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Offline Shockwave

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2013 UDG Challenge!
« on: January 07, 2013 »
:hi: THE 2013 DBF UDG CHALLENGE!  :hi:


  ;D Something New For The New Year! ;D


Some of you are probably too young to know what a UDG is, those who are in the same age bracket as me will remember User Defined Graphics in their old Speccy programs.  Put simply, they were a way of redefining the way that characters in the font looked and they were used to make sprites and scenery in Basic Spectrum games.  You'd define them using data statements as a grid of 1's and 0's.  Where a bit was set a pixel would be drawn... You get the idea I am sure!  :)

Nostalgia:

[youtube]Eoom2dGnHJw[/youtube]

So.. Since a UDG is essentially a letter then the screen could be filled with them in the same fashion as tiles and this is kind of what the challenge is about but let's bring it more up to date!



How Can You Make A Challenge From This You May Ask?

The challenge this time is to create a demo - Any demo you like but the screen has to be rendered entirely out of a grid of UDG's with no post rendering effects and to make it more interesting and get the creative juices flowing there are some rules! ;)

In fact we're going to increase the capabilities of UDGs and let you have more colours!  Yay!

You may have two sets of UDG's which may not be changed throughout the demo, you'll load them in as images at the start of the demo or pre-calculate them before you show your first effect. 

Each set of UDG's can contain up to 8 different UDG's and each UDG must be of 8*8 Pixels in size.  There are two sets because each set can have it's own colour palette of 3 bitplanes (8 colours including transparency).  The UDGs must be drawn in grid fasion so if you divide the screen position horizontally or vertically by 8 you may only draw a UDG at locations which produce no remainder when divided by 8 - This will ensure you conform to the grid.

At all times during your demo, your screen display should be entirely constructed out of any combination of the 16 different kinds of UDG in your two UDG sets.

To allow people to actually see the effect, we'll limit the screen resolution to a maximum of 1024 * 768 on this one.

The idea then is not necessarily to create something that looks like a Spectrum program (though you can if you want!) but one that draws it's inspiration from a bygone age..  Think of it as a version of the reduced res challenge with a twist!



Inspiration:
[youtube]pWxftUTMbRQ[/youtube]

Some demo groups have been using the ascii character set for years, your demo can look even cooler because you can use more colours in each block!




Here are the rules.

  • Your Demo's screen display must be rendered out of 8*8 blocks.
  • You may have 2 sets of 8*8 blocks, each set can contain 8 blocks, each set can have it's own 3 plane colour palette ( 8 colours including transparrancy)
  • blocks may only be drawn at screen locations where x/8 produces no remainder and y/8 produces no remainder.
  • You may NOT use any other kind of graphics in your display apart from the 8*8 blocks.
  • The blocks must be defined at program start up, either loaded in at the beginning or calculated by the program at the beginning.
  • You may NOT redefine any of the blocks or change their colour palette at any time after you've begun to render graphics to the screen.
  • No post-render effects are allowed. The UDGs must remain in their unmolested form!
  • Maximum screen resolution of 1024 * 768 applies.
  • You must provide the raw image of the blocks you used in the archive attached to your post.
  • Colour palettes are to remain the same throughout the demo and may not be cycled.
  • You may write something for web browsers as long as it works in IE8 or Chrome or FF4 (or all!)
  • If you use flash, please provide a link where people can see your demo. If you are placed in the top 3 your .swf will be added to the site as a .zip file You should attach the .swf in a zip file to your post.
  • Wild entries are allowed and you may use any home computer / console.  Anything that is not windows based should be entered as a Wild.  Therefore you should upload it to youtube and post the video as your entry.  It's cool to post the binaries as well.
  • Please write something new for the challenge, no previously released stuff.
  • Do not use ripped routines. (dlls, libs, fmod, sdl, frameworks etc are fine but say what you used please!).
  • Entries to be posted in this forum please with the title [UDG] entry name.
  • Entries may be posted between NOW and Midnight of [Saturday 23rd Feb 2013] - UK GMT
  • The winner [S?] will be decided by a poll of forum users
  • If 1st, 2nd or 3rd places are tied there will be a vote-off to decide the winner.
  • Late entries absolutely will not be counted for voting, even if one second over the deadline.
  • Please PM any correspondence regarding rules to me, don't discuss them here such posts will be removed and not answered.
  • Please include a screenshot of your entry in your post.
  • Please only post finished work, if you update your entry the final one will be voted on.
  • After the submission deadline You may NOT post ANY further attachments to final or other versions of your entry ANYWHERE on this forum until voting has closed.
  • You may post a video of the entry along with the binaries (useful if you use shaders or linux etc).  In fact it is advisable that you do this if possible, especially if you use technology that not everyone possesses.
  • Prize money is by Paypal only. No other forms will be discussed. PLEASE don't refuse your prize if you win!
  • As well as appearing in DBF's showcase, your entry may be video captured and placed on DBF's youtube channel.
  • You may enter as many times as you like, you will however only qualify for the highest prize you win.  If you're voted as 1st and 2nd for example, you will win first prize and 2nd prize will fall to the person below you etc..



:carrot: Here are the prizes! :carrot:

  • All entries get 2 Karma

Good Luck!
« Last Edit: January 08, 2013 by Shockwave »
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Offline Canopy

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Re: 2013 UDG Challenge!
« Reply #1 on: January 07, 2013 »
wow..

This is really right up my street towards the kind of engine i've been planning in my head.

Only one question, i'm using OpenGL ES 2.0 on Windows (The Mali Emulator)

Is this OK?  (Obviously I'll make a video and screenshots to go with it if poss)
« Last Edit: January 07, 2013 by Canopy »

Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #2 on: January 07, 2013 »
Hi Canopy,

Yeah it's cool as long as the blocks are drawn with no post-processing effects - We're quite flexible with platforms, if you think there will be any issues for anyone to run it (especially if emulated) then I'd suggest you post a video capture of your entry as well as the binaries just to make sure that as many people as possible see your entry and vote for it!

Good luck :)
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Offline Optimus

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Re: 2013 UDG Challenge!
« Reply #3 on: January 07, 2013 »
That challenge might be fun!

At first I read UDG and wondered what the hell is that? Yes,. I never tried this on Spectrum but the same exist on Amstrad CPC with SYMBOL 65,[eight values in binary or hex or numeric format] and SYMBOL AFTER 65 to say you want to change after 65. So, yes! It's the same thing and I used to play a lot with the user defined chars in the past.

So, about the rules. You say 8 colors with transparency. This does mean that we have two layers of char screens that one can be transparent on the other in this single color? I guess it's not the case, I just use both sets in a single buffer, but the wording confuses me. I guess the transparent color is just black (or border color we choose?), so we have black and 7 colors. But if there is no real transparency, no second layer to be transparent to, this black can be just another color we choose, so we really have 8 colors and no need to be described as transparent.

Palette. Does it mean we have 8 colors for each character set but those two 8 color sets remains the same till the end? Or can we change the palete of the char sets every frame? Also,. it doesn't mean 8 unique colors per individual tile, like in the C64 multicolor, does it?

Sorry for the question, it just wasn't very clear to me which are the limitations.
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Offline Canopy

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Re: 2013 UDG Challenge!
« Reply #4 on: January 07, 2013 »
Thanks Shockwave - you replied while I was editing the post!

Yeah I think I can get away with what I want to do within the rules.

I think I can see a way to bend them too, but I'll get the basic idea running first before I delve into that.

This really has landed at the right time to give me some motivation, Yesterday I reinstalled my desktop pc in my 'man cave', got visual studio all set up and fixed my code to work on that and was wondering what direction to go in next!


Offline ferris

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Re: 2013 UDG Challenge!
« Reply #5 on: January 07, 2013 »
<333333333333 !!!!111

Love this concept!!
« Last Edit: January 07, 2013 by Ferris »
http://iamferris.com/
http://youth-uprising.com/

Where the fun's at.
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Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #6 on: January 07, 2013 »
Hi Optimus:

Yep, UDG's on the Amstrad are more or less the same as the Spectrum :)  I've used the term UDG, though I could have just as easily said Tiles, Tiles doesn't sound as good though!

Anyway, apologies for any confusion with the rules, I wrote them that way to ensure that the number of colours was clear but obviously I've not been as clear as I should be (I't been a while since I did one of these).

UDGs (tiles);

There are two tile sets.
Each tile set can contain up to 8 tiles.
There are two colour palettes, one for each tile set.
Individual tiles do not have individual palettes, they share the palette of the tile set they belong to.
The colour palette is 3 bitplanes so 8 possible combinations for each pixel.
Colour Palettes and tile sets are defined at the start of the program.
A solid tile (one where every bit is set at the same value) still counts as one of your tiles.
Colour palettes / tile sets are not to change at any time throughout the program, they are to remain as they were at start-up.

Hope that helps mate.


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Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #7 on: January 07, 2013 »
Thanks Shockwave - you replied while I was editing the post!

Yeah I think I can get away with what I want to do within the rules.

I think I can see a way to bend them too, but I'll get the basic idea running first before I delve into that.

This really has landed at the right time to give me some motivation, Yesterday I reinstalled my desktop pc in my 'man cave', got visual studio all set up and fixed my code to work on that and was wondering what direction to go in next!



Cool, this should be fun :)

I have had to add a couple of small points to the rules about attaching the tile images you used and about keeping colour palettes static throughout the demo because I hadn't explained them very well.

I'm in the same boat as you as it goes, I've had to re-install everything here too :)  The deadline is kind though so at least there's time.
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Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #8 on: January 07, 2013 »
<333333333333 !!!!111

Love this concept!!

Would be cool to see something from you if you get chance Jake :)
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Offline ferris

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Re: 2013 UDG Challenge!
« Reply #9 on: January 07, 2013 »
can't promise anything these days, but there's a seed planted in the back of my head for it for sure :)
http://iamferris.com/
http://youth-uprising.com/

Where the fun's at.
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Offline Optimus

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Re: 2013 UDG Challenge!
« Reply #10 on: January 07, 2013 »
Hi Optimus:

UDGs (tiles);

There are two tile sets.
Each tile set can contain up to 8 tiles.
There are two colour palettes, one for each tile set.
Individual tiles do not have individual palettes, they share the palette of the tile set they belong to.
The colour palette is 3 bitplanes so 8 possible combinations for each pixel.
Colour Palettes and tile sets are defined at the start of the program.
A solid tile (one where every bit is set at the same value) still counts as one of your tiles.
Colour palettes / tile sets are not to change at any time throughout the program, they are to remain as they were at start-up.

Hope that helps mate.

Thanks! I know my limitations now. Got already an idea working on my mind :)
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Offline jace_stknights

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Re: 2013 UDG Challenge!
« Reply #11 on: January 07, 2013 »
Time to code on ST back  ;D
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Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #12 on: January 07, 2013 »
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Offline Raizor

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Re: 2013 UDG Challenge!
« Reply #13 on: January 07, 2013 »
This sounds like a really interesting compo theme Shockwave :) Is this the same as "textmode" demos on PC? Such as this.
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Offline Canopy

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Re: 2013 UDG Challenge!
« Reply #14 on: January 07, 2013 »
A solid tile (one where every bit is set at the same value) still counts as one of your tiles.

Does an empty tile (all transparent) count as a tile?

Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #15 on: January 07, 2013 »
This sounds like a really interesting compo theme Shockwave :) Is this the same as "textmode" demos on PC? Such as this.

Hi Joe :) It's really similar and you could think of it as a text mode demo where you can create your own glyphs, the glyphs will of course have the possibility of looking much nicer than text, plus you can run in a higher resolution so we should get some really interesting ones.
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Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #16 on: January 07, 2013 »
A solid tile (one where every bit is set at the same value) still counts as one of your tiles.

Does an empty tile (all transparent) count as a tile?

Hi Canopy, yes, even tiles which are empty count towards the total :)
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Offline Raizor

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Re: 2013 UDG Challenge!
« Reply #17 on: January 07, 2013 »
This sounds like a really interesting compo theme Shockwave :) Is this the same as "textmode" demos on PC? Such as this.

Hi Joe :) It's really similar and you could think of it as a text mode demo where you can create your own glyphs, the glyphs will of course have the possibility of looking much nicer than text, plus you can run in a higher resolution so we should get some really interesting ones.

Thanks for the clarification Nick :)
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Offline Canopy

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Re: 2013 UDG Challenge!
« Reply #18 on: January 07, 2013 »
This sounds like a really interesting compo theme Shockwave :) Is this the same as "textmode" demos on PC? Such as this.

^ another one from the same person/group 'textmode :V' i just found on youtube  http://www.youtube.com/watch?v=7ddGTShBOL8

pouet link for that one is here  http://www.pouet.net/prod.php?which=25590




I'm beginning to really realise how limiting this is.. a LOT less than full text mode having 'only' 16 characters in total

depending what I do... i've already reserved 10 in my head.. ooops!


« Last Edit: January 07, 2013 by Canopy »

Offline Shockwave

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Re: 2013 UDG Challenge!
« Reply #19 on: January 07, 2013 »
This sounds like a really interesting compo theme Shockwave :) Is this the same as "textmode" demos on PC? Such as this.

^ another one from the same person/group 'textmode :V' i just found on youtube  http://www.youtube.com/watch?v=7ddGTShBOL8

pouet link for that one is here  http://www.pouet.net/prod.php?which=25590

I'm beginning to really realise how limiting this is.. a LOT less than full text mode having 'only' 16 characters in total

depending what I do... i've already reserved 10 in my head.. ooops!

Yep, it's really limited - The best themes are the ones which are simple enough to let everyone have a go, but I'm sure that we will see some amazing uses for those 16 glyphs!  :)
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