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-Why and How Frozen Bubble is going to CPAN +SDL Perl Game Contest - week 2 roundup

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A single drop,
causes the ocean to swell

So 5 weeks ago, SDL Perl was broken. It had been for several years. After the last release SDL Perl works ... somewhat. The quick releases that you have seen have been work-arounds, fixes and refactoring. This is not bad for a few weeks of work but, there is a point where code smell and technical debt is too huge to fix with out redesigning. This is that point.

Since the redesigning will take time and effort it will be good to have a leg up. This leg up is Frozen Bubble 2.20. Frozen Bubble employs a lot of C and Perl hacks to cover up for SDL Perl's lacking. This will help in a sense fast forward the code status to 2008. Since Frozen Bubble is helping us out, we can go one step forward and help it out!

So Alias (Adam Kennedy) and I have started work on making Frozen Bubble CPAN accessible. Frozen Bubble is a well know game and making it cross-platform will bring lots of attention and hopefully contributions to SDL Perl.

In Alias's earlier post about this he mentioned about making a splash and some other stuff. I will talk about how and where we will be accomplishing this task.

First we will be tracking Frozen Bubble on the new SDL Perl Trac website. This site will be similar to Padre's Trac site. As a bonus for people looking to help out in SDL Perl I have separated tasks by perceived difficulty. This will help to breakdown harder task too.

For example for Frozen Bubble the two major bumps we have run into so far are:

Migrating the SDL Perl workarounds: Ticket #3
Making the Build System Portable: Ticket #7

The first one will be difficult as it involves XS. So I will break it down into easier tasks with specific instruction which can then hopefully be picked up by interested contributers. The second one there is sort of a forte of Adam so I will leave it up to him. This is the process I am proposing make hard tickets, break them down.

This will generate a lot of easy tickets that will hopefully be synchronized.  If you are interested in this please give me a shout on #sdl irc.perl.org or the mailing list at sdl-devel@perl.org and I will get you registered.

--yapgh



\ No newline at end of file +Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out!


Wheel of Fortune, by Tobias Leich (FROGGS)



Who never yelled madly in front of the TV watching contestants make a fool out of themselves for not knowing the words in Wheel of Fortune? Well, now you can show them how it's done in this Hangman style classic! One note though: to play it, you must install the latest experimental version of SDL Perl, that includes rects with alpha blending and other goodies.


Snake, by JT Palmer (jtpalmer)




Another classic remake beautifully done by jtpalmer. This "nibbles" clone actually comes with a nice twist: a full-blown network version that lets you enjoy the game with a friend anywhere in the world. Sweet!


CyberHack, by Zach Morgan (zpmorgan)



CyberHack is a quick platformer demo by zpmorgan, our newest participant in the Challenge! In this game, you control a green creature that falls through a deep underground maze. It still has some minor quirks in the image blitting, but it's nevertheless really fun to play!


Synthesia Kinda, by Kartik Thakore (kthakore)



The Mad Canadian strikes again, in a dazzling... thing. It was originally supposed to be based in Synthesia, but kthakore envisioned a game that plays any image! Of course, as FROGGS put it, "you can't play a random image and expect that it sounds like mozart", but kthakore is determined to work on it even more, letting it flow until it find its course in game art history.


Reflex, by... me (garu)



This is a very simple game in which you test your reflexes by pressing any key on your keyboard whenever the big red button lights up. Your Top 20 times appear on the right. According to HumanBenchmark, the average reaction time for visual stimuli in a humans is 215 miliseconds. Are you faster??

This week's roundup of games showed some pretty interesting stuff, and we saw a lot of ideas come to life in a very short period of time. I can't wait to see the next entries!

See you next week =)
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