Well, I've released Neon Wars and am waiting expectantly to see what cool games you are all working on..
(Though I've given up on TMS.. sadly )
So, post some screenshots of your current games!
I'm working on my SHMUP called Radical Blaster .. I've gone overkill with blending and stuff, but hey, its my game
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{"name":"590592","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/d\/4d1c0fae168d29718c89124c4ed03e42.jpg","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/d\/4d1c0fae168d29718c89124c4ed03e42"}
clicky for a videoclip from an earlier version (with another name).
Cool graphics
Blender and OpenLayer?
Almost, 3dsmax and OpenLayer
http://olympus.olf.sgsnet.se:9660/warfist-portal2.png
Same as before.
Are you working on a Hexen remake?
I have few projects in my mind. Even one on paper and I've already began to code, but it was stopped few weeks ago due to some, let's say, problems...
So I guess I'm currently working on nothing. And probably I'd work on something, but it seems that I'm too lazy to get 3d models loaded and rendered, in that case this would be accomplished I'd be working on some clone of a very cool RTS.
Are you working on a Hexen remake?
Me? Eh? No. Not really. Not at all, in fact.
So, post some screenshots of your current games!
I've cleared off back to emulation for the time being.
Me? Eh? No. Not really. Not at all, in fact.
Ah. That screenshot reminded me of Hexen, maybe I was wrong
My list is as follows:
RTS for competition
MMO (on hold, waiting to see if Norseman Games wants to make it or not)
Sidescroller for the IGDA club (on hold until after finals)
So I guess I'm really only working on the RTS. But even that is going nowhere, quickly. Curse you, Nintendo Wii!!!
I'm currently concentrating on ChristmasHack, so the two secret projects are on hiatus. I don't have too much faith in them though, maybe it's time to try something else .
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It looks a bit better now, but still in vector.
I thought you posted a blank screen - until I clicked the thumbnail . Anyway, it seems to look just like I remember it from last time.
because it's the same one.
I haven't been working on it much as of late, and still need to make a new screeshot.
Oh, by the way: I don't like posting screenies from WIP. It's something like a curse for them - all of my projects I've posted screenshot got frozen...
Just because I neglected to include a screenshot earlier:
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{"name":"ElectrEmWin32Shot.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/6\/f6242f175fd2fb7c0f3bb5aed896500d.png","w":987,"h":567,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/6\/f6242f175fd2fb7c0f3bb5aed896500d"}
Invictis is my next big title. Unfortunately, my crappy class, full time job and lack of anything fun has got me bogged down and I can't seem to focus very well. Alas, I'm hoping CH brings back my coding spirit and I'm going to buy some games to get me out of depression (I want FFXII!! And a Wii...).
Hopefully I can have a decent screeny by the end of the day.
Onewing: oh I'm glad to hear that I'm not alone with those problems...
I'm working on a game engine for my own use at the moment... and since it's still in early development I haven't any screenshots of what it can do.
Ask this question again in three or four months, Richard, and then I'll have a better answer!
--- Kris Asick (Gemini)
--- http://www.pixelships.com
Same ones I've been working on, as well as a sekrit project that is unlike anything I've ever done. With my new job I should have much more time to dev.
does sekrit mean another frenetic?
Or something better!?!
BTW, still need those sounds you were gonna send me... (hint hint)
I'm working on a little game i'd like to call my thesis. The hard part is avoiding all those projects, papers, and assignments that my class throws at them.
4 real though i've had a platform game much in the style of mario but with many more types of enemies and ai's but the timestamp on that is over a year ago. Luckily i did see two through to completion this summer but they were not ambitious at all.
Oh, I am also working on this:
{"name":"OIscreen1.PNG","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/1\/61f5452457da3096ad5fedd414393ea1.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/1\/61f5452457da3096ad5fedd414393ea1"}
However, I have finished all of the programing. Now it's just a matter of sound and music.
Just a prototype to make writing games a lot quicker and easier for me... or at least writing ideas for games. I can't ever finish one.
http://olympus.olf.sgsnet.se:9660/chargin2.png
Neato.
That looks really sweet, X-G!
Kikaru, what's going on in that last screenshot you submitted?
Sweet Jebus X-G that's some nice graphics. Couldn't help but notice the 240x160 resolution of the image (well, doubled up anyway). Is that for a GBA game by any chance? The other screenshot reminds me of Warcraft 3.
As for myself. I recently decided to release the only crappy games I've ever completed. My Pong clone Ponk and my Tetris clone which is also finished really, but I'm waiting for permission to use some music in it. So I'm adding mouse support to the menu while I wait. For some reason I forgot to do that the first time.
I'm currently working on another project, but I don't have anything to show from it.
Soviet Russia Tetris?
"In soviet Russia, blocks drop you!"
[EDIT]
About the screenshot:
It is from Ochiru Ishi, my third game using Allegro. I am dependant on 2 people for resources, so it has been stagnant for quite a while.
[/threadhijack]
I've been working on a adventure / platformer with Goodbytes, but it's on hold for now thanks to massive school work. Here's some character sprite art I've done for it: {"name":"stretchdog.PNG","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/c\/bc1aa2b65137e8800fe8721371c82a8b.png","w":246,"h":185,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/c\/bc1aa2b65137e8800fe8721371c82a8b"}
{"name":"family_portrait.PNG","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/5\/351f25992d6a08e9384194c3e562f567.png","w":338,"h":146,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/5\/351f25992d6a08e9384194c3e562f567"}
"In soviet Russia, blocks drop you!"
Exactly!
I actually use "In Soviet Russia, game ends you!" on the "game over" screen. Yeah, I'm cheesy...
I remember playing "Ochiru Ishi" some time ago and thinking it would fit kinda nicely as a Nintendo DS homebrew game.
I'm not allowed to talk about it .
The arts pretty freaking awesome though. And if ixilom thinks he went crazy with blending he has no idea.
The artworks pretty much all by Inphernic.
Its also pretty fun
These two threads were about the game:
http://www.allegro.cc/forums/thread/588742
http://www.allegro.cc/forums/thread/588652
X-G, it's morally wrong to post a teaser like that and no other information or a demo. Shame on you.
X-G, it's morally wrong to post a teaser like that and no other information or a demo. Shame on you.
It's a secret to everybody.
X-G, it's morally wrong to post a teaser like that and no other information or a demo. Shame on you.
I thought it was obvious, hes making a WOW server.
On second thought I can report about this project. I made a bot that plays bejeweled for you! Why? Originally I was getting paid for it but I got bored of it and said nevermind to the people. So now I have a bot that'll play bejeweled for me! And pretty damn well too.
http://wipproject.zapto.org/tmp/screenie.jpg
http://wipproject.zapto.org/tmp/screenie.png
I got a movie around here somewhere...
Ah, here we go
One of these links should work (in order that they're more likely to work):
https://wipproject.zapto.org/tmp/Unjeweled.mpg
https://wipproject.zapto.org/tmp/Unjeweled2.avi
http://wipproject.zapto.org/tmp/GoBotGo.avi
https://wipproject.zapto.org/tmp/GoBotGo.avi
Ignore the certificate warnings.
Almost frozen since 2005, I'll see if I can finish it on the upcoming vacations.
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X-G can you give us some information about your screenshots?
I'm still working on Beary's Bash:
http://code.markmusicproduction.com/beary/images/screenshot_1.jpg
http://code.markmusicproduction.com/beary/images/screenshot_2.jpg
and Beary's Bash 2! and eventually OPong 2, which will have flashy effects, power-ups, better AI, and sweet levels.
XG: I want more!!
Beary's Bash looks fun ^_^
Ochiru Ishi is pretty fun, Kikaru. It gets hard really fast though [difficulty of level is in large increments]
X-G: We all want more now.
Hey X-G, cut the silent treatment...
Here's a screen shot of my first shmup. I've always dabbled in grid like games (tetris, sokoban etc), and this is the first where I've had to use a collision detection routine on free roaming sprites. Currently working on creating predetermined flight paths for the aliens. As yet, no menu, scoring or levels.
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(Though I've given up on TMS.. sadly )
You suck.
Right now I'm working on a fancy utility program for my sunday school class. I made a sort of rough one that served its purpose temporarily but now it's time to work on the real one, using OpenGL and Win32 and maybe Irrlicht. TMS still sees work, I'm trying to get the level layouts just right. Like I said before, I predict work on it to pick up in the new year.
X-G's screenshot is sweet.
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Map editor...
Still and still my RTS...
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Not really
Converting Little-Gamers to the XNA Framework (full rewrite in C#)
On the 11th of December I will be able to play it on my XBOX 360
And it's already running under DirectX from now.
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As usual I'm working on my GUI and also working on a game demo to give a better picture of what the lib can do.
Original demo:
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Game demo:
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I'm working on a mobile phone game together with another company where I live. Hopefully, it should be done Q1 next year. No idea if we get it published though.
Other than that I'm mostly thinking about how to change FLD from sparetime developer to industry giant.
No screenies.
Still the wargame, but there's been almost no progress since last time (so no screenshot). I discovered you can't really get very far without proper text handling.
gnolam: still that wargame? I thought it was published
I discovered you can't really get very far without proper text handling.
If you don't mind using freetype you can look at/take the code in OpenLayers Glyph class which you can adapt to your AllegroGL or OpenGL code.
Me? I'm currently working on re-installing Windows 2000 after the previous installation decided to trash my profile and registry (fortunately, no work was lost
).
I've also recently released an update to Chickens. In fact, the thread's still open. Below is a scrteenshot of an adding-machine that runs entirely off ducks' eggs. Here, it is adding 15 and 12 to produce 27.
{"name":"chscreenshot4.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/7\/e7d2ea3ba6aef046e8545930a09fa6bb.png","w":1280,"h":1248,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/7\/e7d2ea3ba6aef046e8545930a09fa6bb"}
AE.
PS.
{"name":"351f25992d6a08e9384194c3e562f567.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/5\/351f25992d6a08e9384194c3e562f567.png","w":338,"h":146,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/5\/351f25992d6a08e9384194c3e562f567"}
What on earth is growing out of the dude on the right's hair?
... that adding machine is pretty sweet. Also: insane.
What on earth is growing out of the dude on the right's hair?
Medusa-style snakes.
I'm working on a 3D space shooter if working means: stop, start, rewrite, tinker with the engine and not actually do any real level work ...
The complete game will be a fly though of familiar oldies starting with pleiads on earth going on through some of the best known space shooter oldy arcade games.
The camera positions can be selectable but each level has one similar to the original.
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{"name":"590605","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/d\/5dcff22a1cbad69357996fb0c096f3dd.jpg","w":1152,"h":864,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/d\/5dcff22a1cbad69357996fb0c096f3dd"}
ed. I never did work out how to inline picture attachments, doh!
ed. thanks LL
I want FFXII!! And a Wii..
FFXII rocks It's a lot different as far as the battle system from everything except FFXI.... I wouldn't mind a Wii, but that's a bit out of my budget ..
As far as what I'm working on, I don't have any screenshots because I'm working on the underlying project workings for my universal installer, as well as rewriting some of the older code for my RPG that I've been working on for years, and rewriting the movement routines for my eggrunner game. Unfortunately I started back to work this week so my time is limited again...
ed. I never did work out how to inline picture attachments, doh!
Once the file is attached, you can see a link to it on the attachments page:
{"name":"590607","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/8\/0888b95a8e5d4c177c3fedaba82aa363.png","w":322,"h":113,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/8\/0888b95a8e5d4c177c3fedaba82aa363"}
Just copy the link address and use that as the URL in your image tag.
I discovered you can't really get very far without proper text handling
Glyph Keeper works under linux / mingw, I think someone found (Miran?) the easiest way to install it without breaking anything was to install FreeType 2.1.10 in /usr/local on linux if you only have 2.1.9 installed.
There's a makefile attached for the unsupported but working OpenGL version, I can't remember where I got it from.
I did have a problem that I posted recently which may have just been my setup but it included a working example.
Looks good Kikabo. The second screenie reminds me of a game I used to play on the Atari ST, but I don't remember the name.
The second screenie reminds me of a game I used to play on the Atari ST, but I don't remember the name.
Shame on you! Zaxxon.
Shame on you! Zaxxon.
Nah, that wasn't it. But the game I'm thinking of was definitely based on it. A 16-bit clone I guess. It used the same perspective, but had better graphics.
still working on my MMRPG. It is also my sir design project.
http://www.allegro.cc/depot/screenshots/3140_large.jpg
Hello everybody
I'm trying to work on a very special project that's all I can say for now .
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I'm working on a mobile phone game together with another company where I live. Hopefully, it should be done Q1 next year. No idea if we get it published though.
You're supposed to be teaching us about simulation engines, damn it!
In other news, having your Internet tubes tied for twenty-four hours because of excessive bandwidth usage sucks. The first screenshot is from Wargear, which you should all know about by now. The second... geez, the graphics aren't that great. I just threw that together in like a day, on and off.
I'm working in the new (and I hope definitive) API for the Mingro library. The new one will be OOP only, so it will be an environment to build games. Even it will be easy to change the base library (Allegro) with any other library (OpenGL, AllegroGL, DirectX, SDL, DOS/BIOS...).
But before that I must finish "allegro.pas", a wrapper to use Allegro in Pascal compilers (Free Pascal, Lazarus and Delphi).
When I finish Mingro 1.0 beta I should port all my games to Mingro, to prove if it is so great as I think.
So I'll be busy next months.
Well X-G, you may believe that the graphics are not very good, but I believe they look incredible. It has a really attractive flavor and I sincerely hope you are doing something with it.
I just threw that together in like a day, on and off.
What I'd do with a handful of X-G's talent.
He doesn't realise he has talent. That's the ironic thing.
What I'd do with a handful of X-G's talent.
Sexual Innuendo GO!
Sexual Innuendo GO!
I'm glad I'mnot the only one who thought that.
I'm still working on my 'Modia' game. It's coming along, but at a slower pace than before.
http://www.ericswebsite.com/junk/modia0.1.2-ss1.png
http://www.ericswebsite.com/junk/modia0.1.2-ss2.png
http://www.ericswebsite.com/junk/modia0.1.2-ss3.png
http://www.ericswebsite.com/junk/modia0.1.2-ss4.png
Now that I have characters and items, I'm working on Battles.
Will probably have a working battle demo by January.
He doesn't realise he has talent. That's the ironic thing.
It's natural for an artist to see the flaws and shortcomings in ones output. If an artist would accept and just like his own stuff without any self-critique, he'll stop improving on it. Satisfaction is death to an artists progress. If an artist starts to become satisfied with his art, he'll hit a plateau and he'll not make any progress anymore and that's unwanted, because there is always room for improvement.
Satisfaction is death to an artists progress.
Is that why Van Gogh cut his ear off? Because he was too close to satisfaction?
Knowing you have some skill, and knowing you are perfect are two very different things.
nah we just talked about him in class to night he cut it off as a present the girl wanted.
Knowing you have some skill, and knowing you are perfect are two very different things.
Not always. If you know you are perfect you'll always know that you also have some skill.
nah we just talked about him in class to night he cut it off as a present the girl wanted
I hope you mean that you students were talking amongst yourselves, because that's just a common myth.
myth really this was a arts and ideas class and the teach gave the infoe
Yeah, I heard the real story is he cut off a handful of X-G... Oh, nevermind
myth really this was a arts and ideas class and the teach gave the infoe
Then your teacher is full of crap. I don't suppose this is the same teacher that told you that perpetual motion devices work and that the US has working cloaking devices?
Anyway, the incident with the ear (and he only cut a part of the lobe off, not the whole ear) was precipitated by a fight he had with Paul Gauguin. Van Gogh was suffering from bouts of epilepsy at the time and also alcoholism. In a letter to his brother, he stated that he heard voices talking to him, and this was when he cut off the lobe.
Sources then say that he tried to give it to a prostitute, who, understandably refused the gift.
It's natural for an artist to see the flaws and shortcomings in ones output. If an artist would accept and just like his own stuff without any self-critique, he'll stop improving on it. Satisfaction is death to an artists progress. If an artist starts to become satisfied with his art, he'll hit a plateau and he'll not make any progress anymore and that's unwanted, because there is always room for improvement.
Geez, you sound like Oscar Wilde..
Unfortunately, my crappy class, full time job and lack of anything fun has got me bogged down and I can't seem to focus very well. Alas, I'm hoping CH brings back my coding spirit and I'm going to buy some games to get me out of depression
Onewing: oh I'm glad to hear that I'm not alone with those problems...
wow... we should start a "too busy with crap to do anything fun" support group. I've been so bummed sometimes that I just don't do anyting... and end up having to do more later... which makes me more bummed. Evil Cycle it is.
And the whole lack of focus is the worst when you need to get something done...
I think it's officially depression when you feel too lousy to do stuff you like to do... A whole, Identity lost in work kinda thing.
Anyway... I'm still working on the RACHMan video game which has almost been a year now since i started. and not even a complete level
<img src="http://photos1.blogger.com/blogger/6249/2680/320/Picture%201.jpg" />
It's still full of bugs that I can't work out... I just don't know how to code well enough right now to make anything decent... How frusterating it is to be bursting with ideas but have no outlet for them.
I think it's officially depression when you feel too lousy to do stuff you like to do... A whole, Identity lost in work kinda thing.
My thoughts exactly, I'm in the support group if there ever is one!
Truth be told I don't have the time or energy to work on many - or even any - private projects. I also lack the focus and determination to do it, in addition to the already heavy workload I have.
Truth be told I don't have the time or energy to work on many - or even any - private projects. I also lack the focus and determination to do it, in addition to the already heavy workload I have.
The secret is to pace yourself. I work about 20-30 minutes a day on my project, but I do that nearly every day. Sometimes a bit more, when I have time. That way you have continuous progress, even if it takes years to actually complete it, but it is better than nothing. After a few weeks you get used to it and don't even miss the time. Working on your project starts getting a habit and that is the point where you have won. Because at that point nothing is ever going to stop you.
Wise words Simon.
I cannot believe it, I'm actually working to get my project into the working prototype phase. Though I got stuck when compiling it because of obvious issues (I should learn not to do them). That is a good sign...
Edit: yeah Simon, wise words, but the most impotant thing is to get yourself motivated to actually work on that project.
Truth be told I don't have the time or energy to work on many - or even any - private projects. I also lack the focus and determination to do it, in addition to the already heavy workload I have.
--
I've felt that way since 2003 or so. That's why I quit my job If everything works out as planned, I'll telecommute and have a significantly decreased work load, so I can resume game development like in ze olde days.
The secret is to pace yourself. I work about 20-30 minutes a day on my project, but I do that nearly every day. Sometimes a bit more, when I have time. That way you have continuous progress, even if it takes years to actually complete it, but it is better than nothing. After a few weeks you get used to it and don't even miss the time. Working on your project starts getting a habit and that is the point where you have won. Because at that point nothing is ever going to stop you.
I can second this. I released the first version of my emulator (pictured elsewhere on this thread) in summer 2000. But one day I'll "finish" it. Maybe next year...
If you don't mind using freetype you can look at/take the code in OpenLayers Glyph class which you can adapt to your AllegroGL or OpenGL code.
You didn't read the thread I linked to, did you? Poking around in the internals of libraries is still a no-no.
Also, OpenLayer is LGPL, which turns the whole thing into a DEFINITE no-poke zone. A don't-even-go-there zone, in fact.
There's a makefile attached for the unsupported but working OpenGL version, I can't remember where I got it from.
"Unsupported" is the operational word here. Last I heard, which was about when development of Glyph Keeper was discontinued, the OpenGL code in GK was still full of bugs and memory leaks. And, as mentioned, it was unsupported and undocumented.
Anyway, I'll let you guys get back on topic now.
The secret is to pace yourself.
But how do you motivate yourself to start working on it in the first place? That's the big mystery.
But how do you motivate yourself to start working on it in the first place? That's the big mystery.
Yeah, I'd like to know that too - my life is breaking like a card house...
But how do you motivate yourself to start working on it in the first place?
Sex? At least, that's what the advertisement guy would say...
[quote Some guy]But how do you motivate yourself to start working on it in the first place?
Sex? At least, that's what the advertisement guy would say...
</quote>
You do know that "Swordfish" wasn't a documentary, right?
I've listed how I keep myself motivated in my Game Creation Articles. It does work for me.
Maybe we can all get together when we're in our eighties and show each other that finally released game of ours.
Well it works, but you need some initial motivation to get things running. After that you can rely on seeing progress as you stated in those articles (which are by the way very good and useful). An even though you have not won, the motivation can go away - especially on the ocassions, when you get stuck on some "unsolvable" problem.
True, there are no magic answers, just things which help. Many times I've stuck for game ideas or motivation to start a game too.
I have no trouble with motivation or the drive/ability to finish my projects, but finding the actual time to sit down for more than a few minutes after work was approaching the realm of impossibility. When you work 60-70 hours in a week then spend your entire weekend doing chores and home improvement there is no room for anything else
Well my greatest concern is that I have dozens of game ideas right inside my head. I really like to think about them, how would they be played, I like to "project" them inside my head - someone call it "dream building".
But when it comes to actually making some of them happen, either just write them down onto the paper (to prevent forgetting them) or actually developing them... I get stuck. I get programmers/designers block. Or maybe it's just my laziness... I really should get rid of it, but I don't know how...
Mostly I think, in my case anyway, that it's that feeling of past failures that comes over you when you sit down to work on something. Focusing on the negative and all that. I think I'll go read your Game Creation Articles now Richard.
If you only had time to do one more game before you died, then what game would you most want to make out of all your ideas?
I was thinking of making a cross between Elite and GTA in 2D... You don't have to be an outlaw, you could be a merchant, or a mercenary, or even a corrupt merchant who smuggles stuff and you get to "roll the dice" when the police do their random or mandatory searches...
Right now I'm mostly working on game mechanics/dynamics on paper...
some concept art:
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Actual game shots (yes, all I have so far is the one dimensional heightmap generator, but that's not bad for 30 mins of coding...)
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edit: But if anyone knows how good I am at not comming thru on self-motivated projects it's RP.
I like it! Abducting sounds like fun.
Whens your first demo? I wanna play.
If I'm lucky I might add the ship in tonight. Since all I have is the heightmap generator.
Elite in 2D, heh. Looks interesting, but what is the GTA part?
Btw. Noticed your last name. Do you have relatives in Denmark?
I've been working on a space shooter with Exitialis (who does the artwork, story and scripting), that we now call Terran Ascend. It uses the OpenLayer library. It will be a mission-oriented game, with the possibility to freely explore some planetary systems (including Sol), and gather resources for ship upgrades. Here are two work in progress screens:
http://mega.ist.utl.pt/~vbfr/TA_title.jpg
http://mega.ist.utl.pt/~vbfr/TA_screen.jpg
EDIT: It may seem by the screenshot that this is a simple top-down-scroller, but the ship rotates and moves freely (well technically, it's everything besides the ship that moves and rotates, which gives a pretty nice effect and feeling of freedom ).
Mind you, I've not played elite for more than 15 minutes (and was only able to dock with some random thingamajig...) so most of my open ended ideas come from games like GTA. There will likely be different orgs that you can take jobs/missions from to earn money, status, and other rewards; but helping one org might make it's competitors like you a little less, depending on what business you're in, that might make other orgs not want to hire you (In GTA 2 there are three rival gangs with similar dynamics, and in a badass game called mercenaries, there are a couple of factions that you can side with, or against...) but not all business will be like this...
You'll also get some kind of fame meter that goes up the more famous you get and a lawful/unlawful meter telling how wanted you are or arn't... There might be a possibility to be above the law if you're that 1337...
I've always wanted to make a Babalon 5 type game. Not where you were a space station but a ship in the Bablon 5 world. Be a space ship that goes from station to station, can walk around the stations in 3d, trade shit, go on super awesome missions to start / stop wars. Become a mercenary. Basically GTA of space. Except a better plot orienter, I want things to just happen, like the station you're on gets stuck in a battle suddenly and you have to figure a way to survive and / or help some one / thing and / or complete some mission.
Ok. If remember correctly playing Frontier, also quite badly, you get a rank there too, though just with the police. I thought maybe you'd be able to steal other people's ships?
The babalon 5 goal is more too lofty for me to take on.
Hmm stealing ships might be interesting... I was thinking more along the lines of rading other ships and then after having taken everything of value, blasting them to hell... In GTA you usually just busted the door open and ripped the person out of the car, it usually takes many more people to fly a spaceship how ever...
If you only had time to do one more game before you died, then what game would you most want to make out of all your ideas?
If you're asking me, I'd like to make something like Homeworld clone. I've actually some idea: few ship designs, design of one faction (it will be probably all about Terrans) - they are supposed to be some crossover between Colonials in BSG and Terrans from StarCraft. The only problem now seems to be actually do the models (though I have one untextured) and load/render them. After that I'd be able to work on 3d space RTS.
6 hours later.... "IT'S ALIVE" ShipGame2.zip -- No actual game play, but if you want to fly around on a height map, and look at pretty stars then go for it.
If this was the last game I made, I'd LOVE to finish it.
Every time I try to start writing a game I write only around 2000-5000 lines of game engine code. All of the sudden I then think of something else and the thing I am currently working on becomes non-appealing to me so I quit and work on the next project. I started out by wanting to make a super mario 3 clone with different new levels. I then moved on to making a zelda / secret of mana type game. I finished a tile map editor for it but then became interested in 3D and learned opengl because I had the same idea for a babylon 5 game mentioned above, I even have some babylon 5 space ship models I made saved in case I want to restart it. I then switched back to 2D an wanted to make hexagon strategy game like panzer general but set in the middle ages. I am now taking the story I developed for the zelda / secret of mana 2d game and I want to make it into a 3D game because the terrain of the two countries in my story is an important part of the story.
We (Me and my overseas pals, Daniel Gill and Dan Reynolds) are working on a 2D side-scroller RPG called LUNA.
Pictures and info can be found here.
Demo will be deployed somewhere before mid-2007.
VF: looks great, we needs a demo!!!
I like the idea of a top down Elite, a lot. Only I would make the planet surface part 2d top down like an early final fantasy or something. Ahh yes, another art intensive idea. I hate those.
I've felt that way since 2003 or so. That's why I quit my job If everything works out as planned, I'll telecommute and have a significantly decreased work load, so I can resume game development like in ze olde days.
This quote makes me happy and fills me with hope that Cry Havok and maybe even <gasp> Fenix Blade (full version) may see the light of day? Do we dare to hope?
I am actually working on two games right now, one a DBZ like fighting game:
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And an implementation of the DnD ruleset... Eventually some sort of an RPG.
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I have been working about an hour, and have almost finished a Pong clone.
KnightWhoSaysNi, I think a lot of the people here can empathize with that, the same thing happens to me (and I'm sure many others on Allegro) all the time.
One project I was able to work six or seven months on, my main inspiration was that others were taking joy in my work and kept egging me on to do something cooler -- Even when I didn't want to work on it they kept begging me for different features and to make new things; that was an awesome time.
Definently, I think I got almost 15-20 projects lying around waiting to be completed. Ok, some are just ideas that haven't been fleshed out that much. But I think at least half of them are projects that I've worked on abandoned and worked on again. I never truly abondon a projects... I just let it... uhm... rest .
I've become more disciplined through the years though. I think it's a good thing to force yourself to do the not so fun stuff once in a while just to get something done. As long as you don't totally kill your enthusiasm.
EDIT:
Again I ask you Michael, do you have roots in Denmark? Not to be nosy, if you don't want to answer that's quite alright. It's just that Jensen is a really common name here.
Oh, I'm sorry, I scrolled over that question the first time -- I thought it was your sig -- strangely, I usually read sigs and then think to myself "Oh, that's just someone's sig." -- Without the uppercase "EDIT" I would have missed it this time too.
Yes, I do have roots in Denmark, but they're pretty far back if my understanding is correct. I'm told it means "Son of Jen," no idea if that's true. -- I've also got a bit of Irish in me, and German too -- I'm a complete mutt.
Ugh! I went looking through old pictures and I found screenshots of Barry's Bash 2. They look awesome! I can't wait to get working on it again!
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so all you have to do is keep some screenshots lying around and you'll eventually want to get back working on your game! Here's one I found from another unfinshed project Dreamscar:
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Maybe it's not the good place to post it but anyway, here's my first major game completed, a multiplayer (TCP/IP) 2D fighting-game, written with the scripting language of the chat client mIRC
http://picwin.scriptsdb.org/files/screenshots/80%5B21-07%5D.png
Available on my mIRC games&demos website Picwin.tk
Until then I was not able to finish a single project. But as none was as advanced as Little Gamers I have good faith this time
P.S: piccolo, don't drool all over the place please
How long did it take you to finish the game? It's looks great. I like the backgrounds in particular.
At what point did you consider it finished?
Thanks
It was done in 6 month when I was living with my ex-GF, with no internet connection to play online games (which steal away all the time left between GF and work usually). But since mIRC scripts is far from ideal for games (it's software rendering and poor speed performances), a great deal of the work was put in "optimization"...
The background were borrowed from a SNES game, and the sprites are fan-colored version of a japanese gameboy RPG...
I considered it finished when I got a few servers online and people having fun with the game
No IA and no singleplayer makes a game quite quick to write, since multiplayer is not difficult at all to implement despite what most people think...
_____
I have to say your bear looks really great I couldn't play the 1st beary because of a frequency bug (my laptop does 60hz max), it got stuck at "Loading")
I have to say your bear looks really great I couldn't play the 1st beary because of a frequency bug (my laptop does 60hz max), it got stuck at "Loading")
It's supposed to be a notification that it's going to compensate for a non-72-hz refresh monitor. But instead it just looks like an error screen that never stops loading. Just hit the any key. It still needs a lot of work, including that. And for some reason if there are any other apps running in the background then the game plays really fast.
VF: looks great, we needs a demo!!!
I'll release a demo here when I've finished a few missions. But for now, here's a teaser.
Nice Music
Cool teaser. I've heard the sound that played over the logo before... I can't recall where though.
Nice teaser, really nice. I'm looking forward to play it.
Thank you for your comments I forgot to mention, the teaser was made by Exitialis.
VF: I was thinking that, at least I know he makes CGI films. Still you have for sure some work on it too. I hope you guys will make a demo soon.
Nice music!
Heh.. you should know. Recycling from Firestorm
Well its the same story after all. (the music is by Mark Oates)
I hope you guys will make a demo soon.
Working on it.
I know he makes CGI films.
Yeah.. amongst tons of other kind of Films and special effects for small time Independent films.
Well ok, I said here that I've set all my projects on hold. Now it seems that it's not necessary true. I actually don't know how it happened (maybe you gave me motivation, maybe the boredom won over my laziness), I've restarted work on my recent project.
It's a turnbased strategy, which has simmilar game mechanics like Risk. So far I have functional economy and GUI prototype. Note that map generator need to be redone - it tends to split sectors and also produces small sectors. Also some work on graphics should be done.
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Recycling from Firestorm
Isn't that a film title they made up for Seinfeld?
Check this out Thomas (and yes it was).
http://www.finfilms.net/video.php?videoid=293
Thats the firestorm we are talking about.
Working on my old Dungeon Master clone dotg -
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I have after a loooooong pause from it started working on it again - rewriting, implementing stuff nicer, you know the drill, and now finally a version 0.20 is in the making.
Lookin' good.
Conveniently, I've just released the latest version of the emulator I wrote about (much) earlier in this thread. I won't bore people with details, except for these:
That's seriously good considering the reduced # of colours. Using a different hue for each component really makes the things that need to stand out stand out. You should consider making gfx for mobile-phone games or anything needing that retro-look.
Yes, I do have roots in Denmark, but they're pretty far back if my understanding is correct. I'm told it means "Son of Jen," no idea if that's true.
It does. Before the Germanic peoples adopted the concept of a family-name, their children were referred to as X, son of Y. In Iceland, this practice continues to this day. See http://en.wikipedia.org/wiki/Icelandic_name
AE.
the required update for the XBOX 360 to play XNA games will be up on Monday I can't wait... and yet I have a lot of work until then because I would like to reach the state as I was with the OpenGL game...
So I'm now playing with particles and additive blending
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I'm currently working on a Brainf*** optimizing compiler, can it be considered a game? I think so.