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Project Graveyeard |
Billybob
Member #3,136
January 2003
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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. 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. EllipseCaster, like a raycaster except it casts against ellipses. AtomicButcher3D, a 3D version of Atomic Butcher. And my folders go on, and on; the dead filling my harddrive. EDIT: Sorry about the title, I meant "Graveyard".
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Marco Radaelli
Member #3,028
December 2002
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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"} {"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"} After having finished the map generator I almost stopped coding it
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HoHo
Member #4,534
April 2004
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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 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: 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: 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 __________ |
Jakub Wasilewski
Member #3,653
June 2003
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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"} 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"} Damn, now I'm in a bad mood EDIT: --------------------------- |
HoHo
Member #4,534
April 2004
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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. __________ |
Jakub Wasilewski
Member #3,653
June 2003
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As you can now see (there is a download near the bottom of the post now), neither did I --------------------------- |
Mokkan
Member #4,355
February 2004
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@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"}
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relpatseht
Member #5,034
September 2004
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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
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GrantG
Member #8,173
December 2006
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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. An online game that I actually got working quite well, but then simply stopped working on it. 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. A breakout game that I actually "finished", but never cared enough to fix the bugs. I tried getting screens of my really old games which I made in QBASIC, but "PrintScreen" didn't work. EDIT:
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Wilson Saunders
Member #5,872
May 2005
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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. ________________________________________________ |
Paul whoknows
Member #5,081
September 2004
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An 8 years old project. EDIT: I did these graphics with Neopaint (dos version) Unfinished walking animation ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
CGamesPlay
Member #2,559
July 2002
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{"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"} -- Ryan Patterson - <http://cgamesplay.com/> |
Dennis
Member #1,090
July 2003
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(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)) Der Gesetzlose(The Outlaw(1998/99)) Violence(Summer 1999) Land Of Heroes(late 1999) 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. --- 0xDB | @dennisbusch_de --- |
Inphernic
Member #1,111
March 2001
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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
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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"} {"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"} 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 what people find beautiful about the Mandelbrot set is not the set itself, but all the rest. |
OICW
Member #4,069
November 2003
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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 Intruder Isometric tile engine Project Battlestar 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] |
Marco Radaelli
Member #3,028
December 2002
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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
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Thomas Harte
Member #33
April 2000
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I already have a near-comprehensive graveyard online, but that just makes it easier to find screenshots! So: {"name":"DanDare.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/3\/e3ac81db586acfb116d6292cba432dcf.png","w":506,"h":379,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/3\/e3ac81db586acfb116d6292cba432dcf"} {"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"} {"name":"Dizzy.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/e\/0e9a62241043211ee8579b66562abbc9.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/e\/0e9a62241043211ee8579b66562abbc9"} {"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"}
{"name":"Robotron.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/f\/af2f8861bb4a0cf090c6bf5718fa727b.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/f\/af2f8861bb4a0cf090c6bf5718fa727b"}
{"name":"AntAttack.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/a\/2a5367f5ee5693219eac63c0a010e1b2.png","w":801,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/a\/2a5367f5ee5693219eac63c0a010e1b2"} {"name":"OldCaster.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/6\/86ab0bbbab1b91b46b6dcfab519c2529.png","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/6\/86ab0bbbab1b91b46b6dcfab519c2529"} {"name":"AnarchyQBASIC.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/2\/52cd4d8fffa7853cfd9ac92fd3b7e78f.png","w":640,"h":350,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/2\/52cd4d8fffa7853cfd9ac92fd3b7e78f"} {"name":"OldDriver.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/e\/de63e8afcb2dabd4a7c339d2634713d9.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/e\/de63e8afcb2dabd4a7c339d2634713d9"} Summary: I feel I have a lot to prove. [My site] [Tetrominoes] |
OICW
Member #4,069
November 2003
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What I don't still understand is how you make curves in that outrun game. [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
Thomas Harte
Member #33
April 2000
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Quote: What I don't still understand is how you make curves in that outrun game. Up and down, or left and right? [My site] [Tetrominoes] |
OICW
Member #4,069
November 2003
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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] |
gnolam
Member #2,030
March 2002
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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):
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Thomas Harte
Member #33
April 2000
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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. [My site] [Tetrominoes] |
Andrei Ellman
Member #3,434
April 2003
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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. {"name":"1785_large.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/1\/f16f43d5a96ac71181114a7f505c167d.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/1\/f16f43d5a96ac71181114a7f505c167d"} {"name":"1784_large.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/05e0804b0ee130ed068ccb8e6c1931dd.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/05e0804b0ee130ed068ccb8e6c1931dd"} {"name":"1790_large.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/8\/f8f9c6655eafe89ec1eaacd43e3983aa.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/8\/f8f9c6655eafe89ec1eaacd43e3983aa"} 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. -- |
LennyLen
Member #5,313
December 2004
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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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