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Minigame competition #44, Hurry! Time's running out!
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| QUOTE (DJ Yoshiman @ Feb 19 2009, 05:09 AM) | | For C++/related languages/Action Script, such items you mentioned wouldn't be regarded as engines, since creating such things from scratch would demonstrate a lack of time to work on the real content of the minigame. To build those over and over would be taking too much time re-inventing the necessary wheel to get these minigames done within the time limit. |
This. The rule that you're not allowed to use premade engines is mostly to avoid people using a finished engine, with all possible stuff and only need to add a few new objects to create a "new" game. You do not need to come up with completely new code though. Some snippets might be useful, like if you have a generally working collision system, you don't need to come up with a new one. It should just be noticable that you put effort in creating that game rather than only recycling old works of yourself or - even worse - others.
Also, it is nearly impossible to find out that you did use a premade engine (especially if it has never been posted), so it's mostly a moral guideline. However if you've looked at some games on the main site, it is obvious that they were made with HE or something. If your game feels too similar to an existing game, nobody is going to vote for it anyway.
GM or MMF would in themselves already be engines for object and level management etc. but anything that's just technical stuff to make the game work is usually allowed.
tl;dr: don't use engines by others at all. you can copy and paste code snippets from your old engines into the competition entry if it's necessary, but try to code as much as possible from scratch.
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