
  GL_EXT_blend_subtract
  GL_EXT_Cg_shader
  GL_EXT_compiled_vertex_array
  GL_EXT_depth_bounds_test
  GL_EXT_draw_range_elements
  GL_EXT_fog_coord
  GL_EXT_framebuffer_object
  GL_EXT_multi_draw_arrays
  GL_EXT_packed_depth_stencil
  GL_EXT_packed_pixels
  GL_EXT_pixel_buffer_object
  GL_EXT_point_parameters
  GL_EXT_rescale_normal
  GL_EXT_secondary_color
  GL_EXT_separate_specular_color
  GL_EXT_shadow_funcs
  GL_EXT_stencil_clear_tag
  GL_EXT_stencil_two_side
  GL_EXT_stencil_wrap
  GL_EXT_texture3D
  GL_EXT_texture_compression_s3tc
  GL_EXT_texture_cube_map
  GL_EXT_texture_edge_clamp
  GL_EXT_texture_env_add
  GL_EXT_texture_env_combine
  GL_EXT_texture_env_dot3
  GL_EXT_texture_filter_anisotropic
  GL_EXT_texture_lod
  GL_EXT_texture_lod_bias
  GL_EXT_texture_mirror_clamp
  GL_EXT_texture_object
  GL_EXT_texture_sRGB
  GL_EXT_timer_query
  GL_EXT_vertex_array
  GL_HP_occlusion_test
  GL_IBM_rasterpos_clip
  GL_IBM_texture_mirrored_repeat
  GL_KTX_buffer_region
  GL_NVX_conditional_render
  GL_NV_blend_square
  GL_NV_copy_depth_to_color
  GL_NV_depth_clamp
  GL_NV_fence
  GL_NV_float_buffer
  GL_NV_fog_distance
  GL_NV_fragment_program
  GL_NV_fragment_program2
  GL_NV_fragment_program_option
  GL_NV_half_float
  GL_NV_light_max_exponent
  GL_NV_multisample_filter_hint
  GL_NV_occlusion_query
  GL_NV_packed_depth_stencil
  GL_NV_pixel_data_range
  GL_NV_point_sprite
  GL_NV_primitive_restart
  GL_NV_register_combiners
  GL_NV_register_combiners2
  GL_NV_texgen_reflection
  GL_NV_texture_compression_vtc
  GL_NV_texture_env_combine4
  GL_NV_texture_expand_normal
  GL_NV_texture_rectangle
  GL_NV_texture_shader
  GL_NV_texture_shader2
  GL_NV_texture_shader3
  GL_NV_vertex_array_range
  GL_NV_vertex_array_range2
  GL_NV_vertex_program
  GL_NV_vertex_program1_1
  GL_NV_vertex_program2
  GL_NV_vertex_program2_option
  GL_NV_vertex_program3
  GL_S3_s3tc
  GL_SGIS_generate_mipmap
  GL_SGIS_texture_lod
  GL_SGIX_depth_texture
  GL_SGIX_shadow
  GL_SUN_slice_accum
  GL_WIN_swap_hint
  WGL_EXT_swap_control

WGL extensions:
  WGL_ARB_buffer_region
  WGL_ARB_extensions_string
  WGL_ARB_make_current_read
  WGL_ARB_multisample
  WGL_ARB_pbuffer
  WGL_ARB_pixel_format
  WGL_ARB_render_texture
  WGL_ATI_pixel_format_float
  WGL_EXT_extensions_string
  WGL_EXT_swap_control
  WGL_NV_float_buffer
  WGL_NV_render_depth_texture
  WGL_NV_render_texture_rectangle


— Implementation specifics —

Various limitations:
  Max. texture size ------------------- 4096 x 4096
  Max. number of light sources ------------------ 8
  Max. number of clipping planes ---------------- 6
  Max. pixel map table size ----------------- 65536
  Max. display list nesting level -------------- 64
  Max. evaluator order -------------------------- 8
  Point size range ---------------- 1.000 to 63.375
  Point size granularity -------------------- 0.125
  Line width range ---------------- 0.500 to 10.000
  Line width granularity -------------------- 0.125

Maximum stack depths:
  Modelview matrix stack ----------------------- 32
  Projection matrix stack ----------------------- 4
  Texture matrix stack ------------------------- 10
  Name stack ---------------------------------- 128
  Attribute stack ------------------------------ 16

Framebuffer properties:
  Sub-pixel precision bits --------------------- 12
  Max. viewport size ------------------ 4096 x 4096
  Number of auxiliary buffers ------------------- 4


— Extension specifics —

ARB_multitexture:
  Texture units --------------------------------- 4

ARB_texture_compression:
  Supported formats ——
  DXT1 RGB DXT3 RGBA DXT5 RGBA

Texture_cube_map:
  Max. cube map texture size ----------------- 4096

EXT_texture_filter_anisotropic:
  Max. anisotropy ------------------------------ 16

Texture3D:
  Max. 3D texture size ------------ 512 x 512 x 512

NV_register_combiners:
  Max. general combiners ------------------------ 8

Texture_rectangle:
  Max. texture rectangle size --------- 4096 x 4096

NV_vertex_array_range:
  Max. VAR size --------------------------- 1048575

NV_vertex_program:
  Max. tracking matrix stack depth -------------- 1
  Max. tracking matrices ------------------------ 8

DrawRangeElements:
  Max. recommended index count --------------- 4096
  Max. recommended vertex count ------------- 4096

ARB_imaging:
  Max. color matrix stack depth ----------------- 2

NV_occlusion_query:
  Pixel counter bits --------------------------- 32

ARB_occlusion_query:
  Query counter bits --------------------------- 32

NV_fragment_program:
  Max. texture coords --------------------------- 8
  Max. texture image units --------------------- 16
  Max. local parameters ----------------------- 512

ARB_vertex_program:
  Max. instructions --------------------------- 512
  Max. native instructions -------------------- 512
  Max. temporaries ----------------------------- 48
  Max. native temporaries ---------------------- 48
  Max. parameters ----------------------------- 256
  Max. native parameters ---------------------- 256
  Max. attribs --------------------------------- 16
  Max. native attribs -------------------------- 16
  Max. address registers ------------------------ 2
  Max. native address registers ----------------- 2
  Max. local parameters ----------------------- 256
  Max. env. parameters ------------------------ 256
  Max. vertex attribs -------------------------- 16
  Max. matrices --------------------------------- 8
  Max. matrix stack depth ----------------------- 1

ARB_shading_language_100:
  Shading language version 1.10 ——
  NVIDIA via Cg 1.3 compiler

ARB_fragment_program:
  Max. texture coords --------------------------- 8
  Max. texture image units --------------------- 16
  Max. env. parameters ------------------------ 256
  Max. local parameters ----------------------- 512
  Max. matrices --------------------------------- 8
  Max. matrix stack depth ----------------------- 1
  Max. instructions -------------------------- 4096
  Max. ALU instructions ---------------------- 4096
  Max. texture instructions ------------------ 4096
  Max. texture indirections ------------------ 4096
  Max. temporaries ----------------------------- 32
  Max. parameters ---------------------------- 1024
  Max. attribs --------------------------------- 16
  Max. native instructions ------------------- 4096
  Max. native ALU instructions --------------- 4096
  Max. native texture instructions ----------- 4096
  Max. native texture indirections ----------- 4096
  Max. native temporaries ---------------------- 32
  Max. native parameters --------------------- 1024
  Max. native attribs -------------------------- 16

ARB_vertex_shader:
  Max. vertex attribs -------------------------- 16
  Max. uniform vertex components -------------- 256
  Max. varying floats -------------------------- 32
  Max. combined tex. image units --------------- 16
  Max. vertex tex. image units ------------------ 4
  Max. tex. image units ------------------------ 16
  Max. texture coords --------------------------- 8

ARB_fragment_shader:
  Max. uniform fragment components ------------ 512
  Max. tex. image units ------------------------ 16
  Max. texture coords --------------------------- 8

NV_fragment_program2:
  Max. execution instructions --------------- 65536
  Max. call stack depth ------------------------- 4
  Max. if statement nesting -------------------- 48
  Max. loop nesting ----------------------------- 4
  Max. loop count ----------------------------- 255

NV_vertex_program2_option:
  Max. execution instructions --------------- 65536
  Max. call stack depth ------------------------- 8

NV_vertex_program3:
  Max. vertex texture image units --------------- 4

Draw_buffers:
  Max. draw buffers ----------------------------- 4

EXT_framebuffer_object:
  Max. renderbuffer size --------------------- 4096
« Last Edit: July 15, 2007, 12:31:44 pm by motorherp »
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Read August 11, 2007, 10:59:41 am #3
motorherp

Re: Rules

**** Important rule changes ****

The size limit rules have now changed.  After some discussion we decided this was too restricting and I feel that any small increment in size wont fix the problem.  As a result the size limit has been lifted all together.  Please be sensible though and bare in mind that the judges have to download every single entry and all those mb's add up.  If your game size seems excessive for what the game includes this will effect your score.

As well as this it seems I got charlies specs mixed up.  This has been corrected.
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