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Project Graveyeard
Billybob
Member #3,136
January 2003

Let us remember our projects long gone by. Dig through your folders and find your old, forgotten programming projects. Then post screenshots to honor the dead.

Alien Feast, based off an old gameboy game I have.
{"name":"591490","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/e\/6e53d9749227ae26127c7c42d8aa4b8b.jpg","w":808,"h":654,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/e\/6e53d9749227ae26127c7c42d8aa4b8b"}591490

SmartRay, an advanced ray caster which handles a whole slew of things a normal raycaster doesn't, like walls instead of a grid of blocks.
{"name":"591493","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/4\/147dca1bda2894048d93563c9902f517.jpg","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/4\/147dca1bda2894048d93563c9902f517"}591493

EllipseCaster, like a raycaster except it casts against ellipses.
{"name":"591492","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/c\/dc0e04c266f4dbc2e2117340655204da.jpg","w":320,"h":200,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/c\/dc0e04c266f4dbc2e2117340655204da"}591492

AtomicButcher3D, a 3D version of Atomic Butcher.
{"name":"591494","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/8\/a810d336a104c62093255d7d9a95ce1c.png","w":806,"h":632,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/8\/a810d336a104c62093255d7d9a95ce1c"}591494
{"name":"591495","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/a\/9ae3a616dc8f5b752fc760cd2a96ec35.png","w":806,"h":632,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/a\/9ae3a616dc8f5b752fc760cd2a96ec35"}591495
{"name":"591496","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/4\/a408454e55fc73e74ee5ed31494c39ab.png","w":806,"h":632,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/4\/a408454e55fc73e74ee5ed31494c39ab"}591496

And my folders go on, and on; the dead filling my harddrive.

EDIT: Sorry about the title, I meant "Graveyard".

Marco Radaelli
Member #3,028
December 2002
avatar

The only serious project I started working on is a pacman clone, here are a couple of images of its map generator.

{"name":"591504","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/6\/2651c200b5ae9821e9bcbaa9505596d2.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/6\/2651c200b5ae9821e9bcbaa9505596d2"}591504

{"name":"591505","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/1\/61622280c514ba369adda2fd3e626a68.png","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/1\/61622280c514ba369adda2fd3e626a68"}591505

After having finished the map generator I almost stopped coding it :-/

HoHo
Member #4,534
April 2004
avatar

There isn't much to show, just my old Da_Game*. Basically it is one of the few things I've got far enough that aren't simply hello world or done for school
*yes, I'm exactly that good at coming up with cool names

It was supposed to become a better X-Com without all the limits it had. Also there would have been all sorts of fancy effects like real physics and big explosions together with big sqads, building stuff during missions, vehicles, etc. The farthest I got was soldiers moving around map doing some dumb pathfinding (move straight until hit wall then stop). Unfortunately that was an extremely ugly hack and I carved it out so it doesn't work in the current version.

Two shots, from around H1 2003, shortly before I stopped working with it:
{"name":"591497","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/2\/62883d2af523cf4b80b7faefda8e980b.png","w":664,"h":515,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/2\/62883d2af523cf4b80b7faefda8e980b"}591497{"name":"591498","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/a\/9a337b5a37002954775dfe2cca46071f.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/a\/9a337b5a37002954775dfe2cca46071f"}591498
Most likely they were made on P1 188MHz

Same thing today on a "little" bit faster machine. I made a quick port to Linux in 2005, took around 10h according to the logfile. It compiles perfectly under latest SVN version of Allegro:
{"name":"591499","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/c\/ec08bc87c2aa9f49bae9e6322ed6392c.png","w":648,"h":509,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/c\/ec08bc87c2aa9f49bae9e6322ed6392c"}591499{"name":"591500","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/c\/5c6fe3372ef7b64dd0ea1ba91c8bee21.png","w":648,"h":509,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/c\/5c6fe3372ef7b64dd0ea1ba91c8bee21"}591500{"name":"591501","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/e\/eeee1ca17a5b4ebfe5495c67c1a3c1fd.png","w":648,"h":509,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/e\/eeee1ca17a5b4ebfe5495c67c1a3c1fd"}591501

Only problems are I can't make it run >8bit since I've done something weird with my transparency (no colorconversion works besides colorconv_none) and I've forgot how to create/use bigger maps. Too bad, I could have shown how it renders huge maps without speed drops and other problems :)

__________
In theory, there is no difference between theory and practice. But, in practice, there is - Jan L.A. van de Snepscheut
MMORPG's...Many Men Online Role Playing Girls - Radagar
"Is Java REALLY slower? Does STL really bloat your exes? Find out with your friendly host, HoHo, and his benchmarking machine!" - Jakub Wasilewski

Jakub Wasilewski
Member #3,653
June 2003
avatar

Here is the abridged version of my dead project list, including only the ones that got far enough to be worth mentioning:

Starship Survivor II (working title)

My grandest failure to date, I believe. It was supposed to be the sequel to Starship Survivor, my entry to Speedhack 2005. This was supposed to be the space exploration game to end all games: procedurally generated universes (actually implemented), space fights, planetside fights, scripted random events, alien facilities waiting to be explored, ancient artifacts and much, much more.

Well, the sad thing is that it was only a pipe dream :).

{"name":"591508","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/b\/4b9242234bfafa91f1150f0745675325.png","w":808,"h":625,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/b\/4b9242234bfafa91f1150f0745675325"}591508{"name":"591509","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/7\/977c0101afa8484aa2def5eefd39c7bc.png","w":806,"h":627,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/7\/977c0101afa8484aa2def5eefd39c7bc"}591509{"name":"591510","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/6\/565e93f81dbaa96b0e0abf42a4ecbe21.png","w":806,"h":627,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/6\/565e93f81dbaa96b0e0abf42a4ecbe21"}591510

Solitaire Machine

This is a scriptable Solitaire. In theory, it was supposed to accomodate any kind of Solitaire game. I got annoyed with the fact that all Solitaire programs that had 50+ games were shareware, and I wanted to create a free alternatives to which users (programmers) could add additional games.

It was skinnable, scriptable and used MASkinG (thanks miran!) for its GUI. It actually went pretty well. I don't really know why I stopped working on it, I can't remember (it was 2004 I think).

{"name":"591511","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/8\/b813eb4086eaee233030742916745dbd.png","w":602,"h":579,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/8\/b813eb4086eaee233030742916745dbd"}591511

Damn, now I'm in a bad mood :(.

EDIT:
Actually, here is one of the final working versions of SS2. It isn't really playable, but just in case you'd like to see it. 1-3 toggles music, fly around with arrows, Z and X.

---------------------------
[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

HoHo
Member #4,534
April 2004
avatar

Quote:

Well, the sad thing is that it was only a pipe dream :).

Too bad, I've been expecting a game like this for quite some time. I actually tried to make something like that myself in 16bit Pascal but it was a school project and I didn't get very far.

__________
In theory, there is no difference between theory and practice. But, in practice, there is - Jan L.A. van de Snepscheut
MMORPG's...Many Men Online Role Playing Girls - Radagar
"Is Java REALLY slower? Does STL really bloat your exes? Find out with your friendly host, HoHo, and his benchmarking machine!" - Jakub Wasilewski

Jakub Wasilewski
Member #3,653
June 2003
avatar

As you can now see (there is a download near the bottom of the post now), neither did I :).

---------------------------
[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

Mokkan
Member #4,355
February 2004
avatar

@Jakub: I was looking forward to SS2 :(.

I only have one abandoned project that has screenshots to show, and that's Troll Runner (Tins 04 entry I think). The code is horrible, the graphics are horrible, the gameplay is incomplete (but surely would have been horrible) :).

{"name":"591513","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/b\/0bbc6033cc30cf687e22f3f1e9265ab9.jpg","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/b\/0bbc6033cc30cf687e22f3f1e9265ab9"}591513

relpatseht
Member #5,034
September 2004
avatar

I think I'll honor the dead with a pauper's grave, they don't deserve individual headstones and caskets.

http://www.allegro.cc/files/attachment/591520 http://www.allegro.cc/files/attachment/591521 http://www.allegro.cc/files/attachment/591522

GrantG
Member #8,173
December 2006
avatar

I suppose I'll post some of mine. Note that these are not in the order they were made.

Pong... nothing more, my first C++ game I think, although the particles were added later.
{"name":"591514","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/2\/02c9a4118a0bbc32c71f12a2d3497d1f.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/2\/02c9a4118a0bbc32c71f12a2d3497d1f"}591514

An online game that I actually got working quite well, but then simply stopped working on it.
{"name":"591519","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/a\/8a6f318f4bb972b713bc294968a0c46d.png","w":642,"h":482,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/a\/8a6f318f4bb972b713bc294968a0c46d"}591519

A game engine I worked on for quite a while. It neared completion, but I never finished the collision/physics, and the GUI was a mess as well.
{"name":"591516","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/4\/44dd6d5cc6654f3ab92d2758e72b52a2.png","w":641,"h":479,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/4\/44dd6d5cc6654f3ab92d2758e72b52a2"}591516

A breakout game that I actually "finished", but never cared enough to fix the bugs.
{"name":"591517","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/6\/d6c763038c484ae2474b587b99fd384d.png","w":1024,"h":768,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/6\/d6c763038c484ae2474b587b99fd384d"}591517

I tried getting screens of my really old games which I made in QBASIC, but "PrintScreen" didn't work. :P

EDIT:
Forgot one, it's a really horrible space shooter with stolen graphics and no AI.
{"name":"591523","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/d\/ddddffbfbd4a07838f37846971ddf627.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/d\/ddddffbfbd4a07838f37846971ddf627"}591523

Wilson Saunders
Member #5,872
May 2005
avatar

I was going to make "The Zombie Robot Wars" game as a tutorial on how to incorporate Sprite Poser animations into a game. However since I have not published Sprite Poser yet and this game is still very incomplete I might as well chuck it into the grave yard. Hee hee zombies, grave yards.
{"name":"591524","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/8\/3825d76f024b834b88f74841bee670d5.jpg","w":665,"h":330,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/8\/3825d76f024b834b88f74841bee670d5"}591524
{"name":"591525","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/a\/6affe9268297482dcaf5d47965180dfb.jpg","w":602,"h":363,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/a\/6affe9268297482dcaf5d47965180dfb"}591525

________________________________________________
Play my games at http://monkeydev.com

Paul whoknows
Member #5,081
September 2004
avatar

An 8 years old project.
{"name":"591531","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/6\/765e43af6c98389e6b9425b5d78f2490.gif","w":320,"h":200,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/6\/765e43af6c98389e6b9425b5d78f2490"}591531

EDIT:
I just remembered how much I hated the horrible mode 13h, 320x200 >:(

I did these graphics with Neopaint (dos version)
{"name":"591533","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/05af8e9d6e5a597665ef8269be6520c6.gif","w":320,"h":200,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/05af8e9d6e5a597665ef8269be6520c6"}591533

Unfinished walking animation
{"name":"591532","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/7\/9715ce99b5088b97fc367b23fa39cda8.png","w":543,"h":350,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/7\/9715ce99b5088b97fc367b23fa39cda8"}591532

____

"The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner.

CGamesPlay
Member #2,559
July 2002
avatar

{"name":"996770444-00.gif","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/b\/3b6cf8e4cab9daeee64a049d49b310b0.gif","w":640,"h":400,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/b\/3b6cf8e4cab9daeee64a049d49b310b0"}996770444-00.gif
This is just a little adventure game I was working on in my spare time. I never finished it though.

--
Tomasu: Every time you read this: hugging!

Ryan Patterson - <http://cgamesplay.com/>

Dennis
Member #1,090
July 2003
avatar

(Note: This post is a 1:1 copy of a post I made last year in the nostalgia/unreleased media thread of the GDR.)

Land der Helden(Land Of Heroes(1998/99))
Well Well, that was my first attempt at making a game and I choosed to make an RPG! (and I didn't even have internet access in those days, so the RPG craze must have been a global disease, spread by aliens or something)
It was somewhen in 1998 and it was done in Turbo Pascal 7.0 with 16 colors, using the Borland Graphic Interface for output.(blergh!)
The game didn't have any story at all, it featured three character classes(Fighter/Sorceror/Hunter), two sexes(male/female), six enemy types(Goblin,Orc,Dog,Rat,Zombie,Skeleton), a random generated wilderness around a single city, two hardcoded(as constant arrays) dungeons and strategic turn based battles.
The most awkward memory I have of this game is that I did all the graphics for it, inside a very rudimentary editor, which I also coded myself in TP.
The editor allowed moving a single pixel with the number pad, changing the currently selected color by pressing two other keys which I forgot and placing of pixels, then saving the result to a static filename.
Needless to say, I just started to get into programming back then, so the game was nearly unplayable, crashed all the time and never got completed.
(It was still published in the user software section of a games-magazine called "The PC Joker" though... :D)

Der Gesetzlose(The Outlaw(1998/99))
For my second attempt at making a game, I had grand plans and wanted to build an epic Wild West RPG, because I felt that noone had ever done anything like that before(probably still true today).
So first thing I did was improving the rudimentary graphics editor of my previous project to allow for mouse input.(And that was the only improvement for a while.)
And I started doing some tiles and characters and went on to write a simple map editor, which allowed for a single layer of tiles per map.
Soon the game evolved to allow inventory items to be moved around and combined(putting ammo into the gun).
It was nothing more than a walking around demo, even without smooth scrolling, because I was still using the Borland Graphics Interface and that thing was slooooow.
You could shoot people and blow up some stuff with TNT. Then I spent some time improving the graphics editor more(wrote a little GUI for it).
After that I implemented a dialog into the game, so it was possible to talk to the weapon shop owner, also made some more stuff blow-up-able and then got distracted by school and problems, which I can't remember the exact reason for.
The game never made it past the walkaround demo.

Violence(Summer 1999)
Having learned in the previous two attempts, that the BGI is too slow and awkward for games, I started to learn about mode 13h and how to use it via inline assembler in TP.
I then used that new knowledge, combined with some more (to me new knowledge about OO) to write a little platformer (my first realtime programme), where you could walk around, shoot people, grab a key and exit to the next level.
I remember being very surprised at one point of the game, that the enemies starting shooting each other, because they thought what they saw was the player (a design flaw in my puny OO code).
I was also suprised that the enemies could pick up the key as well (another design flaw, enemies and player were using the same class), so I needed to make them drop it on death or else the player couldn't reach the exit.
Funny little project, though it also never reached completion, because my programming in TP was very un-optimized and slow, the timing was a bit jerky and the keyboard tended to get unresponsive very quickly.
My lazyness in creating more graphics and levels and adding gameplay was also the reason for this project to rot away.

Land Of Heroes(late 1999)
My fourth attempt at making a game was an RPG again and I reused the name of my first attempt. I thought that with my new knowledge about OO and mode 13h, it should be possible to create an AWESOME console style RPG (still no internet for me at that time, so the RPG craze HAS to have been caused by aliens) without too much trouble.
I started with the graphics again and then very quickly got distracted by school. I also realized that my graphics didn't look very appealing and when I started coding the map editor and drawing routines, I learned that TP and my still puny programming skills, just weren't enough to get some smooth scrolling at a reasonable framerate.
The project never got past a simple test programme that filled a huge array with random tiles and jerkily scrolled around that randomized map.

All these projects were done in Turbo Pascal 7.0 (around the years 1998/99) and I had to use DosBox now to get them to work, so I could take the screenshots.
Soon after that last project, school ended and I served 10 months(conscription) in the Bundeswehr(germanies armed defence forces). I didn't have any time anymore for doing programming.
After... well the story after those 10 months is weird and messy. It involved studying a couple of semesters of CS, but before that I finally managed to FINISH a little game(thanks to Allegro and having learned C/C++ (bye bye TP)), which involved shooting flying saucers(see my homepage).
Between the finishing of that game and the unsuccesfull attempt at studying CS, I drew a lot, with the intention of studying art, but I failed to get accepted at the art university where I wanted to study, so meh... I started CS studies then for the lack of an alternative direction. I quit studying about a year ago, in the meantime I looked for an apprenticeship in software development and finally found one, which is going to start this August, so the next three years will be spent on that.
All in all, I didn't have much motivation left in the last couple of years for doing any more game development.

Inphernic
Member #1,111
March 2001

http://www.duckiehorde.net/yara.gif

Kaiser Zwei (now being reborn as something else):

http://www.duckiehorde.net/kaiserx.jpg

Kaiser Zwei (now being reborn as something else):

http://www.duckiehorde.net/cityscape.jpg

The .cc skin:

http://www.duckiehorde.net/bcp2.jpg

Johan Halmén
Member #1,550
September 2001

Marco Radaelli, I think one should do the map generating after everything else. I think that is one of the most interesting parts in Pac Man. It might be good for any project if you first figure out everything your game needs. Then you sort the different coding tasks according how challenging (==fun). Then you start with the dullest task!

Wilson Saunders, is that Mihail Gorbachew fighting against the robot?

Here's something from my graveyard:

{"name":"591534","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/4\/c447a2218cc5f46238f6fa943e3288d2.jpg","w":320,"h":240,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/4\/c447a2218cc5f46238f6fa943e3288d2"}591534
Player rolls dice on a board and tries to make yahzee like combinations, five in a row. This image is rendered with Pow-Ray, but it would look almost the same in the game.

{"name":"591535","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/7\/4780627a4900648ccde59d4d9b0aa15f.jpg","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/7\/4780627a4900648ccde59d4d9b0aa15f"}591535
This would have looked nicer, but it would have been too difficult to code, either with real time ray tracing or prerendered sprites.

The whole game play turned out to be very dull. I had a somewhat working version with a simple top view with the dice shown as simple numbers. This is my only game six feet under. Then I have at least ten games and other projects in my most-promising-unfinished-projects folder, some of which I haven't touched for three years.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Years of thorough research have revealed that the red "x" that closes a window, really isn't red, but white on red background.

Years of thorough research have revealed that what people find beautiful about the Mandelbrot set is not the set itself, but all the rest.

OICW
Member #4,069
November 2003
avatar

Oh, it's sad, so many hopefull but unfinished projects. I think I'll contribute with something. I hope I'll find some screenshots too, I don't dare to run some of those projects...

Homeworld Arcade
Well this started as my first program in Allegro and my first game ever. At first it was supposed to be invaders clone, but soon I decided to make a space shooter set in Homeworld universe. So I ripped a whole lot of graphics from Homeworld (printscreen and some Photoshopping) and began to work on it. I've ended after three complete rewrites. From that time friends were joking that I begin every project with coding a menu. Yeah that was the only thing that worked there - menu. Though it was pretty ugly coded.

Intruder
My second attempt, I was decided to continue with the spaceshooter game, but this time I've made graphics myself. I also started coding the actual game and not the menu. This got really far, probably the most finished of the unfinished projects. It has a single demo level, where you fly through the asteroid field and shoot them down with three different weapons, you can also pick up some power ups. I was really ambitious about this one, but it ended with the lack of motivation.
{"name":"591536","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/2\/32654afa5d2c6b280bf7c465daaf75c4.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/2\/32654afa5d2c6b280bf7c465daaf75c4"}591536

Isometric tile engine
It was supposed to be a tactical battle engine for a bigger project, but soon the project was boxed and this ended as always on the lack of motivation and my lazyness to implement other functions, it was also horribly made. I also rewrote the whole thing and for testing purposes used tiles from Transport Tycoon. It featured cliffs and slopes. I was planning to do something like Ultima Online engine with that but then I decided that this type of engines is dead now. And I almost forgot it had console - my first ever made, it was hacked together but was working. I also ripped that from the game and made some small Matrix like game for a friend - he wanted some database.
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Project Battlestar
Clearly I was inspired by Battlestar Galactica and one story from A.C.Clarke started this whole thing (Shoot squirells - I hope it's called like this in english). I was really ambitious about this one. It was supposed to be something like Starship Survivor 2, but you would command a battlecruiser, ships would have hit zones etc. One problem was how to make combat possible, because the cruiser was really big. It was once rewrote to use proper OO. Demo featured moving the ship with mouse or keyboard, shooting main guns and collisions (which were really crappy). It ended with lack of motivation, because I was unable to solve simple problem with mouse movement - I solved this one some time ago though. On a sidenote I'm thinking about ressurecting this and transforming it into space RTS where you would command whole fleet of cruisers. Screenshot features SS Placeholder (Taidan destroyer from Homeworld).
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At the end I don't know whether I should mention something like Dice Wars clone as an abandoned project, since I don't work on it anymore - enthusiasm was replaced by demotivation. Though I got rid of some nasty bugs in my map generator, so I might continue.

[My website][CppReference][Pixelate][Allegators worldwide][Who's online]
"Final Fantasy XIV, I feel that anything I could say will be repeating myself, so I'm just gonna express my feelings with a strangled noise from the back of my throat. Graaarghhhh..." - Yahtzee
"Uhm... this is a.cc. Did you honestly think this thread WOULDN'T be derailed and ruined?" - BAF
"You can discuss it, you can dislike it, you can disagree with it, but that's all what you can do with it"

Marco Radaelli
Member #3,028
December 2002
avatar

Quote:

Marco Radaelli, I think one should do the map generating after everything else. I think that is one of the most interesting parts in Pac Man. It might be good for any project if you first figure out everything your game needs. Then you sort the different coding tasks according how challenging (==fun). Then you start with the dullest task!

I started with it because at that time I thought the map generator was the hardest part, I wanted a generator independent from the screen resolution and able to generate good levels (levels in which each point can be reached), I had no idea if I could make it so I had to make it before anything else.

Anyway, the map generator is finished (altough I just discovered a small difference from the original pacman levels :)), I don't remember why I stopped working on the game but I suppose I can restart working on it sooner or later :)

Thomas Harte
Member #33
April 2000
avatar

I already have a near-comprehensive graveyard online, but that just makes it easier to find screenshots! So:

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Dan Dare Super-Emulation — the ZX Spectrum original run through an emulator that can overlay enhanced graphics. Finished but the replacement graphics set is quite incomplete.

{"name":"Pang.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d21c797031ad6ad84e0b5fe17e6528bc.png","w":1024,"h":768,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d21c797031ad6ad84e0b5fe17e6528bc"}Pang.png
Stereoscopic Pang clone — with stencil shadows, from circa 2000 when those were still "new".

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Dizzy clone — gameplay complete, but lacks a level editor (though you could in theory just do the entire map/gameplay by editing its ASCII based game description files)

{"name":"RayCaster.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/2357584ae65acbc4ca36bc35525ed026.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/2357584ae65acbc4ca36bc35525ed026"}RayCaster.png
Duke Nukem 3d style raycaster — properly Duke Nukem 3d style too, not doing the stupid things that people who think they know how to write these things often do, e.g. using per-pixel/vertical casting to do the floor.

Descent.png
Descent clone — a clone of Descent, which I worked on in 1997, had some bugs I couldn't work around and now the source is completely lost!

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Robotron themed shooter — though I did use the sounds in my Christmas Hack '05 entry, the main point of this was to prove a point about physics (all the balls bounce off each other correctly, and nothing ever tunnels).

LynxMode7.png
Atari Lynx mode 7 — really just to prove that you can! Uses some hardware trickery.

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Ant Attack visualiser — to prove a point about overdraw in isometric engines (i.e. that it isn't always required), see also the map in my Christmas Hack '06 entry!

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Early ray caster — to prove that Wolfenstein probably wasn't the most computationally efficient implementation of a fixed height wall map.

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Various early versions of Anarchy — mostly from the mid-90s, this was my first PC game. And was eventually completed, but by that time looked like this:
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First attempt at an Outrun-style racing game — has led to me figuring out the algorithm for doing a proper one of these games, though this early version lacks lots of important features. Work continues, especially since I've have my very-useful map editor for a while now:
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Summary: I feel I have a lot to prove.

OICW
Member #4,069
November 2003
avatar

What I don't still understand is how you make curves in that outrun game.

[My website][CppReference][Pixelate][Allegators worldwide][Who's online]
"Final Fantasy XIV, I feel that anything I could say will be repeating myself, so I'm just gonna express my feelings with a strangled noise from the back of my throat. Graaarghhhh..." - Yahtzee
"Uhm... this is a.cc. Did you honestly think this thread WOULDN'T be derailed and ruined?" - BAF
"You can discuss it, you can dislike it, you can disagree with it, but that's all what you can do with it"

Thomas Harte
Member #33
April 2000
avatar

Quote:

What I don't still understand is how you make curves in that outrun game.

Up and down, or left and right?

OICW
Member #4,069
November 2003
avatar

Well both, but I'm more curious about those left, right. Back then when I was playing "Street" I was thinking about that and still I can't figure it out.

[My website][CppReference][Pixelate][Allegators worldwide][Who's online]
"Final Fantasy XIV, I feel that anything I could say will be repeating myself, so I'm just gonna express my feelings with a strangled noise from the back of my throat. Graaarghhhh..." - Yahtzee
"Uhm... this is a.cc. Did you honestly think this thread WOULDN'T be derailed and ruined?" - BAF
"You can discuss it, you can dislike it, you can disagree with it, but that's all what you can do with it"

gnolam
Member #2,030
March 2002
avatar

Dennis Busch said:

(Note: This post is a 1:1 copy of a post I made last year in the nostalgia/unreleased media thread of the GDR.)

The GDR? I thought you were from West Germany. ;)

Thomas: what about your Stunts remake?

Anyway, here are a couple of projects from my "confirmed dead" pile (most of my other projects are in the "smells bad, shambles around and has a craving for brains" pile):

  • Unnamed Worms/Liero-type game with elements of King Arthur's World:

  • Features: spline-based terrain generation (not really visible here, but I assure you it can look good :)), dynamic and fully destructible environment, some neat particle effects, a variety of nasty weapons, and an ad-hoc-but-surprisingly-well-working collision detection/response system.

  • Got a bullet in the brain: 5 years ago, judging from the not-entirely-reliable timestamps.

</li>
[/list][/list]

  • Turn-based squad-level tactical thingy:

  • Features: fully implemented A* pathfinding, time of day effects, and, err... 3d.

  • Got a bullet in the brain: 4 years ago.

</li>
[/list][/list]

  • Heightmapper racing game:

  • Features: voxelly heightmapping with dynamic level of detail, fog and lightmapping.

  • Got a bullet in the brain: 4 years ago.

</li>
[/list][/list]

--
Move to the Democratic People's Republic of Vivendi Universal (formerly known as Sweden) - officially democracy- and privacy-free since 2008-06-18!

Thomas Harte
Member #33
April 2000
avatar

Quote:

Thomas: what about your Stunts remake?

Someone else took charge of that, including the source code. They developed it at least a little, and I'm not really sure what happened to it after that. I certainly wouldn't feel qualified to say how/if the project ended.

Andrei Ellman
Member #3,434
April 2003

My contribution is AllegroPak - an add-on for Allegro. Officially abandoned, and not touched since 1997.

It added Z-buffering to Allegro's 3D polygon-drawing code before Allegro supported it. It let you draw translucent, lit flipped and rotated Z-buffered sprites with or without a depth-map. It could also let you draw textured isometric spheres that looked close enough to true 3D spheres. It even let you draw 3D scenes that became foggier the further into the distance you went.

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Z-buffering with masked textures in action.

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Realtime spherical texture-mapping (well, on a P100, it is realtime if using Mode13h).

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Fogging with 3D Z-buffered sprites.

While it can be used in it's current state (a few other people even used it in their own projects), AllegroPak only runs on the DOS version of Allegro 2.x (it can be tweaked to work with 3.x - haven't tried it with 4.x) and only supports 8-bit colour modes. It uses extensive ASM optimisations that make it non-portable (it even uses self-modifying code which I thought was clever at the time, but is a bad idea for when running on modern CPUs that have a separate code-cache and data-cache).

I originally wrote it as a demo for when I was applying for my first job in the gamesindustry. The reason I stopped working on it was because it fullfilled it's purpouse - I got into the Industry, but then, I no longer had the time to work on AllegroPak, so it suffered from code-rot when Allegro went multi-rez and multi-platform. It was useable in it's state, but never reached version 1.0.

If you can run DOS programs, you can try my two AllegroPak demos.

I have several more projects in the graveyard, but I just thought I'd highlight AllegroPak.

AE.

--
Don't let the illegitimates turn you into carbon.

LennyLen
Member #5,313
December 2004
avatar

Quote:

My contribution is AllegroPak - an add-on for Allegro. Officially abandoned, and not touched since 1997.

I remember it! Has it really been that long?

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