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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeWhat was the first game you made?
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Author Topic: What was the first game you made?  (Read 18252 times)
ஒழுக்கின்மை
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« on: June 30, 2007, 10:39:24 PM »

I thought this would be an interesting idea for a thread: post pictures of the first game you ever made (and describe the game a little bit), no matter how bad it was, and no matter if you never released the game publicly.

Mine:







I made this ("THE 2ND SEEKER") when I was 15 or 16 for QBASIC back in 1994 or 1995. It was a basic dungeon crawler with a fairly cliche story. The dungeon wasn't even a maze, because I didn't know how to code that, but an extremely long series of rooms that you could only move forward through, with no branches. All the enemies and such were made out of QBASIC's "draw dot/line/rectangle/triangle/circle" commands, and the music and sound used the PC speaker.

The only interesting thing about it is the battle system: when you hit enemies, a random line appeared, and depending on *the number of pixels* that that line hit on the enemy, and *the color* of those pixels, the damage was calculated; if it hit no pixels at all, it did no damage. At higher levels and with better weapons the "slash" line would become longer on average.
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« Reply #1 on: June 30, 2007, 11:20:31 PM »

Aww man Sad  My dad threw away all the games I wrote when I was 12.  I realllly want my UFO Catcher game back.
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« Reply #2 on: June 30, 2007, 11:22:39 PM »

I love this topic, but darn if I can't remember my first! I do remember programming a game that ran on my High School District's DEC 10, from a terminal on a 2400 baud modem. It was like the old IMSAI star trek game but in pseudo 3D. The player was in the middle of six screens from were enemy craft attacked. The player picked a screen and fired shots at were the ships would next move. It was written in Fortran 77.

Before that, I was designing rule mods for Avalon Hill wargames and D&D adventures.

I'd say my first indie game was this. Warning: 15MB quicktime movie:

http://p4.hostingprod.com/@mousechief.com/champion.mov



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« Reply #3 on: June 30, 2007, 11:42:46 PM »

Whee.  Oldskool VGA palette, and QBasic Circle!!! Smiley

I did a lot of "crap" (emphasis on crap) on the C64 in Commodore Basic.  I don't have any of that stuff anymore, but I had a number of "things".  A "Marble Game", which I think was only controls and the C64 equivalent of "ASCII graphics".  A few terrible text adventures with 4-10 less than interesting screens, and generally a huge library of test programs.  Learning, after all.

Later, 1993-1995 when I got on PC, I did a bunch of stuff with QBasic.  Eventually pulling together a LoRD (Legend of the Red Dragon, the BBS game) clone.  Different, but a 14 year olds "Different" LoRD.  I'll try to dig up some screenshots.

Hehe, growing up I was so in awe of LoRD.  After all, it was *ONLINE*, or the next best thing really.  You weren't a BBS if you didn't have LoRD.  I tend to forget that I used to think growing up that Seth (the developer) was the coolest.  Now that I know him, not so much.  Wink

Anyways, also in QB, I don't even know how many unfinished games or graphical experiments I had.  Lots of cheesy animations.  Good fun.  I don't think I made a "Pong" until I moved to Turbo Pascal in 1995.  I covered my last Turbo Pascal game (Murmur's Dungeon) in my intro post.  I'll see what older stuff I can dig up pictures of.
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« Reply #4 on: July 01, 2007, 12:25:49 AM »

JETBALL OOOOVERDRIVE

So I made this my senior year at college.  It took about 120 hours to do all of the sound, code, and graphics.  Basically my idea was to mix joust and arkanoid...originally the goals were going to be protected by a series of blockout or gradius-style shields that you had to strike repeatedly...but it would have taken more time and the game was already fun without it.  So now its just joust with jetpacks and a ball i guess!  Input is 4 directions and an action button.  The action button both throws and catches either of the 2 balls bouncing around the level.  Holding a direction when you press action will throw the ball (if you're carrying one).  The joust influence comes in as the ramming.  One of the big moves in the game is ramming your opponent, and getting him to drop his ball.  You can even steal the ball if you ram him and press the action button at just the right time.  Also, because there is gravity, you can fly downward MUCH faster than you can in the other directions; you can use this to "spike" the ball, or whiz it downward with the extra help of gravity and your weight, to get a super-fast throw.  Only thing is, to score off that throw, you have to angle the shot, because you have to throw it downward to get all those velocity bonuses.  Originally the ball was going to spawn in the middle of the arena, and you'd race to it (like a jump-ball situation in basketball), but in a single ball game things can become VERY one-sided very quickly - a player's profiency at offense or defense can easily become an obstacle to fun multiplayer action.  By having two balls in the game, players must think a lot more strategically.  Does my opponent have a ball?  Is it safe to leave my goal open while I try to approach and score a goal myself? 

Features that I'm VERY happy about are smooth, fast movement, good simple controls, and a design amount of mod-type flexibility.  All assets are loaded externally, including the level select menu, so you can easily add new levels to play.  The levels themselves are plain text, with .png tiles that you reference as a directory in the level file.  Also, 2 player mode is actually pretty fun - the chaotic speedy nature of the game lends itself to banging of keyboards and yelling of various swears.  Good times!

Things that didn't go so well...it was my first big pixel art project, and it SHOWS.  The AI was written in one night...and it SHOWS.  The collision detection was never perfected because of time constraints, so there are rare instances where there are some pretty nasty bugs.

So without further ado, here is the requisite hideous screenshot :D  Enjoy!
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« Reply #5 on: July 01, 2007, 12:46:48 AM »

I made a snake clone on a ABC 80 with different levels, two player mode, and a tacky snowing effect that put random pixels out on the screen that you could bump into.
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« Reply #6 on: July 01, 2007, 01:00:38 AM »

I haven't made one yet! Cry
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« Reply #7 on: July 01, 2007, 02:43:31 AM »

I guess the first video game I actually made and completed was a buggy tetris game on the PC, with no sound. I've lost it now. The best thing about it was the intro screen which had a scrolling message and a quote of the day and stuff. I'd always dabbled in programming on the Vic 20, BBC, Archimedes, and Amiga, but never really made a game until the PC.

I also made a small game to spec in my computing class when I was 17. That was a harsh lesson in video game development, as the game pretty much sucked, and the characters were pathetic, but we had to make it anyway. Why I went in to commercial game development after that I have no idea, as it's exactly the fucking same.
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« Reply #8 on: July 01, 2007, 02:55:14 AM »

The first thing I tried to make was probably with Pascal. I think I tried a spoof james-bond text adventure. Didn't get very far. Didn't know there were text adventure engines for this kind of stuff.

Then I remember making a real simple, ugly space war clone in pascal. It was kind of rubbish, because you'd get into range of your opponent, and it would just auto fire at them (like two star destroyers fighting). The opponent would do the same, so it was completely useless really. I did add photon torpedoes which unfortunately just tended to orbit their target, rather than hit them.

Then I was going to make a shooty vs. platform game with animated sprites (wanted it to be like Turrican + Bubble Bobble). I made my own pixel editor, drew in lots of animations, but then didn't know how to save any of them to anything other than video memory. >_<. So I gave up on that one.

Then I started modding, setting off a retarded streak in the golden era of Quake 2. I made "KickMe Quake" which was literally just the shotgun code, copy/pasted, the "kick" variable increased (so that people were knocked back a lot) and an animated leg model as your weapon. The idea was to use the weapon to kick people through quake shaped rugby goals, or to simply kill them through falling damage. Stupid idea, on the whole. I'll stop there.
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« Reply #9 on: July 01, 2007, 03:14:05 AM »

The first game I wrote was a Pacman clone, on a ZX81 when I was 12. It took me all Sunday to write! When I'd finished it, I made lots of different copies of it on different tapes, only to find non of them would load up the next day. I was so gutted I couldn't face writing the whole thing again - that would've meant another whole day! :D 

Next was Budgie Basher, which was inspired by an incident involving my Mother, a vacuum cleaner, and our pet budgie. Top-down viewpoint, you had to hoover up the budgies before cats and things ate them. That was on the Dragon32....

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« Reply #10 on: July 01, 2007, 04:55:46 AM »

The first game I ever created was using a weird PC application named "Logo writer" used in my highschool computer class. I was about 15 or 16. It was a graphic adventure game where a character had to find objects and clues in order to escape an hostile alien prison.

Inside the game, I had included special mini-games accessible through an arcade room and a casino. The player could play slots and bet on alien horse racing in the casino and, in the arcade, the player could play a remake of pac-man, a weird mario-like plateformer (which was terrible) and a special game named "Shoot that turtle". The goal of the game was to shoot a turtle out of a cannon and make it land on a pillow. The player would change the angle of the cannon and avoid shooting the turtle into walls. There were some trampoline to help the player to reach his goal. Each levels were simple puzzles.

Unfortunatly, I can't find a copy of logo writer anymore but at least I stll have the design sheets.

After these games, I started to draw so I stopped coding and focused on paper-only designs. 

Later!
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« Reply #11 on: July 01, 2007, 06:47:52 AM »

I wish I had a floppy drive. All of my old games are on floppies in the closet.

I'm pretty sure the first game I ever made was called "Languish" and was a platformer I drew by hand with the pen tool and just linked cards together; it was about as "game like" as Myst, except a sidescroller. As I've previously stated I didn't know a whole lot about HyperTalk. Wink

My first "real" game I ever finished was the first "Freezer" game, which was utterly terrible. Luckily, I went back and made a second "Freezer" game, and that was much better, except I was embarrassed to explain what it was about to people, lest I be arrested and sent to Gitmo.

The first one (2002):


The second one (2005):
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« Reply #12 on: July 01, 2007, 07:45:12 AM »

AdamAtomic, I don't know but you first game looks very cool to me from the screenshot. Do you have a download available?

Me? I started coding around 2000 and it was in QBasic. I guess I was 17 then. The first "game" I made was actually a collection of 4 crappy games entitle QB4Pack.

There were two dice machine things, a hangman game and some sort of arcade "don't hit the walls and find the exit" type of game entitle Probe. The games were from times when I didn't know how to use external graphics in QB or even to use subroutines and functions. How I managed to complete anything with so little programming knowledge still puzzles me.




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« Reply #13 on: July 01, 2007, 08:07:43 AM »

Lots of people whom has used QBasic here, cool. I started with it as well, the second language I learned next to HTML. My very first game was a, uhmmm... Shooter? You controlled a circle in the bottom of the screen moving on a X-axis, and you were trying to shoot another bubble moving in the top of the screen. Amazing game, don't you think?  Shocked

Don't have any pictures,i'm afraid...
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« Reply #14 on: July 01, 2007, 08:29:16 AM »

Per Lachie's request: http://adam.lastchancemedia.com/code/jetball.zip

(I tried to edit my post but it kept erroring out, not sure if it has something to do with having an attachment?)

EDIT - I forgot how horrible my title screen was too, check this thing out!!
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« Reply #15 on: July 01, 2007, 09:22:07 AM »

Lots of interesting games here. I actually made a Hypercard platformer too in my high school CS class, although it was basically just an animation.

Musenik, is that Flagship game available for download anywhere? It looks interesting.
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« Reply #16 on: July 01, 2007, 01:01:41 PM »



Man! My first game was also a terrible text-based RPG in a BASIC interpreter. You could find different weapons and such, and they all had little graphics. There was a town and people you could buy things from and a dungeon with goblins and orcs.

I think I was eight or nine years old at the time. It wasn't particularly advanced and took about a half hour from start to finish.
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« Reply #17 on: July 01, 2007, 03:45:27 PM »

If I could find a way to revive my old Oric i could probably display a couple of (mostly unfinished) adventure games and RPG.
Then it was the Amiga but I never really completed a game with it except a few anims.
Then the PC and a lot of UT mods and muts many of them too shameful to talk about (except maybe that Pacman mod in UT and that immense RPG mod I finished in time for the MSUC2 but that probably nobody ever played , Pics included)




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« Reply #18 on: July 01, 2007, 03:47:01 PM »


Musenik, is that Flagship game available for download anywhere? It looks interesting.

Sorry, I still have the code and executables for Flagship: Champion, but they last ran long ago on Win95 and MacOS 9. If I ever get the money to do it right, I want to revisit it. It had a great starship combat system, unlike anything out there. Ships had weapons but no shields. Tactical movement was key to defending and attacking. Moves were made by folding space, and that caused local disruptions in the fabric of space which blocked weapons fire.

So, if you moved right, you could create positions where you could fire on your opponent but they couldn't fire back. It was a grognard's delight!

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« Reply #19 on: July 03, 2007, 02:41:50 PM »

Ok this is my first game



How SLOW is console mode in QB??? I fought a lot against it!

Then came this



.. and I always thought graphics would be slower than console... but no!

and then this



I lost the sources of this Sad

All shooters made in QBasic (the last one used DQB)

All are available at my website at http://www.santiagoz.com/archerFire

« Last Edit: July 03, 2007, 02:44:23 PM by Slashie » Logged

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