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TIGSource ForumsDeveloperDesignThe Unfinished Game/Demo Dump
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Mittens
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« Reply #300 on: September 28, 2011, 01:56:50 AM »





a platformer about a small burning thing in a big cave, 4 of us worked on this for 12 weeks then decided to stop, I wish I could take that time back and spend it on my new project instead, live and learn I guess  Panda
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« Reply #301 on: September 29, 2011, 05:11:59 AM »

Had some time on my hands this morning so I read through this entire thread (very good thread).  I liked both of these games and you should definitely continue work on them if everything works out.




Good stuff everyone, I'll try to post some of my older stuff later if I can find some. I was really big on creating almost an entire game and then quitting because I didn't want to make menus and/or I came up with another interesting idea to make when I first started coding games.  Noob developer OCD, "gotta code 'em all".
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RCIX
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« Reply #302 on: November 04, 2011, 05:58:40 AM »

Droidz - a sequel of sorts to my Robotz DX game (http://www.rgcd.co.uk/2011/04/robotz-dx-pc-2010.html)

Unlike Robotz, which was thrown together really badly in about 2 weeks of evenings whilst I was off work with a new baby, I wanted the Droidz code to be properly structured so I could recycle parts of it again in future.

Took me a couple of weeks to write a full design document, program a comprehensive (and hugely over-animated) menu, proper control system/library, achievements screen and full graphics settings, but then I noticed the GM 'screen tearing' bug as soon as I'd implemented the tasty parallax scrolling backdrop behind the menu.  Unfortunately, as the game was planned to include high-velocity vertical shooter sections using the same code (as well as the main Chaos Engine/Alien Syndrome style 8-way scrolling game) this became a case of "hmmm, let's wait till they fix this".

They still haven't, although Mark from YoYo assures me that proper Direct X handling of graphics is planned for the next milestone release of GM (9).

In reality, I think that as long as the artist (who concurs with me about the tearing issue - it WILL ruin the game) is still up for completing this in future, there's only a 2-3 of months of casual work left to do on it.  I really hope to continue after the summer.

<pixelated goodness>
I saw the pics and i was like Shocked
Then i ran a sample through my lo-fi pixel rendering engine and i was like Addicted
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CK
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« Reply #303 on: November 06, 2011, 09:56:33 PM »



The menus looked pretty great to me.  These mocks are great too, just the GUI looks meh.
Still very cool Beer!
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« Reply #304 on: November 25, 2011, 02:08:20 AM »

Oh, i got something for this topic:





August Wind was supposed to be a "free-roaming-shooter" set in a steampunk universe. After 4 months of development, abd the first real project I did, the game became a huge cloud-castle of ideas and a wreck of unoptimised code. The simple paralax graphics needed a quad core to run smoothly and development of the story line missions, races, secrets, trading mechanic, exploration and enemy types would have roughly summed up to at least a year of development  Durr...?
Well, I guess that's what happens when you try to build your first real game idea.
The prototype is downloadable on http://www.august-wind.com for PC and Mac
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« Reply #305 on: November 25, 2011, 07:14:58 AM »

Really like that art style but a "free-roaming-shooter" doesn't appeal to me...

But use that art style for something!
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cystem glitch
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« Reply #306 on: November 25, 2011, 04:47:09 PM »

Really like that art style but a "free-roaming-shooter" doesn't appeal to me...

really? sounds kind of amazing
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You told me, never to limit myself to one style...to use any move that works...TO KEEP AN OPEN MIND!
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« Reply #307 on: December 12, 2011, 05:16:27 PM »

Recorded a playthrough of an old puzzle platformer prototype I made with some friends a few years ago. Not currently playable online.

http://www.youtube.com/watch?v=Cz8fCXs7d1I
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brettchalupa
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« Reply #308 on: February 04, 2012, 05:49:37 PM »

Oh, i got something for this topic:





August Wind was supposed to be a "free-roaming-shooter" set in a steampunk universe. After 4 months of development, abd the first real project I did, the game became a huge cloud-castle of ideas and a wreck of unoptimised code. The simple paralax graphics needed a quad core to run smoothly and development of the story line missions, races, secrets, trading mechanic, exploration and enemy types would have roughly summed up to at least a year of development  Durr...?
Well, I guess that's what happens when you try to build your first real game idea.
The prototype is downloadable on http://www.august-wind.com for PC and Mac

I really like the art style! It appears the video is down on the site though.  Sad
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nexus
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« Reply #309 on: February 05, 2012, 05:47:32 PM »

So far, me and a friend have made 2 games. The first one which is called Gunners 3K: A World Infested With Goo is a top down view sideways shooting game. (im tired ok) you can play it here: http://www.stencyl.com/game/play/10820

Our second game took 1 day to make, it's called Orbish, I'd say it's better than our first but meh, you decide Smiley http://www.stencyl.com/game/play/10987

Nexus
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nelson
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« Reply #310 on: February 16, 2012, 05:56:00 PM »

so after diggin for sprites to post for my Bird St. devlog, i came across a ton of work from an unfinished game 2 years ago.

here's some mockups:

ledge grab/climb
http://megaswf.com/serve/59276/

general gameplay mockup (look at those cave story clouds! lol)
http://megaswf.com/serve/58403/

a monkey enemy not used in mockup



and here's a layout of what would've been the title screen. i turned it into a mockup website for a web class ha (click the box)

http://alum.calarts.edu/~nelsonboles/BolesNelson_portfolio.html

now that i can look back the game's design, it had a lot of problems including too big of a scope, which ultimately lead to it being dropped
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Chromanoid
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« Reply #311 on: February 16, 2012, 06:44:38 PM »

I absolutely l KissKiss ve your stuff. It is so inspiring and lively. When I discovered your videos @ vimeo some time ago I was blown away.
« Last Edit: February 17, 2012, 05:14:32 AM by Chromanoid » Logged
nelson
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« Reply #312 on: February 16, 2012, 10:49:12 PM »

trying to get into game development! figured this place is a good one to start Smiley

thanks dude! means a lot. i'm sure your version was a more cohesive one than my attempted pile of mess. it was all just pretty animation no good game design or idea
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gunswordfist
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« Reply #313 on: February 21, 2012, 12:14:16 PM »

Legend of the Chambered.



I started working on a first person retro RPG thing, inspired by Dungeon Master and Eye of the Beholder, and I drew some actually passable art for it.
I was dead set on actually finishing a game and focused a lot on getting it done. Then I met my girlfriend (fiancé now!) and kind of lost all interest in hobby game development for a year or so (woo!)

You can play what I had done here:
http://www.mojang.com/notch/chambered/2/

Once I got back into game development again, I started working on Minecraft instead.
I still want to finish this game some day.
Please do.
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« Reply #314 on: February 23, 2012, 06:24:29 AM »

Just for trying out ImpactJS.


http://www.fuchtelworld.de/games/littleminer/index.htm

The Animations/GFX are not made by me, my Boss (Lead-Artist) had done them for me Smiley
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Franklin's Ghost
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« Reply #315 on: February 23, 2012, 07:00:56 AM »

so after diggin for sprites to post for my Bird St. devlog, i came across a ton of work from an unfinished game 2 years ago.

here's some mockups:

ledge grab/climb
http://megaswf.com/serve/59276/

general gameplay mockup (look at those cave story clouds! lol)
http://megaswf.com/serve/58403/

a monkey enemy not used in mockup

I want to play that game, it looks brilliant. Love the animation and character movement. Sad to know it'll never be done  Cry but really looking forward to Bird St.
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« Reply #316 on: February 24, 2012, 07:48:55 PM »

sometimes presentation is all that is needed for people to throw piles of cash at you for no reason.

...

Who, Me?
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« Reply #317 on: February 24, 2012, 08:00:49 PM »

Who, Me?
 ^
($1500 is kind of a pile of money)

more than i thought i'd ever get anyway

yet somehow less
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JakobProgsch
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« Reply #318 on: March 07, 2012, 05:58:40 AM »

I sometimes write these little technical thingies on train rides, usually in java. Sometimes I really like them and keep working... and then i suddenly realize that they are born purely out of the technical challenge and that I don't have any game concept to got with them.
Here are the two most interesting ones, they both work on my atom N550 netbook (since that is my "train computer"), so requirements shouldn't be too high.

The first one shows a 2D lighting algorithm. The applet shows only one light, but it can actually handle multiples.

Click here or the image to try the applet.



This one was originally only a test for a noise generator, but then I got massively sidetracked and ended up implementing lighting calculation for the terrain and a software renderer...

Click here or the image to try the applet.



I sometimes revisit them and change small things. The island got multithreaded terrain generation and self shadowing added just yesterday. But I still have no idea what to actually do with them.
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rivon
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« Reply #319 on: March 07, 2012, 09:57:48 AM »

The islands look really great. I see there a great potential for some retro building game (SimCity or some tycoon).
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