TestJam 2016 - 72 Hour Modding Competition

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whitephoenix
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TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

[overwritten]
Last edited by whitephoenix on Wed Jul 22, 2020 01:08, edited 3 times in total.

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MineYoshi
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Re: TestJam 2016 - 72 Hour Modding Competition

by MineYoshi » Post

So technically this will be a Modding Competition? The mod should be new. (I suppose)

But i have some questions:
-Can we do a modpack? Or it should go in an only mod folder?
-Can we use own licenses? I mean not using Creative Comons, GNU Licenses or anything popular likely MIT? Always that share the Source and give freedom?
-Where do we post the mod? In WIP mods, or it should go in Mods Releases? When do we should post it?
-We start coding 17th of December right? Or when exactly?
-Who will be judging the mods?
Have a nice day! :D

whitephoenix
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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

MineYoshi wrote:So technically this will be a Modding Competition? The mod should be new. (I suppose)

But i have some questions:
-Can we do a modpack? Or it should go in an only mod folder?
-Can we use own licenses? I mean not using Creative Comons, GNU Licenses or anything popular likely MIT? Always that share the Source and give freedom?
-Where do we post the mod? In WIP mods, or it should go in Mods Releases? When do we should post it?
-We start coding 17th of December right? Or when exactly?
-Who will be judging the mods?
1. Well this is about making mods, but if you want to make multiple to work together that's fine. If your mod depends on others that's fine as well. If you're just combining other people's mods, no.
2. Sure, use whatever license you want, source does have to be published though.
3. Post the mod in this thread, then after the contest is done you can post in WIP mods and have it moved.
4. Yes, you can start December 17th at 10AM PST.
5. Just me right now, if there are a lot of entries then I might enlist some others from the minetest IRC channel.

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Re: TestJam 2016 - 72 Hour Modding Competition

by npx » Post

This is a wonderful idea! And we really would like to participate! But are you really sure you want to do this contest in the last week end before Christmas? Maybe it could be a little bit difficult for someone to participate. Some people have not much time in this period...

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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

npx wrote:This is a wonderful idea! And we really would like to participate! But are you really sure you want to do this contest in the last week end before Christmas? Maybe it could be a little bit difficult for someone to participate. Some people have not much time in this period...
If I made it one week earlier there wouldn't have been enough prior notice, and I wanted to do it during winter break and on a weekend.

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Re: TestJam 2016 - 72 Hour Modding Competition

by octacian » Post

I think was npx is asking, is could it possibly be moved to mid-break? I may be wrong, just a guess. I personally am fine with whatever.

And FYI, whitepheonix already knows this, but I will be participating. And winning :P
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Re: TestJam 2016 - 72 Hour Modding Competition

by MineYoshi » Post

endev15 wrote:I think was npx is asking, is could it possibly be moved to mid-break? I may be wrong, just a guess. I personally am fine with whatever.

And FYI, whitepheonix already knows this, but I will be participating. And winning :P
At least the second prize is good too. Y' Know?
Have a nice day! :D

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Re: TestJam 2016 - 72 Hour Modding Competition

by octacian » Post

MineYoshi wrote:At least the second prize is good too. Y' Know?
More likely than not, I'll be discovering how great the first place prize is. Y' Know? :P
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Re: TestJam 2016 - 72 Hour Modding Competition

by MineYoshi » Post

endev15 wrote:
MineYoshi wrote:At least the second prize is good too. Y' Know?
More likely than not, I'll be discovering how great the first place prize is. Y' Know? :P
Well... Challenging before anything has happened is a great start! :D
Who knows, everyone has their cards, and know how to use 'em (i mean ideas, or things to win this thing, ok? :) ) By now i know what i gonna do :)
Have a nice day! :D

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Re: TestJam 2016 - 72 Hour Modding Competition

by Xudo » Post

I looked for criterias of judging and didn't find any.
Am I missed something?

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Re: TestJam 2016 - 72 Hour Modding Competition

by MineYoshi » Post

Xudo wrote:I looked for criterias of judging and didn't find any.
Am I missed something?
That's a good fact.
Maybe:
-Creativity (How good the idea is)
-Code (How good the source is, and how stable)
-Media (How good the textures, images and sounds are)

Qualify from 1 to 10
Then join every score having from 1 to 30.
Higher is the score, better is the judging! :)
Have a nice day! :D

whitephoenix
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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

Xudo wrote:I looked for criterias of judging and didn't find any.
Am I missed something?
MineYoshi wrote:
Xudo wrote:I looked for criterias of judging and didn't find any.
Am I missed something?
That's a good fact.
Maybe:
-Creativity (How good the idea is)
-Code (How good the source is, and how stable)
-Media (How good the textures, images and sounds are)

Qualify from 1 to 10
Then join every score having from 1 to 30.
Higher is the score, better is the judging! :)
Yeah, I'm gonna judge based on code and assets mainly, but creativity will be taken into account.
Also, just a reminder this starts day after tomorrow, and I will likely be judging entries on stream.

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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

So sorry guys, but my operating system threw a fit and the gift link to humble bundle got deleted, so I will be giving out some stuff from the new game programming bundle instead, hopefully that's alright.

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Re: TestJam 2016 - 72 Hour Modding Competition

by MineYoshi » Post

whitephoenix wrote:So sorry guys, but my operating system threw a fit and the gift link to humble bundle got deleted, so I will be giving out some stuff from the new game programming bundle instead, hopefully that's alright.
Don't worry :)
Have a nice day! :D

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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

Another reminder: contest starts at 10AM TOMORROW PST. That's about 16 hours from right now.

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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

MUMBLE SERVER IS UP!
IP: unixbird.imegumii.space
port: 64738
server password: testjam

I will not be in there all the time but will try to check in regularly.

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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

There is now 1:45 until the contest starts.

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Re: TestJam 2016 - 72 Hour Modding Competition

by XtremeHacker » Post

15 minutes till the contest starts, get Blender 'n your code editor open now! :)
If you say that

Code: Select all

function.name_of_thing_to_do
is impossible, then you didn't try hard enough. :P

Mods I work on: MicroExpansion

whitephoenix
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Re: TestJam 2016 - 72 Hour Modding Competition

by whitephoenix » Post

Apparently everyone bailed because it's 3 days later and I have no entries.

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Re: TestJam 2016 - 72 Hour Modding Competition

by Spaghetti Developer » Post

whitephoenix wrote:Image

Hello everybody! I was thinking, other games have modding jams/competitions, so why don't we?
I decided to announce a 72 hour long modding competition for minetest called TestJam.
The contest will take place Saturday the 17th through Monday the 19th (of December), starting at 10AM PST and ending at 10PM PST.

Did I mention there are prizes? One winner will receive:
1. Five "Code your own game" eBooks ($~85 paperback value) as a humble bundle gift
Image
2. Trine enchanted edition on Steam. ($15) Game Link: http://store.steampowered.com/app/35700/
Image
The second place winner will receive:
1. English country tune on Steam. ($5) Game Link: http://store.steampowered.com/app/207570/
Image

That's about $105 worth of prizes! ($105 more than LudumDare might I add)

Interested? Here's what you gotta do to have a chance at winning.
1. Setup a gitlab or github repo, do NOT run git init or make the repo before the contest has started!
2. Join the IRC channel #testjam @ irc.freenode.net (optional but highly recommended)
3. Start working, you can use any libraries or tools you like, but you must create most (aim for at-least 80%) of the code and do so during the competition. Using textures and assets made by others is allowed, provided they are licensed accordingly. You can (and I encourage you to) stream or record your work. There is no theme. Up to 3 people can work in your group, but you must decide amongst yourselves how to split the prizes.
4. Commit your changes to github or gitlab and post your work in this thread. If there are any commits after the contest has ended, they will be ignored.
5. Wait for results, which will be announced in this thread, I expect results to take about 2-3 days to be announced. I will be giving out prizes from this account, any other account is probably trying to scam you.
6. Release your mod on the forum, please wait until judging it finished.

If you have any questions, swing by the IRC or ask in this thread. During the contest, I will probably be streaming at https://www.twitch.tv/whitephoenix0 and checking out what everyone is working on.
- Unity I never liked it.

- Swift I never would use, even if it becomes the only programming language in the world.

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Re: TestJam 2016 - 72 Hour Modding Competition

by scottvee » Post

Well that's not the outcome I was expecting. Ouch. I was hoping to see which super creative mood won and how much fun it was. Other contests have produced some very cool code. Did you only promote it in the forum? I have only been on here for a week or two, I would have been game if I had seen it. I think a lot forum users hang out in specific threads. I hang out in the mods area, hardly ever visit General Discussions. Anyone have ideas about how and where to promote something like this?

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Re: TestJam 2016 - 72 Hour Modding Competition

by XtremeHacker » Post

Minetest Reddit
Make (and have an admin announce) a new "Contests" sub-forum?
If you say that

Code: Select all

function.name_of_thing_to_do
is impossible, then you didn't try hard enough. :P

Mods I work on: MicroExpansion

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