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Ever made games of your own?

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    #31
    EddiePuyo - for my A level Computing project. Works online! (kinda)

    Eddie's Date-o-rama - bishoujo dating game still work in progress. Working demo though!

    I love making games using completely unsuitable technology.

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      #32
      Originally posted by Ian(not Ian)
      Certainly have.
      Made ?24,000 pounds. Long time ago.
      But it's not what you think, called Fun School, and was available on ALL FORMATS.
      Got 8 or 9 /10 from all the computer mags at the time.

      I did mostly design / GFX

      /I talk too much.
      Bawhahahahahaha, I had Fun School 2 on the C64. I wanted to KILL that ****ing frog.

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        #33
        Originally posted by edandersen
        Eddie's Date-o-rama - bishoujo dating game still work in progress. Working demo though!
        Just FYI, everyone, I'm the bearded guy with glasses in that game. That's me.

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          #34
          Originally posted by Tom Salter
          Hey, I got really far in that :P Wrote an occlusion-culling BSP based scene graph structure that could handle massive outdoor levels by flagging pieces of scenery as "occluders" and it'd not render anything that was behind them occluders by creating a "deadzone" behind it.

          Unfortunately, no-one else did any work, so it's still lounging around to be finished somewhere...
          I was going to, before it changed from 'Tenchu'-come-IGI to erm, Curry House CoCo Ichibanya: Kyo mo Genki da. :P Or something.

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            #35
            It actually changed to a top down shmup, the codebase of which is now slowly transforming into my final year uni project

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              #36
              Oh, I meant before the shmup idea... it changed from cool ninja/military bloke to an anime girl with blue hair. The shmup idea should be cool, good luck with it.

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                #37
                I need it

                It's currently using my own scripting language to create the levels, although I have to create levels manually at the moment, as i'm far, far too lazy to make an editor. And even if I did want to, it'd take me ages to design it, for example, how do you choose an enemies original position/time they appear/direction/shooting pattern? Rather do it in PFE than in a wysiwyg editor

                Also, it's taking advantage of slow/fast time. Simple hold a button and time slows down, allowing you to get through crazy bullet patterns, but your score counts down in this mode. Similarly, you can speed it up for CRAZY scores. And maybe more power ups, if I get that far.

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                  #38
                  I wrote an Occulsion testing system as my final year project in college... it worked but it was supposed to be integrated into an LOD system another student was working on... that didn't work so well

                  Games I've finished include a Tetris clone, a network capable version of a game called "Hex Lightning", a stupid geek game called "Core Wars" that I was made do in college. I also did some level design and scripting for a project a friend was working on.

                  At the moment I'm working on a little shooter... Using SDL and BulletML. I actually *might* finish this one.

                  I've build a lot of bits of 3D games that could be dragged together to form something coherant if I had an idea that was something more than just an FPS of some kind...

                  My engine is based on space division using Octrees with some fancy hierarchical collision detection routines and a nice little event system but it was all written as part of the learning process...

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                    #39
                    My engine is based on space division using Octrees with some fancy hierarchical collision detection routines and a nice little event system but it was all written as part of the learning process...
                    That's the problem, if you keep adding things to smaller projects, it really doesn't work that well.

                    I tend to do the same, I start with something small (as I'm learning) and then add more and more complex things to it as I get more confident. None of my projects (except this shmup) are written from the ground up to be what they are, as they are simply learning projects.

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                      #40
                      I always try to make sure my code is pretty modular... I'm an OO fanboy!

                      My problem is I'm too methodical and I often get caught up in the mechanics of making a perfect engine or whatever rather than making the game.

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