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878028 Posts in 32900 Topics- by 24325 Members - Latest Member: hoplite21

May 21, 2013, 03:15:53 AM
TIGSource ForumsDeveloperCreativeThe Unfinished Game/Demo Dump
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Author Topic: The Unfinished Game/Demo Dump  (Read 106532 times)
Tuba
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« Reply #345 on: April 19, 2012, 04:32:25 PM »

Previously to that, I was main artist on "Soul Bubbles" for Nintendo DS

OMG! One of my favorite games on the DS! Congratulations man :D

And those concepts/animations are awesome, don't give up!
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johnki
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« Reply #346 on: April 30, 2012, 09:48:38 PM »

Gathered up a few old Flashpunk tests and such.

Some kind of really glowy mystery adventure game I was planning, but couldn't figure out what I wanted out of the story and lost motivation to work on it.

A co-op game I had started, but ended up feeling a bit in over my head with the whole netcode thing. Had a post about it here.
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08--n7.r6-79.84
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« Reply #347 on: May 18, 2012, 02:59:12 AM »

fikey  Shocked omg awessome! it is absolutely AWESOME!!1111







i'll reanimate development of this game soon (i hope)
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s_l_m
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« Reply #348 on: June 11, 2012, 09:32:35 PM »

Probably my most advanced abandoned project was a game written in freebasic (with inline x86 assembly for the processor intensive parts). It was a side scrolling shooter (think Astroboy for GBA, which was the inspiration. Or if you don't know that game, Gunstar by the same company) If memory serves, I had my own level format and I was super proud of the engine, it ran at a solid 60 fps on my medium quality computer and supported up to 128 enemies (or animated explosions) and I think 1024 bullets at the same time. I had background music and sound fx all working too. Alas this was a few years ago (I was like 13 or 14 prolly, maybe even 12, I am 19 now) and I really didn't have the patience to finish it. I sucked at drawing (even more than I suck now) and all the graphic were placeholders taken from rom's I sprite ripped. I still kind of want to make a Treasure style side scroller, but I am nowhere near a good enough spriter to pull it off.
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May The Bridges I Burn Light The Way
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RobJinman
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« Reply #349 on: June 13, 2012, 07:33:49 PM »

Check out my prototype that demonstrates what I think is a fairly promising game mechanic (though not a very creative one, I admit): http://www.robjinman.com/article.jsp?id=30
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DanFessler
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aka Indigo

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« Reply #350 on: June 20, 2012, 08:34:24 PM »

Check out my prototype that demonstrates what I think is a fairly promising game mechanic (though not a very creative one, I admit): http://www.robjinman.com/article.jsp?id=30

I really do love that mechanic. It combines two of my favorite things; digdug and platforming Smiley  It is quite promising
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DustyDrake
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« Reply #351 on: June 24, 2012, 03:19:42 AM »

MafiaDuDes: https://dl.dropbox.com/u/9120262/mafiadudes.exe
(Old version of it, I'll try to get the latest asap!

and it's successor: Super Mafia DuDeS (In-Progress, so technically not unfinished): https://dl.dropbox.com/u/9120262/Super%20Mafia%20DuDeS.exe
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Vince_Lawrence
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« Reply #352 on: June 25, 2012, 03:13:08 PM »

Unfinished MMORPG Engine for Minecraft

No official releases has bin done
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JakobProgsch
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« Reply #353 on: July 13, 2012, 09:58:48 AM »

I just found this old project from a physically based simulation class, it's a breakout clone with "physical" bricks. http://youtu.be/W5zvxpBNmZQ
« Last Edit: July 13, 2012, 10:04:27 AM by JakobProgsch » Logged

Medevenx
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« Reply #354 on: July 14, 2012, 05:21:51 AM »



currently on hold



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fractilegames
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« Reply #355 on: July 20, 2012, 12:36:49 AM »

I spent one full decade not releasing anything, so I have quite a few dead projects. This is the one that got furthest:





It was supposed to be a hovercraft racing game, where you could modify your vehicle by buying better parts and weapons. After trying add multiplayer support to it the code and the amount of work required to complete it just got out of hand and I eventually decided to dump the whole project.

I'm still hoping to one day make a hovercraft game in style of Bullfrog's Hi-octane. This wasn't completely lost work, since a lot of code (the better parts) ended up in my current project.
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PiotrMi
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« Reply #356 on: July 31, 2012, 02:05:42 AM »

My greatest game fail was this: Cold. I had no 3d skills back then but soooo high expectations (I was thinking it would become the next indie game hit).
All what remains is a page on IndieDB and a demo with four levels.
Here is a link to the game demo: http://www.indiedb.com/games/cold/downloads/cold-extended-demo







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Impmaster
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Scary, isn't it?


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« Reply #357 on: October 17, 2012, 04:43:57 AM »

That last one actually looks quite good. Did it have any goal to it?
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pikpiak
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« Reply #358 on: October 23, 2012, 09:48:50 PM »

Man the fox game sprites look so good, really nice art there Hand Thumbs Up Right

I started dabbling in Unity about 2 years ago, looking to make a nice mobile game in my free time. Well 2 years on, I guess I am left with no launched personal titles and a bunch of prototypes that proved to be not as fun as I expected. I learned a lot more on games design/programming over the years though, coming from an artist background. 

Pieced them up in a blog http://pikpiakgames.blogspot.sg/ (you'll need a unity browser plugin to play them.)
Throw me something if u have any haha.

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F8_Sean
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« Reply #359 on: November 04, 2012, 11:05:52 AM »

I'm new here, so I figure this is the best way to introduce myself.

2010 Eternity Fragment (OHRRPGCE)
This was a concept I had been kicking around for a while, and finally pushed myself to build it in the span of about a month. A lot of the graphics were free-to-use assets from the OHR community, but I had a friend do the monster sprites. The story involves the player replaying an old RPG that they never finished, and I had ideas on exploring the way we remember games as we get older.

Screens:


Download: http://www.slimesalad.com/forum/download.php?id=1181

August 2011 – June 2012 Procedural Generation RPG (XNA)
This started out as an exercise in learning XNA and ended up being an example of "design by feature-creep." I had one friend responsible for programming the combat and another responsible for sprites and music.The general idea was to create a retro RPG for XBLIG/Windows Phone that randomly generated the entire world and assumed that you'd be able to New Game+ infinitely. It's more of a technical demo than a game in that regard, because there's no story or quest for the heroes. You just go through five dungeons and the world regenerates. The combat system was designed around a command queue, and we had ideas for combos and bonuses if your commands made a "chord" (think scrolling notes in a guitar game). This one's pretty much dead because my combat programmer seems to have dropped off the face of the earth.

Controls: Z = Confirm, X = Cancel / Call Creature (Overworld), Enter = Start

Screens:
Trailer - http://youtu.be/4oaFvbjSEho


More on our website.

Download: https://dl.dropbox.com/u/23693330/DBP_Demo.zip

---

I'm still interested in the retro RPG format, but I want to define a project before I go hacking away again. Sensible, accessible design seems to be my weak point, as all my ideas are way too abstract and complicated. That makes for fun programming challenges, but lousy game design.

I just finished playing Fez Gomez and I'm really in love with the simplicity of the design. I'm trying to think of ways of applying that design philosophy to the RPG format, stripping away all the non-essential gameplay and building an experience around what's left. Of course that's easier said than done, and doing it well is another thing entirely.

Any suggestions on where I should go from here?
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