View Full Version : Short trip down memory lane
Lizardsoft
08-10-2003, 08:44 PM
http://www.lizardsoft.com/temp/blockcraze.png
Wrote this for a programming class a few years back. Key features are:
1) Written in Visual Basic 6 (not by choice ;))
2) Uses DirectDraw, DirectSound, and I think DirectInput
3) Features several kinds of power-ups
4) Block editor
5) Several special block types exist
6) Customizable controls
This was for the final project and got me a 98% in the class despite some assignments that I never really bothered to complete ;) The basic clone of a certain game whose name I won't mention was done in one night on a whim using the windows GDI for graphics and playing in a window. It was mostly a test to see if I could do this stuff with VB 6. I had always been a C/C++ programmer so this was quite a change and I was basically trying to toss out all the VB stuff and get at the Win32 API where I felt more at home. Actually writing the complete game took a while longer, a month or two, during which I had to figure out DirectX for VB (wasn't too bad, although I never got the alt-tab to work), build the block editor, incorporate all the requirements of the project (how does string manipulation fit into tetris again?), block editor, fancy help with fancy pictures, all the power-up effects (those were huge hacks since the original engine never expected to have to interact with another instance of itself, but the result was great), etc.
The graphics are hit or miss. They were all done on the school's computers using Corel. I'm really happy with how the logo and background turned out. Not that impressed by the Game Over or some of the block graphic styles (yes, blocks were actually skinnable).
I think this is the first and only thing I've done that I've shown off on these forums. I'll get some more recent stuff soon. Feel free to post your own dusty creations. :)
Mattias
08-11-2003, 12:38 AM
Ok, here's my dusty creation :-) Also the first thing I show off on these forums.
http://w1.650.telia.com/~u65010103/frooonk/screens.htm
It is a very basic platform game, written in Visual Basic, using DirectX 3 (yeah, it even runs on Windows NT). Me and a friend of mine made it many years ago.
If anyone would want to play it, it is available from here: http://welcome.to/frooonk
Raptisoft
08-11-2003, 03:53 AM
Here ya go, here's mine:
http://www.raptisoft.com/memorylane/wistworld-1998.jpg
This was a fiercely ambitious game from back when I thought I could single-handedly write Diablo and Ultima Online. I got pretty far on it-- what killed me what technological creep. Here's the 3D incarnation.
(Wishes he was 25 with all the time in the world again)
gilzu
08-11-2003, 04:43 AM
This is my work from a few years back.
I wanted to do an RTS and infact, it was quite successful. I stopped working on it after i realised the trmendeus amount of work that is needed to reach a decent level.
DL it, you'll be surprised how far I got.
RTS Demo (http://www.gamedev.net/community/gds/projects/default.asp?projectID=586)
This is Pedes. My First PC game. Circa 1993.
http://www.ScreamingDuck.com/Cruft/pedes1.gif
A the end of the useful life for dos I came up with an absoluetly brilliant development platform I had developed a virtual retace interrupt and an interrup handler system where I could make Interrupt modules and plug them in. I wrote plug ins for all sorts of things. I did pallette fades just by having a module which controlled fades over time so I could keep the action running while the fade occured. I had a sample mixing module. I had a colour cycling module. As well as the interrupt system I had a nice Wad file like system and a bunch of really useful routines developed after a few years of using DOS.
It was great. And then I made Glook.
http://www.ScreamingDuck.com/Cruft/glook1.gif
http://www.ScreamingDuck.com/Cruft/glook2.gif
http://www.ScreamingDuck.com/Cruft/glook4.gif
Just in time for win95 to become popular and break my retrace interrupt code. I still grumble about this. Glook ran fine under OS/2. Under win9x it's a pig.
I still think Glook is my best game in a sense though. It cane out exactly the way I intended. It played well and was a good defender style game (this was before emulation took off and all of the defender games up until then were sucky).
Dexterity
08-11-2003, 08:10 PM
Was Glook ever published by a company called Laser Point Publishing several years ago? I published a game with them once (maybe around '97), and I seem to recall they had another game in their catalog called Glook.
Originally posted by Dexterity
Was Glook ever published by a company called Laser Point Publishing several years ago? I published a game with them once (maybe around '97), and I seem to recall they had another game in their catalog called Glook. Yup. I got a quarterly supply of $3-$10 cheques for a while out of it too. I even cashed some of them when the NZ dollar was worth .40US.
It was my Pizza bonus.
Now I get My pizza bonus from Crazy Drake(A game I worked on around '95). I still get cheques for that one. last one was only a few months ago and was around $40 I think which is nice for something I haven't touched in a good few years.
Henrik
08-12-2003, 02:25 AM
Here's a little game I made for a PC Gamer competition back when I was 14 or 15, using DJGPP C++ with Allegro:
http://www.pixelate.co.za/issues/4/4/game_reviews/rev004_03.html
I got into the finals (along with 11 other entries) but never won anything. The game's actually pretty fun though :)
And yes, I did rip some midi files that I shouldn't have, but hey, I was 14, and all of the graphics are original at least, done by me in Paint Shop Pro :)
Dexterity
08-12-2003, 07:26 AM
Originally posted by Lerc
Yup. I got a quarterly supply of $3-$10 cheques for a while out of it too. I even cashed some of them when the NZ dollar was worth .40US.
It was my Pizza bonus.
I used to get approx $25 checks from them for JumpStar. They lasted longer than I expected. Cary Farrier seemed like a good guy, but I think his marketing strategy was off base, as he seemed to be focusing too heavily on users groups. If I recall correctly, when he shut down the biz, he turned its home page into a personal web site with his cat or dog pics.
damocles
08-12-2003, 11:21 AM
this was the game I was working on during university (for my dissertation). Never did finish it - it was riddled with bugs and was only a shooter after all.
Screenie (http://homepage.ntlworld.com/dave88/screen3.jpg)
It was ok, but nothing special. But it wasn't a programming course, it was a media course. They had to draft in one of the programming school's lecturers to moderate the project :) Got maximum marks for that. Although it wasn't surprising considering some of the crap the other students were putting out. Bog standard stuff like "Look, I can model crappy looking cars and make them move" or "look, I made an array of XRefs in 3D studio max that makes shiny looking grass".
@damocles
Yes, I know it's old and you don't intend to work on it anymore...
Nevertheless I think I should tell you that the shadow is wrong.
The light-source (the sun) is far far away, thus the light rays are almost parallel. Therefore the shadow should have the same size as the ship... and due to perspective it has to be infact smaller than the ship.
Sounds a bit strange but it's that way.
I just told you and everyone else that, because it's a common mistake.
Btw the graphics looks nice... it's sad that it never became a full game. [You could recycle the graphics to make a new game... maybe a free "attract" game ;)]
damocles
08-12-2003, 01:11 PM
Yeah I was always aware of the fact that the shadow is completely unrealistic. When I started developing it, the shadow was the same size as the ship, but it looked kind of sterile and boring that way, so I increased it's size and it gave it a more dynamic feel. You can't really appreciate this from the still though.