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PostPosted: Tue Jan 10, 2017 10:43 pm 
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In 2016, there was no competition; either due to lack of willingness to organize one or because it was forgotten about. And then it was too late to remind about one.

Before that, it took place in the beginning of the year, around February or so.

So the question is: will there be such a competition this year?


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PostPosted: Wed Jan 11, 2017 1:41 am 
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HvS wrote:
In 2016, there was no competition; either due to lack of willingness to organize one or because it was forgotten about. And then it was too late to remind about one.

Before that, it took place in the beginning of the year, around February or so.

So the question is: will there be such a competition this year?


This would appear to be a matter of the pace of development.
2015 and previous years saw several point-releases,but 2016 saw only one,and 1.6.1 is still the current version with nothing else yet in beta.

Unless we are at the point of a 1.7 release (and release numbers should be related to amount of change in the program rather than arbitrary time intervals) there is no occasion for a 1.7 title game competition.


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PostPosted: Wed Jan 11, 2017 3:02 am 
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Typically OpenTTD releases a new version around April 1. Depending on how much work there is in the pipeline, alpha, beta and release candidates (RCs) will be published 1-3 months in advance for public testing and feedback.

In recent years PlanetMaker has organized those competitions. I'm sure he'd appreciate some help. If you're interested, you should send him a PM.

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PostPosted: Wed Jan 11, 2017 9:47 am 
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Well, we could just start it. The usual restrictions apply:

No NewGRFs
No AIs
No GameScripts
No Toyland
No giant map size (256^2 is best)

The list from last time looks more lengthy, but covers that, too:

* 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.
* 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 anchor. 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.
* Try with different base sets; it should look appealing regardless of which is used; this might exclude toyland.
* Try to keep the number of simultaneous 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 of course the savegame MUST be compatible with clean trunk, so no savegames made with any patched version. Any official version is ok.
* 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.
* Do not use a Game script

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: Mon Jan 16, 2017 2:32 pm 
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planetmaker wrote:
Well, we could just start it.


What about the timeframe? It doesn't sound official when there is no deadline planned, even approximately.


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PostPosted: Mon Jan 16, 2017 4:57 pm 
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HvS wrote:
planetmaker wrote:
Well, we could just start it.


What about the timeframe? It doesn't sound official when there is no deadline planned, even approximately.


How about before Summer or July 21st

EDIT : Summer might be a bit far away, could try for Spring (March 21st) so that we'll have most of the year to see the winner's title game.

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PostPosted: Mon Jan 16, 2017 6:03 pm 
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NekoMaster wrote:
HvS wrote:
planetmaker wrote:
Well, we could just start it.


What about the timeframe? It doesn't sound official when there is no deadline planned, even approximately.


How about before Summer or July 21st

EDIT : Summer might be a bit far away, could try for Spring (March 21st) so that we'll have most of the year to see the winner's title game.



Well the title game would need to be selected before the next release so it can be in the release. That's usually April 1, and there seems to be enough small changes to warrant a release by then. There will need to be at least a week allowed for voting, and some extra overhead so that the winning game actually ships, so a deadline of early March would be the latest that seems practical.


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PostPosted: Mon Jan 16, 2017 7:52 pm 
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supermop wrote:
NekoMaster wrote:
HvS wrote:

What about the timeframe? It doesn't sound official when there is no deadline planned, even approximately.


How about before Summer or July 21st

EDIT : Summer might be a bit far away, could try for Spring (March 21st) so that we'll have most of the year to see the winner's title game.



Well the title game would need to be selected before the next release so it can be in the release. That's usually April 1, and there seems to be enough small changes to warrant a release by then. There will need to be at least a week allowed for voting, and some extra overhead so that the winning game actually ships, so a deadline of early March would be the latest that seems practical.


Well then I'd say you guys ought to start this up before its too late, as this month is halfway done and then theres february and maybe a week or two of march. That gives people about 2 months to get something together.

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PostPosted: Tue Jan 31, 2017 7:30 pm 
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This is my submission. It is a 128x128 map, 66 kb.

Image

The general idea for this design is that, since the viewport extends only leftwards and downwards, the image should have its top-left to bottom-right diagonal as the center of composition. And, obviously, the content should be situated along the diagonal starting from most important at its left part. I also assume the player can be reasonably expected to move the menu around to get a better view of the picture. Otherwise, especially at lower resolutions, not much can be shown on the remaining margins.

The theme for this submission is a busy port: a place where all environments and all modes of transportation meet. Ships arrive and unload, and their cargo is being loaded on trains. Some is immediately processed at the nearby steel mill. From time to time, a passenger airliner passes in the sky above, or a passenger hovercraft slides along the piers. A road crosses the port complex, and we can see various vehicles, some having the port as their destination, and some merely passing through it. A city is seen standing above the port on a hill.

Even at 640x480, an attentive viewer would notice different train lengths, various engine and train car configurations, signals, different types of road stops, a blocked piece of road. There are path signals and pre-signals. An HQ and a helipad can be noticed at the station's entrance, and a helicopter would appear from time to time. We can see a train depot, a garage and a maritime hangar. We see that the platforms may have different length.

At 800x600, one can even catch a glimpse of a monorail line. A transfer mechanism is demonstrated by small trains servicing the port's separate piers.

At 1024x768, the player can see the destination of the helicopter: an oil-rig, where a tanker patiently waits for its loading to be complete. The player also sees a more clear example of how pre-signals are used. We meet the locks where a river meets the sea, and see how the hovercrafts pass through it. We also see the monorail station in its entirety. We can also see a maglev passenger station adjacent to an airport. A simple priority mechanism can be seen where two maglev tracks merge.

At 1366x768, we can also see a DMU servicing a suburban railway. We can observe a factory situated between the tracks receiving deliveries of goods by small road vehicles. Path signals near it We also see a buoy placed in the waters of a river.

At 1920x1080, a much richer picture is revealed. We can see a steam train delivering wood to a sawmill, we can see the monorail line finally leave the constraints of the tunnels and run freely on the ground. We can see a bank doing its shady transportation of valuables. A set of double tunnels can be found in the lower right corner, and it becomes clear how it is used once the long freight trains approach the tunnels. The large airport at the seafront of the city is now in plain view. One-way roads are showcased as a highway in the top right corner.

At 2560x1444, we can see a full coal delivery chain. Semaphores appear, framing a simple bypass solution. A pier on a lake is revealed to be the destination of hovercraft vehicles.

At higher resolutions, there are hardly any groundbreaking revelations, but the screen is intended to present an interesting picture without major gaps throughout the entirety of its surface.

An example of the title card use is attached (screenshot). So is an image with different screen sized superimposed and marked in red (scheme).


Attachments:
File comment: Layout scheme for different screen resolutions
scheme-small-optimized.png [3.22 MiB]
Not downloaded yet
File comment: Screenshot (1920x1080 screen, game not maximized)
screenshot-optimized.png [1.09 MiB]
Not downloaded yet
File comment: Title card savegame file
hvs-title-card.sav [63.84 KiB]
Downloaded 12 times


Last edited by HvS on Sun Feb 05, 2017 6:55 pm, edited 1 time in total.
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PostPosted: Wed Feb 01, 2017 7:00 am 
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I also assume the player can be reasonably expected to move the menu around to get a better view of the picture.
Ha, that's actually a new feature I inadvertently added while rewriting the entire gui system around 2009/2010. Before, you couldn't move the main menu at all.

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PostPosted: Mon Feb 20, 2017 1:18 pm 
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Long time ago, I've said that I won't make another participation in the Tittle competition (mostly due to the fact that I was out of ideas, not only because of the fact that I wasn't even getting into the finals), but as time flows, I got one idea just for the lulz (+ to the fact that you can finally move that now unpinned menu), also it makes those people that loves emptiness in the tittle extremely happy (yes, there are a lot of things that you can do)...

Anyway, here it is...


Attachments:
onptitle.png [2.41 MiB]
Not downloaded yet
opntitle.dat [40.58 KiB]
Downloaded 8 times

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