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PostPosted: Thu Dec 01, 2011 8:21 am 
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EDIT: The winner of this year's competition is Bluescreen! Congratulations.

See full results: viewtopic.php?p=1000663#p1000663

==============================

EDIT: The 2nd and final round of the contest started and is open for votes till 12th March 2012. For details see the specific posting of the announcement.


==============================

The last two years the competitions for the titlegames of the 1.1 and the 1.0 have been quite successful, thus let's try this again this year, too :-). I'd like to invite all interested parties to create a nice savegame which makes a good showcase for and nice introduction to OpenTTD.

Deadline for submissions is 14th February 2012, 0:00:00h UTC, later submissions cannot be accepted. Please attach the savegame to this thread. If you update an existing entry, please indicate which savegame it replaces (link to previous posting).

Upon closing of submissions a final list of all entries with screenshots using both OpenGFX and TTD base sets will be published and open to vote for one or two weeks to create a short list of three entries. This short list will then be subject to a 2nd round of voting, open for one week. Details on the voting procedure will follow here in due time, but it's likely to be very similar to the one of last year.

Some guidelines for possible title games:

* Think of it as first-impression of the game. Looking nice and appealing to many people is much more important than 'biggest station', 'most complex junction', or 'most successful company'.
* Map/file size: 256x256 or smaller, maximum of ~150 KiB. You don't need a very big savegame to show a lot, actually most screens can't even show such maps in full. Actually, 128x128 is more than sufficient for 1920x1200, but 64x64 is just a tad small.
* Show as much different things as possible, and try to show how they should be used. For example show the difference between presignals and path signals, standard road stops and drive through road stops. Show steam trains and maglevs, dualheads etc.
* Breakdowns will automatically be disabled, so try the game with breakdowns disabled.
* Cheating for money or making a money losing example isn't a big problem. Cheating to change the landscape is.
* Try to make it visually appealing, also for very big screens. However, put most interesting stuff that doesn't use much space in upper left part of the viewport as that piece is shown for all screen resolutions. The upper left part of the viewport is the anchore. Larger viewports will expand the view only to the bottom and to the right. Thus choose the upper left corner of what you show in the upper left part of the map.
* It should be appealing with both OpenGFX and the original graphics; this might exclude toyland.
* Try to keep the number of simultanious sound effects down. E.g. try to reduce the number of level crossings, but for example keep one or two to show the difference between block and path signals on level crossings.
* And ofcourse the savegame MUST be compatible with clean trunk, so no savegames made by YACD, IS2, daylength, YAIM, NoGo or other patched versions are allowed.
* Do not use AIs; they might be missing for clients. What you can do is make a multi-company game by means of multiplayer.
* Do not use any NewGRFs; NewGRFs can't be loaded in the intro game because that might crash OpenTTD when they are not found among with some coding reasons.

When adding a title game candidate to this thread, please add a screenshot too. Better create one excellent savegame than several mediocre ones :-).

Please also only one savegame per posting :-) and it'd be nice, if you could just remove old versions or edit the posting with the old savegame and making a completely new posting so that it becomes clear that it is deprecated now - it makes it easier for me to not add deprecated savegames nor miss any.

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PostPosted: Fri Dec 02, 2011 12:19 am 
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First! :mrgreen:

Starting with a screenshot...

Image

Attachment:
opntitle.dat [48.27 KiB]
Downloaded 205 times


EDIT: This version is out of date. See new version below.

And now the list of features...
RAIL
Basic presignal priority system (on bottom-most track in screenshot)
Path signals and presignals
Semaphores and electric signals
All types of rail
Regular & one-way roads
Two-way thru terminal station
Shorter-than-train platform: this shows that it takes ridiculous amounts of time to load
Path & block signal level crossings
Multi-head trains

AIR
Helicopters, three different types of helicopter landing places (two heliports and an airport)
Regular planes too

WATER
Passenger and freight ships
Canals, rivers, oceans
Buoys, locks

ROADS
Highways, one-way and two-way roads
Trucks and buses
Two different types of RV stations


And probably a few more that I missed.

PS To be honest, I think that this game should be in temperate - we've never actually had a temperate game, and it is the most played climate. We've had (IIRC) two arctic games (including the pre-1.0 one) and one desert. Since toyland isn't really a climate, the next climate 'in line' is temperate.

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Last edited by Level Crossing on Tue Dec 13, 2011 12:16 am, edited 2 times in total.

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PostPosted: Fri Dec 02, 2011 1:09 am 
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I'm pretty sure the 1.0.0 title screen was temperate :wink: And wasn't the tropical one only in TTD/Patch?

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PostPosted: Fri Dec 02, 2011 7:38 am 
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Looks nice Level Crossing, just some small suggestions from my side that I think would make it even better:

Move the entire screen a bit to the left, to get:
-The heliport in complete view
-The oil rigs in view and not under the menu
-The tunnel exits in the bottom right corner out of the screen
Also I think it looks nice if the railroads have wider turns, instead of the 1 tile turns you have now.

Maybe I will also give it a go to create a nice title game.

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PostPosted: Fri Dec 02, 2011 7:41 am 
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Emperor Jake wrote:
I'm pretty sure the 1.0.0 title screen was temperate :wink: And wasn't the tropical one only in TTD/Patch?

I remember having a tropical title game in OpenTTD.


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PostPosted: Fri Dec 02, 2011 7:43 am 
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Arexander wrote:
Emperor Jake wrote:
I'm pretty sure the 1.0.0 title screen was temperate :wink: And wasn't the tropical one only in TTD/Patch?

I remember having a tropical title game in OpenTTD.

Yes, the 1.1 series has one. I.e. the current stable releases 8) http://devs.openttd.org/~planetmaker/titlegame-1.1/

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PostPosted: Fri Dec 02, 2011 7:56 am 
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planetmaker wrote:
Yes, the 1.1 series has one. I.e. the current stable releases 8) http://devs.openttd.org/~planetmaker/titlegame-1.1/

Slightly OT, but why don't the nightlies use the 1.1 title screen? The constant chiming of the level crossing on the nightly title screen does my head in!

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PostPosted: Fri Dec 02, 2011 8:28 am 
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PaulC wrote:
planetmaker wrote:
Yes, the 1.1 series has one. I.e. the current stable releases 8) http://devs.openttd.org/~planetmaker/titlegame-1.1/

Slightly OT, but why don't the nightlies use the 1.1 title screen? The constant chiming of the level crossing on the nightly title screen does my head in!

Nightlies won't change their titlescreen as that savegame is a test case for savegame conversion as its creation dates back to nearly the beginning of time.

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PostPosted: Fri Dec 02, 2011 9:29 am 
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And it is also pretty damn awesome :)

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PostPosted: Fri Dec 02, 2011 4:56 pm 
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Here's my entry. Temperate, 128 x 128.

Attachment:
OpenTTDTitleScreenSchroduckBig.png
OpenTTDTitleScreenSchroduckBig.png [ 1.03 MiB | Viewed 15623 times ]


(A widescreen version is also attached)

All four vehicle types cross the screen, with a variety of vehicles from all ages (with the exception, obviously, of old ships).

A transfer loop, visible in widescreen games and suggested in narrow mode, takes coal from an offscreen mine to the power station via maglev. The maglevs share a double track bridge, with entry to the bridge system controlled by presignals. A very basic flyover junction takes a passenger maglev to a nearby town.

Double headed steam trains 9 squares long carry oil from the rig to two offscreen refineries, while AsiaStars carry valuables to an offscreen bank. The two trains have to share a single tracked railway bridge controlled by path signals.

A very short monorail shoots up the mountain side, to demonstrate both short trains/multiple units and mixed-mode stations.

Lorries transfer wood to a dock to be sent to a sawmill by ship.

Buses trundle around the screen.

Aeroplanes fly over between two distant towns, a helicopter shuttles between the oil rig and the city.

Only one level crossing, infrequently used!

Variety of bridges, short example of one-way road.

Designed on an axis so that no matter how big the window, something interesting should always be visible.

On very large displays, an example of a Ro-Ro station appears at the top, an airport and canal at the bottom, and a sawmill plus more railway line on the right.

On very small displays, all four vehicle types should still be visible.

Enjoy!

Attachment:
File comment: Schroduck Title Screen Entry
opntitle.dat [27.32 KiB]
Downloaded 160 times


Attachments:
File comment: Widescreen!
OpenTTDTitleScreenSchroduckWide.png [613.51 KiB]
Not downloaded yet
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PostPosted: Fri Dec 02, 2011 5:05 pm 
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Schroduck wrote:
Here's my entry. Temperate, 128 x 128.

Looks nice from the screenshots :-)

Quote:
On very large displays, an example of a Ro-Ro station appears at the top(...)

Please note: The view for larger monitors / viewports only expands to the right and the bottom. Parts of the savegame left and above the upper left corner of what you show will appear at no resolution or viewport size.

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PostPosted: Fri Dec 02, 2011 5:48 pm 
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planetmaker wrote:
Schroduck wrote:
Here's my entry. Temperate, 128 x 128.

Looks nice from the screenshots :-)

Quote:
On very large displays, an example of a Ro-Ro station appears at the top(...)

Please note: The view for larger monitors / viewports only expands to the right and the bottom. Parts of the savegame left and above the upper left corner of what you show will appear at no resolution or viewport size.


Thanks!

And you're right, I meant to say that the Ro-Ro station is at the same latitude(?) as the power station, but quite a long way to the right. I'm not 100% sure if it will ever be visible on a normal screen, but the last competition included screenshots at something like 2500 pixels wide, and I wanted to make sure that there would be something in the corner of the screen even in that case.


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PostPosted: Sat Dec 03, 2011 12:54 pm 
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This is a modern take, may enter is for the Turner Prize.

JS.

Attachment:
03-11-11 - OTTD Front screen.PNG [25.16 KiB]
Not downloaded yet

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PostPosted: Sat Dec 03, 2011 2:11 pm 
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Modern? A very early demo version of TTO posted here has this title screen :mrgreen:


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 Post subject: Port city
PostPosted: Mon Dec 12, 2011 5:20 pm 
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Hi there,

I've created a busy port city screen. There is a lot more action going on, than on the screenshot, so there is plenty to watch. Please tell me, how you like it.

János


Attachments:
File comment: Savegame
Watston Transport, 31st Aug 2037.sav [43.73 KiB]
Downloaded 205 times
File comment: Screenshot
Watston Transport, 15th Apr 2038.png [308.88 KiB]
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PostPosted: Mon Dec 12, 2011 10:46 pm 
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Likey landscape - there is some tree newgrf, but it is static, so I hope it wont throw any error
Image
Attachment:
opntitle.dat [10.12 KiB]
Downloaded 151 times

Attachment:
ottdt_title.png [292.55 KiB]
Not downloaded yet


Attachments:
ottdt_title.jpg [282.52 KiB]
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PostPosted: Tue Dec 13, 2011 12:15 am 
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v2...

EDIT: This version is out of date. See new version on page 5.

Image

Attachment:
opntitle.dat [49.86 KiB]
Downloaded 144 times


Changes:

Oil rig now fully visible.
Heliport now fully visible.
Railroad turns expanded if possible.

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Last edited by Level Crossing on Mon Jan 16, 2012 3:22 pm, edited 1 time in total.

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PostPosted: Tue Dec 13, 2011 2:18 am 
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I created a first overview of the submissions so far: http://devs.openttd.org/~planetmaker/ti ... index.html

I think we have some nice ones, though especially for the larger screen sizes a few more things could probably added to make the scene more lively or diverse.

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PostPosted: Tue Dec 13, 2011 4:41 am 
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planetmaker wrote:
I think we have some nice ones, though especially for the larger screen sizes a few more things could probably added to make the scene more lively or diverse.

Yeah, we who run 1920x1200 (and higher!) displays would like some love too! :P

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PostPosted: Thu Dec 15, 2011 12:56 am 
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Honza_ wrote:
Likey landscape - there is some tree newgrf, but it is static, so I hope it wont throw any error

static grfs are ignored during opening the title game.

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