What? TG05
When?23.03.05 - 27.03.05
Where? The Vikingship, Hamar, Norway
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Rules
Rules
Failure to comply with the rules listed below will most likely lead to disqualification. And we don't want that, do we? Also, the democrew reserves the right to disqualify any contribution for other, unlisted reasons. Don't try to cheat. We will find out. :)

Compos:
Common rules
Demo
Intro
Music
Still-image
Wild/Anim
Useless utility
Game development compo


Common rules:

  • We do not allow previously released material to be entered into any of our competitions.
  • Your entry/entries should be handed in via Zepo, or personally at the democrew room. (If you hand in your contribution personally, it must still be registered by you in Zepo.).
  • No copyrighted material (that you don't have the copyrights to yourself) can be used.
  • We will specifically not disallow any entries from the TG crew, as there are a lot of creative and skilled people there. All voting (except for UU) is done by the audience anyhow :-)
  • All entries handed in (and not disqualified) will be considered released. Everything handed in, not disqualified and shown must be put into public domain.
  • All sizes refer to the unpacked files, not the archive!


Demo:

  • Common Rules
    • Allowed platforms are: Amiga, Windows, .NET, Linux (x86), Java and Mac OS X. For more details, check each platform section.
    • Maximum showing time is 8 minutes, but your demo should be extremely interesting to justify being that long ;-)
    • Any libraries not listed in the rules must be supplied in the demo archive, and will count towards your demo size.
    • Please try to remember the golden rules of making demos for parties: Try not to make it too boring, try not to make it too dark (since it will not look good on the big screen).
    • Special exception for the 64k intro compo: You are not allowed to use the module player/sound decompression facilities of SDL. Link statically to minifmod or write a proper softsynth.
    • If we, for some reason or another need to contact you regarding your production, please supply the following info in the archive:
      • Point of contact within the group. (phone or email)
      • Any special needs for the production. You will, however, need to fix such "partyversions" within two weeks or disqualification will be the only way.
      • Any other info you feel that the democrew should be aware of. We want to show your production in the best way, and this is a vital point in making that even remotely possible.
    • Feel free to make a "bigscreen" mode in your demo. Keep in mind that projectors have a lower level of contrast and are thus quite a bit darker.
    • The projector for the bigscreen can usually only handle default *vga resolutions. That is: 640x480, 800x600, 1024x768. Stick to them. It is not recommended to change resolution during the demo.
    • Your demo/intro may not write anything to the disk.

  • Demo
    • Allowed platforms are Win32, Linux, Mac and Amiga (see below). The same machine will be used for Linux and Windows platforms, with the same recording equipment. If you release a cross-platform demo, please make a crew.txt file stating which platform you want us to record the demo to run under. See the sections below for platform specific information.
    • Maximum size in unarchived state is 14.6MB (15000000 bytes). Directories are not counted towards the final size for the Macintosh entries.
    • The user has to be able to exit at any time by pressing ESC or by pressing left mouse button (Amiga only).
    • For hardware accelerated contributions, you are allowed to use either Direct3D or OpenGL (or both, if you're really weird).
    • Try not to restrict your demo to hardware from a specific vendor (that is, instruction sets that aren't widely available on people's CPUs today, weird OpenGL extensions, etc.). Note that you may still utilize things like custom OpenGL extensions if you detect them at runtime, but your demo should not depend on them to run.

    • Demo, Windows
      • Hand in your contribution as a single .zip archive.
      • Vanilla WinXP, with the latest DirectX and video/sound card drivers installed.
      • The compo machnie will have .NET Framework 1.1 SP 1 installed.
      • Latest drivers for the 3D cards.

    • Demo, Java
      • Hand in your contribution as a single .zip file or tar.gz/bz2 file.
      • The demo must run under J2SE 1.4.2_07. You may use Java 3D 1.3.1.
      • Include instructions on how to start your demo.
      • Java demos must be multiplatform and will be tested on Windows and Mac OS X. They will be run on the Windows compo machine during the compos.

    • Demo, Linux
      • The machine will run Debian testing (latest version as of sometime in the party) with the latest Linux 2.6.x kernel (ie. hand in your entry as a .tar.gz, .tar.bz2 or .zip file via Zepo (no RPMs etc.)).
      • In case of a GeForce card: We'll use the latest OpenGL and display drivers from nVidia. In case of an ATI Radeon: We'll use the latest standard drivers for ATI. In other words, don't rely on proprietary OpenGL extensions to make your demo run, stick to ARB and EXT ones :-) Dynamic linking to libGL.so is recommended, since at least nVidia doesn't use DRI.
      • You may freely link dynamically to the following libraries in addition to system libraries (that is, libc/libm, libpthread, and in general everything that's included with a base Debian install): Xlib (with DGA2), SDL, OpenPTC, OpenGL (including libGLU), GLUT, libvorbis (including libvorbisfile and libogg), libpng, libjpeg, zlib, bz2lib. None of these will be counted towards your size, which could be rather important in the 64k intro compo. We recommend that you link in everything else statically, or at least include the library with your entry.
      • No direct sound access. Use of OSS, ALSA or ESD is allowed.
      • Source is welcome, but of course not a requirement. Bring your sources with you, though, in case you need to recompile or fix something.

    • Demo, Mac
      • Hand in your demo as .tar.gz or .dmg file.
      • The compo machine will run the latest version of MacOS X (version 10.3.x).
      • If your demo relies on libraries or frameworks not included with MacOS X, you will have to link statically, or at least include the needed libs.
      • If your demo is not packaged as an .app launchable from the Finder, please include instructions as to how to run the demo.

    • Demo, Amiga
      • All entries should be handed in as a single .lha or .lzx file.
      • The user must be able to quit the demo by pressing left mouse button.
      • If you prefer one of our machines over the other, please say so.
      • All contributions must run after setpatch, and may utilize the APIs installed.

  • 64k Intro
    • You may contribute with either Amiga, Mac, Java, Win32, .NET or Linux intro. We will of course clearly state the platform prior to showing each intro.
    • Max size for then 64k intro is 65,536 bytes. Directories are not counted towards the final size for the Macintosh entries.
    • Apart from the altered size limit, all rules from the normal demo compo apply.

  • Fast-Intro
    • You may contribute with either Amiga, Mac, Win32, .NET, Java or Linux intro. We will of course clearly state the platform prior to showing each intro.
    • We will announce a theme for the intro, and maybe some other requirements.
    • You will have 8 hours to complete your intro. Really. No. We won't stretch the deadline.
    • Apart from the theme and time limits, all rules from the normal demo compo apply.

  • Compo Machines

    • PC Compo Machine
      • CPU: 3 GHz P4 or equivalent (x86-compatible, of course)
      • RAM: 1 GB
      • 3D card: Latest generation from both nVidia and ATI (state your preference please)
      • We will also verify that your demo runs on slower machines (typically about 800-1500 MHz with a GeForce4). Please aim to make demos that people actually can watch on their PCs :-)
      • Windows contributions can be runnable under DirectX 8 or DirectX 9 hardware (you can of course use OpenGL, SDL or any other software rendering-engine as you see fit). They may utilize DX9 functions, but please include fallbacks for DX8 compatibility.
        NOTE: This refers to hardware capabilities on the graphics card. You may of course require the DirectX 9 library.

    • Mac Compo Machine
      • iMac G5
      • CPU: 1.8 GHz G5
      • RAM: 1 GB
      • 3D card: Geforce FX 5200

    • Amiga Compo Machine
      The demo/intro will be run on one of the following machines:
      • A4000 w/ kickstart 3.1, latest 3.5 setpatch 060/50Mhz, PPC604e/200MHz.
      • 3Dfx Voodoo3 graphics card in G-Rex PCI adapter
      • Repulse 16/24 bit soundcard via AHI
      • 128MB FastRAM, 2MB ChipRAM
      • Cybergfx V4, latest Warp3D
      • PowerUp and WarpUp installed.
      or
      • A1200 w/kickstart 3.1, latest 3.1 setpatch
      • 060/50MHz
      • 32MB FastRAM, 2MB ChipRAM

 

Music:

  • Common rules:
    • Max length: 4 minutes
    • One entry per competitor in each of the subcompos.
    • No remixes of tunes you did/didn't make yourself. Read: NO remixes!
    • All genres are welcome, and will be treated equally.

  • Reason Synth Only Compo:
    • Maximum song length: 3 minutes.
    • You may use all available versions of Reason up to 3.0.
    • You may only use Subtractor and Maelström as sound sources.
    • You may not use Dr.Rex, NN-19 or NN-XT. Songs containing these devices will be disqualified.
    • Samples are not allowed. Songs containing anything at all in the self-contained settings dialogue will be disqualified.

  • High quality music:
    • Allowed file-formats:
      • Ogg Vorbis (preferred), 128-320 kbps (-q 7 equals about 224kbps at VBR, VBR is heavily recommended).
      • MP3, 128-320 kbps, but >192kbps and a good encoder (ie. no BladeEnc or Xing, please) is heavily recommended.
    • The use of non-creative "tools" like eJay will not be allowed. Don't even try.
    • We will limit the finale to 10-15 entries. The selection will mostly be based on originality and production quality.
  • Tracked music:
    • Max filesize 2MB (2097152 bytes). By this we mean the module itself, not the compressed archive.
    • Allowed file-formats (will be played in player in parentheses):
      • MT2 (MadTracker II)
      • IT (Impulse Tracker)
      • XM (FastTracker II)
      • S3M (ScreamTracker 3)
      • MOD (Protracker)
      • DBM (Digibooster Pro)
      • MADH (PlayerPRO 9.5.8)
    • No DSP effects may be used in Digibooster Pro or PlayerPRO modules. Yes, we will play them in tracker program. And yes, we will see it if you use DSP.
  • Fast music:
    • The samples will be given out in a .mod file.
    • Maximum 32 channels allowed.
    • No samples may be added to the module.
    • No samples may be removed from the module.
    • No samples may be moved within the module.
    • Samples may be modified with non-destructive tracker-extensions/commands such as sustain and volume, but NOT looping. The samples themselves may not be changed in any way. Bit reordering, amplitude change and other forms of destructive changes of the samples are not allowed, even though the sample can be "reversed" back to normal with repeated bit reordering and amplitude changes. (The DSP rule from the tracked music compo still applies.)
    • From release of the samples, you will have approx. 2-4 hours to make your masterpieces (the exact details will be given at the party).
    • Allowed file-formats are the same as in the Tracked music competition.

 

Still image:

  • Common rules:
    • Only one entry per artist in each of the compos.
    • All pictures will be scaled to 1024x768. By doing it yourself, you will ensure the best scaling possible for your picture. Pictures with statements (e.g. "Democrew sucks", "partyticket.net stinks", or any other form of religious or political messages) will be disqualified.
    • No text in the pictures, unless it is part of a texture, or is a part of the pictures in a logical way, and can be argumented for to be as such.
    • All entries should be handed in as a .zip or .rar file, containing the following:
      • Two versions of the picture, one compo version, with no signature, and one with a signature that will be released after the voting is over.
      • At least three in-progress pictures, showing the workflow, in the case of rendered, screenshots of the software and mesh is accepted. (These don't have to be as big as 1024x768.)
    • Files should be named in the following way:
      • Signed-version: Title-Yourname.png
      • Unsigned-version: Title-unsigned.png
      • WIP-pictures: Title-WIP-xx.jpg, where xx is the number in the progress.
    • File formats should preferably be PNG for compo/release versions, and JPG for WIP-files.
    • No norwegian characters in filenames.

  • Pixeled image:
    • Only pixelled pictures will be accepted (no Illustrator or vector-art). You are allowed to use a scanned sketch as base for your picture. Apart from that, scanned or rendered elements are not allowed.
    • The motive should be an original one (e.g. we don't want to see a new version of "Skrik", or the selfportrait of Odd Nerdrum)
  • Rendered image:
    • No scanned or pixeled elements, except for textures.
    • Meshes/scene should be available at request (for the DemoCrew).
    • Only objects made by the artist may be used.
    • NO, absolutely NO lens-flare effect. We WILL disqualify you! :)
  • Fast Graphics:
    • Make a picture with a given theme.
    • The theme will be announced during the party.
    • The picture has to be uploaded to the party-system within the time limit we give you.
    • In addition to this, the rules for Rendered and Pixeled Graphics apply.
    • You can choose if you want to do a render og pixel entry.
    • Only one entry per artist.

 

Wild/Anim:
  • You may contribute with mostly anything here... As long as it's playable on the big screen.
  • Max running time 8 minutes. (keep it short, 8 minutes is _long_).
  • If we get to many contributions, we reserve the right to make a selection. We will most likely pick a cool movie full of impressive CGI before a video of some idiots running around in the woods. You may of course contribute with "plain" movies, but please don't make them too boring or stupid. You're only hurting yourselves!
  • Speaking of hurting yourselves; NO JACKASS IMITATIONS. If you like being injured, fine. Just don't make us watch it.
  • Allowed file formats are MPEG-1, MPEG-2, DivX(5.x) & XviD. VHS and S-VHS are not allowed. If you really can't get your contribution over in digital form, bring your contribution with you, along with equipment that outputs S-Video, and we'll see what we can do.
  • CDs and DVDs will be kept for our own, personal enjoyment. So there!

 

Useless utility:
  • Make something totally useless; you know the drill. Surprise us.
  • Yes, we're talking about a program, not a 3 day old banana or things like that.
  • Destructive programs aren't useless; they're annoying.
  • If your program isn't made for Linux, Win32, Mac or Amiga, you will have to bring your computer and show us the program in action (or not, as it may be).

 

Game development compo:

  • Maximum size in unarchived state is 10 MB
  • Platforms allowed:
    • Windows (DirectX, OpenGL or regular Win32)
    • Linux (OpenGL, SDL, X11, console)
    • Java, including J2ME/MIDP (specify version)
    • Symbian Series 60 mobile phones
    • Macromedia Flash/Shockwave (either web or standalone windows executable).

  • The author(s) will have to demonstrate their games on the bigscreen. The audience will then have at least 24 hours to try out the games and vote.
  • If your game is for a mobile phone, please bring your phone to the party for demonstrating your game.
  • Some guidelines:
    • Try to make the game as fun as possible.
    • If the game got a scoring system, include a hiscore list.
    • If you have an online hiscore list, make it difficult to submit fake scores (use checksums or something).
    • If possible, include a multiplayer feature. (Hotseat or network)
    • Mobile games should work on as many devices as possible. Try to avoid using device-specific classes for J2ME games, or include fallbacks. Keep JAR size and runtime memory constraints in mind.
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"I do not fear computers. I fear the lack of them." - Isaac Asimov