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890636 Posts in 33508 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 08:40:35 PM
TIGSource ForumsDeveloperCreativeThe Unfinished Game/Demo Dump
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Paolo Victor
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« Reply #30 on: February 12, 2008, 08:17:57 PM »

Among all this awesome stuff, I feel a little guilty for posting just a little crappy demo :<

Well then.

Save Tamy
http://rapidshare.com/files/91362027/SAVETAMY-MMF.exe.html

A blatant megaman clone I was making for a ex-girlfriend that got canned for various reasons (boredom, college, break up, etc). This demo has only one level, and freezes just after the first boss cutscene dialog.

It's very old stuff (circa 2002/2003 at least), so please bear with the ugly graphics. Also, it was my last MMF game attempt before starting programming like a real man <o> (no mention-worthy stuff has been done by me, since =])

You may configure what weapons will be available at the first screen, but almost all of them do not hurt the enemies anyway (it's unfinished, right?).

Controls

Ingame:

Arrows move, Shift jumps/double jumps, Control fires
' uses an "E" capsule
2-8 selects a weapon

First screen:

2-8 toggle the weapons
N, S, F, R, J choose the enhancement (I planned that the player could use only one at a time)
+ and - increase/decrease life bar
, and . increase/decrease "E" capsules

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deadeye
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« Reply #31 on: February 26, 2008, 01:15:41 PM »

Among all this awesome stuff, I feel a little guilty for posting just a little crappy demo :<

Don't.   Mine aren't any better.  In fact, yours puts mine to shame.

Okay then, here goes Embarrassed

I have to come to terms with the idea that these two games will probably never be finished.  Partly due to laziness, partly due to bad coding, but mostly because I don't have a legit copy of MMF2 and I don't really see shelling out the cash for one.  I might take the work I've done in MMF and translate it all to some other dev tool someday, but it's not likely.

Brimstone (Download .rar)


A platformer with a few weapons.  All three weapons are finished, but I only got one enemy implemented.  Features rather bland bg tiles, and temp graphics in some places (most notably the title screen and SPRING).  Also features really crappy temporary sound effects and some buggy collision when stomping on enemies.  Only one demo level.  I planned the game to be cutesy and cartoony, where a demon named Beezle goes around fighting an army of cuddly critters (hence the bunnies).

Monster Panic (Download .rar)


This was going to be a metroidvania style platformer where you gradually gain new powers and open new areas for exploration.  The main way of doing this would be by saving your kidnapped monster friends.  Each friend is a playable character with his own attributes, abilities, and control scheme.  Once rescued, you'd be able to swap out to another character at any time.  Drac is the beginning character, and most well-rounded as far as control goes.  Frank is slow but he can punch things and is waterproof (but can't swim).  Swampie can swim in any direction and has a projectile attack under water.  Furball is the fastest, and can jump the highest, and is able to climb walls.  Drac was originally going to have to find a lost amulet to restore his flying ability, but in the demo he can fly from the start.

The demo features really crappy temp graphics (if you can even call them that) for the backgrounds, crappy temp music and sound effects, but all the player controls are 100% done and there are a whole two kinds of enemies.  There are two small demo levels connected by doors and the enemies actually have a rather complex (for MMF) spawning system that I'm pretty proud of.

I recommend reading the readme's for both as there are a few details in each that cover all aspects of control and gameplay.
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« Reply #32 on: April 06, 2008, 11:17:43 PM »

Like many of you I have a few unfinished projects.  Probably the one which I worked hardest on was Super Neko World (Crappy Working TitleTM). 

Download Link (PC+Intel Mac): Pre Alpha 0.21 of Super Neko World



I gave this about five months full-time work.  I eventually got discouraged because of the length of time it was taking to produce the assets.  It was in 1024x768 and I think that was my mistake.  I produced the graphics in Illustrator, and it was a time-consuming process.

Anyway, enjoy what I've done so far. It goes up to the fourth screen of the second world. See if you can make it!

Gameplay
======

A combination of Mario Bros and Bubble Bobble, to put it in simple terms.

It's a single-screen platformer where you use your ice gun to freeze the enemies, then jump on their heads.

Jump on multiple heads to get combos - this will earn you better bonuses.

There are many powerups available.  There's 184 different collectibles in total, many of which give you strange and interesting powers...   

Beat the level while the timer remains green to find secret chests and bonus rooms.

Default keys are re-definable or you can use gamepad:

Player 1
--------
Shoot - ','
Jump - '.'
Left - left arrow
Right - right arrow
Up (when flying) - up arrow
Down (when flying) - down arrow

Player 2
--------
Shoot - left control key
Jump - left shift key
Left - 'a'
Right - 'd'
Up (when flying) - 'w'
Down (when flying) - 's'

Other projects I'm working on include:

Amnesia, an anime-like point'n'click adventure.  The engine is written for this but, again, assets are the issue.  The backdrops I can do in 3ds Max, but animation is not my forte!  This is really the game I dream of making one day, as I've had the story in my head for many years.





Also I'd like to post a screenie of an on-going project which has been in development since 1992!  It's called Trip, and it's a head-to-head futuristic shooter.  I'll be posting more information about this soon.  I promise it looks much better in motion, and it's res-independent, so it works best on and HD tv or large monitor.



Anyway, that's what I've been up to, and I apologise for the large images.


« Last Edit: April 06, 2008, 11:21:40 PM by superflat » Logged

Chris Whitman
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« Reply #33 on: April 06, 2008, 11:19:10 PM »

I like your style and also dig your moves.
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« Reply #34 on: April 07, 2008, 04:55:50 AM »

Gah! Can't believe Super Neko World is deaded! It was really shaping up nicely.
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« Reply #35 on: April 07, 2008, 06:17:32 AM »

Sir Superflat, we'd like to see some of that Amnesia right there. Here's hoping you find an animator. Be sad to see it permanently relegated to the Unfinished Game Dump.
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Jasper Byrne
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« Reply #36 on: April 07, 2008, 05:38:38 PM »

Well Graham I guess you could say it's on permanent hold.  As you've played it you'll know it's 99.9% programmed - I just need to find an artist willing to re-do all the graphics and provide about 6 more world's worth of tiles / enemies.  Don't know how I'd go about that though.

So artists...  If you're listening, there's a game three posts above that needs your help!

My Lord Gainsworthy, I am humbled by your praise.  Actually the bottom two games from my post are more W.I.P than D.E.A.D. (no idea what that's short for).  Maybe I should move them to another thread.  Amnesia is something I hope to do one day when I can assemble a full team of two or three artists, ideally when I come back to Japan (I'm leaving tomorrow).  I hope use some of my contacts here to use real hand-drawn animation.  I just need a track record first, and that's why I'm returning to England to seek employment.
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DrDerekDoctors
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« Reply #37 on: April 08, 2008, 02:31:27 AM »

Yeah, tbh, the only problem I had with Super Neko world was that the graphics made it look horribly insipid and ubercasual. Did you code it so that it was a bit resolution independant? Only if you did it might be worth scaling it back to 640x480 or less as you're far more likely to get someone for the gig that way.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
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« Reply #38 on: April 08, 2008, 03:15:26 AM »

Boo-hoo you hurt me once, don't rub it in!  Tongue 

Seriously though, I tried my best but I'm no artist.  it's coded pretty much res-independent, so that would be no problem. 

@ pixelers

If you're a good artist looking for a project please take five mins to check it out and see what you think.  If you like the gameplay, and have the time, let's talk.

Thanks!
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Melly
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« Reply #39 on: April 08, 2008, 11:59:57 AM »

I'm interested in seeing that Amnesia thing done someday. Looks interesting and compeling.
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« Reply #40 on: April 08, 2008, 05:53:16 PM »

Man, you're awesome guys   Shocked


As I'm new on this forum I guess I'll complete my short introduction (i read the rules!) with my own abandonned works. I added lot of images so mods feel free to convert them to links if it's too much, i'm a noob here and i'm not sure where to stop exactly.

I'll skip my Basic and VB games, they were not verry interesting...

So, with a school friend we started to make a game 5 or 6 years from now that we called NetRush. The game was an enhanced version of "Hacker Pro", a VB game we made in wich you had a grid with two goals on each side, one for each player. You had to play with two computers with a specific shared document accessible on LAN. Yes we did'nt know anything about network code so we made it work with what we already knew : there was a file accessible on the "host" player computer that hold all the data about the game. It was quick and dirty but it worked!...Well only if you made a game that was not real time. So we as we wanted it real time we made it half-real-time-half-turn-based.
The game showed the grid, and a text entry. The grid showed the state of the "network", with Viruses (they were your basic units) and ennemy Viruses that you could see if they were near yours or on you territory. Each square was a symbolic for a server machine.
That's the interesting part : you had to type commands in the text entry to give orders...
So you typed "create virus killer" and next "move virus killer up" or something like that. This way, all the orders were saved but executed only each 30 seconds, all in the same time! And the refresh of the state of the game was made only each 15 seconds! (the game was reading at the shared game state file...)


...

Ok so it was a quick and dirty hardcore geek game but we had a lot of fun. (the music was verry good as it was the music of the Angel Attack in the 3 Computers in N.G.Evangelion, in the early episodes).

(nothing to show for this one as i don't have the code and exe anymore :/ )

Then, we started to look at C++ and DirectX  to see if we could make something bigger...

Then the idea of NetRush went in our head : it would play like a classic RTS game but was all about the hacking stuff. You see, the core idea of the game (as in Hacker Pro) was to break the control of the other player by sending him special Viruses called "bombs" or "ghost" that would have a special effect on the ennemy player UI directly!

So we made it, with an made-in editor. It works, we played until 4 players, but we had no time to really finish it and no time to make more than test maps (one is scripted).

Take you sunglasses, here are some young game programmer wanabe arts, most made with defaults PaintShopPro patterrns, in less than 10 minutes at the time (the intro menu was first a benchmark for the engine):






















You can try it if you want BUT i warn you that it will burn your eyes and the text is in french AND most french players don't understand what's happening if i don't explain myself just before.

The other thing is that the main feature of the game, the Viruses that attack player's UI, are not easily reacheable with the version i provide. It would be interesting to make a specific map to show that (like the BlueScreen virus XD) but the editor is not really not usable enough to make it fast so i guess you'll have to wait the new version (see farther in this text).

Here is the link  Smiley NetRush


Ok so it was a pretty good start technically, but on the design side (and graphic side) there were identifiable problems that we had time to analyze while having lot of exams.

The "game engine" (if you can call that like this) that we made for NetRush was our first and we had to learn Dx and C++ at the same time.
So we called it "PainEngine" as it was painfull to write. Smiley

After NetRush i worked on a full 3D engine and one of the main feature i wanted was to have paged landscape like in Morrowind at the time.
I called it "XPainEngine" : Extended Pain Engine. I guess you know why Smiley

So i made some useful code (the paging system worked and was scalable enough) but not a full engine. (note : those codes are not such useful now so i don't make them public, but if you ask i can provide it)
We had ideas about making a RPG at the time, but not a classical one. I created it's design as deep as exotic i could because we didn't want to be classical.
That game would have used the paging landscape system but i planned to make a specific module based engine for this one.
As the game system was inspired by Aurora (NeverWinter Nights), i called it...


... Twilight!

The goal at that time was to have a powerful editor like them, but with lot less features because the game rules were really simpler than AD&D and were focused on the fact that those ruled would only run on a computer. (RPG on computer, IMOA, should be though with the computer helping, not against it)

The game background was named "Terres De Glace" that you could translate by "Grounds of Ice" or "Frozen Grounds" or "Lands of Ice" i think.
It was localized on a banquise covered planet so almost all the ground was only ice.
In this world, there was no humans, only Hentydes. They were like humans but with no face and 4 eyes. They all wear masks, painted and having double expressions.
And there was "classes" that were like re-factored Hentydes.

The game itself, with the scenario, was called "Dragon de Neden" that you would translate to "Neden's Dragon" , Neden being the name of the known world, and Dragon was the an unknown word for all the Hentydes... as the hero was having dreams about someone asking him to find the Dragon, it was an intersting start i think because there was no "Dragon" nor any aproaching word or concept for Dragon for all the Hentydes. All....but some of them having the same dream...

You can find all the artworks and other schems in this big (50Mo) rar file.


Here are some raw pictures I made at the time. (Note : In the file, some folders have the name of the other artists that joined the project, the rough and dirty artworks were mine. Please, take a look at what Icaras did, it was amazing).





























That project was really complex.
It was a big project but i had too much problems to manage the team and work at the same time on design and programmation so i had to stop the project 9 months after we started gathering people. :/ :/ TT__TT

I guess i'll get back to this project one day as it was not only deep and exotic, but not equaled to this day in the specific subtile images that i wanted to express in it (like the double expressions on the masks, the fact that everybody wears a mask, the depressing mood of the whole that i wanted, etc). That, my friends, was a complex but sublime expression of my own perception of society (and other things). You could call it art if it was finished.

The code was not enough to make it play but it's somewhere in a backup. Don't think it's useful so i don't make it public but you can ask if you want it.


After that, I didn't do anything for months (ok i did just one fanzine comic sold in festivals called Life Turtle, currently in french but translation will comme soon if you're interested...).

Now, more than 2 years ago i worked on my programming skills a lot and later i started to work on a new version of NetRush. That version will have for goals to make the game playable by anyone, fix the design problems from the first version, rewrite the code as clean as i can to make it easy to work with on the long term (the original code was made by C/C++ aprentices...not reusable), and the main goal : make it sellable!
I think there is a verry good potential for this game (as far as i keep the direction of totally fantasy view of virtual network and as far as the background of the game is as "really broad geek culture" and open to the world (eclectic) as i can express it).

I'm currently working on it and hope to provide a basic core game playable version for the next IGF. So no "game" screen for instance, but i'll talk about it more later i guess Smiley Ok i stop here with early adverts XD

Now that i showed my shameful uncompleted games, it's time to finish (to the really end) one Smiley
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« Reply #41 on: April 29, 2008, 08:57:48 PM »

Woa superflat, that adventure game looks really cool. Hope you find artists to help you finish it.  Cool
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« Reply #42 on: April 30, 2008, 11:56:07 AM »

So i tried out Super Neko World, and sure it veers towards the casual side in terms of presentation, but I still think the game is solidly fun and worth finishing, releasing properly, and charging some money for.

Don't abandon!
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Jasper Byrne
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« Reply #43 on: May 02, 2008, 02:15:13 PM »

Thanks guys, nice of you to say so.

I've been thinking about looking for an artist officially, definitely interested in an anime-ish style... so if you know anyone, please let me know!
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« Reply #44 on: May 06, 2008, 10:42:28 AM »

hey this thread is not so depressing after all :-)
hard to admit my project is now dead - but it is.

It's not really a game, rather a set of intentions. If I had to sum it up, i'd say : organic.


The page is in french, but there are some videos :
http://tom.rethaller.free.fr/jeu2/

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« Last Edit: May 06, 2008, 10:45:17 AM by raytaller » Logged
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