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Messages - hai

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bluemonkmn: good question! I'm not sure which term is most appropriate. I've been referring to it as a game without the game, but that doesn't really get to the bottom of it. I've been reading an interesting book this last week, How To Do Things With Videogames by Ian Bogost which has a nice discussion at the beginning around the terms art games and game art. I suppose this one has similar characteristics to so called "game art" as he describes, at least when it's in the context of the gallery. But does that change when it is accessed online in a gaming context, rather than an art space? ( PDF here - http://art.yale.edu/file_columns/0000/1537/bogost-ian-how-do-things-videogames.pdf ) He refers to some really clever and playful ones that have been made...

And the exhibition will be at Galleria Huuto in Helsinki, 25.oct - 10.nov. It's part of a show by Demodictus art group for Estomania festival which takes place in Helsinki each year, and is a collaboration between Tallinn and Helsinki based artists, musicians, performers, etc. I can link some pictures/info up on here after!

v6v: yes! I'd like to run it on HTML5, and have done a little searching around, but am not sure where to start with it... is it possible to do from the existing files or would I have to build it again from scratch as a HTML5 game?

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Got it in one! .D

(I could also give you the lines about death being anonymous and intimate at the same time - its ability to leap unexpectedly from the distant, universal to the close and personal. I wanted to use contrasting graphics to reflect these parallel natures of death

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It's working now! Have a play!

Well, here's the very latest version, I've not had anyone test it on another computer yet though so fingers crossed... : http://www.mediafire.com/?wiz0382k0c3gpsr

(And if not, then this should be the earlier one which has been tested by a couple of distant computers and worked. One of them needed to remove a firewall or something, and make sure it was installed direct to drive C, but hopefully.. : http://www.mediafire.com/?epp1qohueuww3o5 )


But yes, it's not exactly made as a standard video game, perhaps it's a game without a game. It's an artwork for an upcoming exhibition in Helsinki, made as part of the artist group Demodictus. We build sometimes technically complex "toys" that touch on the tricky subjects of death, war, religion, societal differences... through different games and ways of playing.

Some links on that:  https://www.facebook.com/DemoDictus?fref=ts
http://www.youtube.com/playlist?list=PLl9TwTnU8El72n_2BwNpRQNoKNsZOKA40



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got it, thanks again!

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Ah but now I'm afraid I'm still not getting any further with importing the project. I see how to create a blank graphic sheet, and Import From..., but the files I have from the SGDK1 game include only .bmp s, for the tilesets, .map s and the .gdp file. Importing any of these to the graphic sheet I get Data at the root level is invalid. Line 1, position 1. . So having a look at SGDK1, and other ways to save  - perhaps I need to do something with the code? I could Export XML, but see no option to then Import XML into SGDK2....

Thanks again for taking the time to sort out the latest version for XP! Even if I end up completing this project on SGDK1, I'll be sure to have a play with the newest one when making my second game...

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Success !

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No, sorry. I tried first of all the SGDK229_WinXP.zip which says updated <10 mins ago, and when I extracted the files, the SGDK2IDE file shows Date created: 18.09.2013. 8:32 (I checked my recycle bin, and the previous one in there was created 18.09.2013. 6:58)

but with this new one I had the same result as above screenshot ("would you like to download... =v.5 now?")

and then I tried the "Looking for the latest version? Download SGDK229.zip (4.9 MB)" - back to the error "C:\Documents and Settings\Administrator\My Documents\Downloads\SGDK299\SGDK2IDE.exe is not a valid Win32 application.".

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Wow, thanks very much!

But no, I'm afraid it's still not working. Got this error:



and then taken to this link http://dotnetsocial.cloudapp.net/GetDotnet?rClrVer=v4.0 where .NET 4.5 started downloading.

I had a look and the computer seems to have .NET 4


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Ah yes, this is the problem. I'm on Windows XP - no luck installing .NET Framework 4.5.

And yeah, great! I think it's clearer now on the SGDK1 download link.

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Thanks for the quick replies!

I tried to download SGDK2 from sourceforge just now through the homepage and when I went to run it, got "C:\Documents and Settings\Administrator\My Documents\Downloads\SGDK299\SGDK2IDE.exe is not a valid Win32 application.".

(bluemonkmn - I then googled "download SGDK2", thinking I might find it elsewhere without problems and came very quickly to this page http://gamedev.sourceforge.net/download.shtml . The temptation is to click first on Downloads, and not see the Version 2 Home link in the sidebar. I believe this is what happened when I first downloaded it, so perhaps adding some warning in above "Download the Latest Install Now", saying that it's the latest install of SGDK1, but that the more up to date SGDK2 can be found *here* would help other people realise that they're not on the latest version?)

I tried also 2.2.8 and had the same problem running it, but have found that 2.2.2 runs. I'll try creating new graphic sheets there and importing! (Though I had 2.2.2 on my computer a couple weeks ago and couldn't find it today, so redownloaded. I notice it doesn't appear in the start menu... can remember there being some error when opening it a second time, couple weeks back, but don't remember what it was, sorry.)

Despite these challenges, really super enjoying learning with SGDK!

Thanks also for the advice on the file location v6v, and for the offer to check it on youtube! I'll give it a bit of a play myself but might take you up on that offer if I get stuck!

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I'm working on a game set up with one main "desert" map, littered with 60+ unmarked trigger points that switch the character to different "Game over" maps. From these "Game Over" maps, it's possible to return to the desert map by moving the character to a "Restart" icon, consisting of a group of tiles with special functions that trigger back to the desert.

I'm wondering if it's possible to also programme it so that these Game Over maps automatically trigger back to the main Desert map after X amount of time (1 minute of inactive play, for example.) Any ideas?

The work will be shown as part of an art exhibition, and so I'm concerned that one visitor might leave the screen open on a Game Over map and walk away. Each visitor should firstly find the character in the main Desert map when they approach it.

Perhaps it's possible to add a sprite into each Game Over map, one which "follows" slowly the active sprite and therefore always collides with it, and this collision triggers a return to the desert? Though for so many maps, some alternative superfast easy solution would be ideal..

Game-in-progress can be found here: http://www.mediafire.com/download/b532we8e2b053na/Death+GameInst.exe


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A second less important question which I may have now solved, but would like to know how I solved.... I was trying to turn the game to an .exe file for testing on a different computer, using NSIS, and kept on getting an error :path not found.
When trying to play the installed game, I was told no player sprite was specified for startup map ("above"). But this map was not the startup map when I looked in the project. And then, playing the installed game, the game screen turned to this other "above" map that I'd made for an entirely separate project. 

I jiggled files and folders around, resaved the game under different names... and found that if I removed all other .gdp files from the GameDev folder that came alphabetically before this particular game, then it worked. Is NSIS set to always work with the topmost alphabetically sorted file in the program files/game dev directory, when working through Install packager? Flukes are nice, but... 

Maybe it wasn't this at all that solved it. Maybe what I really want to know is: Is there some good practice for where to save all files needed when making a game (.bmp files to load as tilesets + .map files)? As a subfolder in program files/game dev? on the desktop? does it matter?

+ during Install packager, is there something that needs to be set in a particular way that could have been causing the problem?

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I understand now that the kit version I'm using is verrrry old - somehow I didn't notice until the game was half made (it's my first try at making any kind of video game). I later downloaded sgdk 223 but there seemed to be no way to import all the work made in 1.4.6

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