Hey, I've come up with a rather interesting thread. I got curious when Dragonn said that your first work was nothing heavenly. He was right about me anyway.
What is your first project and do you still have it available to you?
My first project was an IC rip using the coding on the hub by Snowfox when I first started out on BYOND. I gave it the weirdest name ever; Icon Chatterz: Rise of Faith. I called it that because I would hope that my GMs were nicer than most icon game moderators around at the time. And they were.
It is not available to me, though. It was a fun little project in my opinion, but I've reformatted and recieved a new computer quite a few times since then; I don't have it anymore.
http://lightstream.uni.cc
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ID:185422
Feb 6 2006, 6:10 pm (Edited on Feb 6 2006, 6:22 pm)
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My first project was a Harry Potter Game called Harry Potter: Voldemorts Big Reign anyways i still have it,but it never became anything exept a small nothingness of a small bit of coding that you can find in the 'DM GUIDE' Because i Totally suck at coding,i mean sure if you put some admin code's infront of me i could totally edit the key's and somehow make myself Admin
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My first project was Adminx, which was a miserable failure. :P
I recently formatted, losing the source to it and several other projects that had never been released, and some bug fixes ( quite a few of 'em ) for Adminx. |
My first was called "Bust-A-Hit", or something like that. The name formed from the first icon I used, which was from the old game "Bust-A-Move". I don't have the source anymore, but I might have a backup of it on an old CD-RW. It got popular. Not like majorly popular or anything, but decent bit of a crowd.
Then came "Age of Metal". It was pretty popular because me and a friend "DM"ed it. We created quests and events in real time, rather than relying on code. People enjoyed it. It was fun to convence people that I had an uber AI system, that actualy responded to thier talk, but really it was just me or my friend in another icon. We had a full set of armour suits and ranks for the "Army" that went on the quests. The map was small, but it worked rather well. Oh I miss the days when I could just have fun programming, not paying attention to things like bugs... |
My first project was Tic-Tac-Toe, or Poker. I don't quite remember, but no I don't still have them. I wish I did so I could look back at them and make fun of myself. =D
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My first game was A Game of Kings... and still is my first and only game lol...
I never really work on it though, and I do it just because it got such a large following I feel like I need to... I don't really want to anymore, though. It's rather boring to work on a strategy game... stories usually not that interesting, and it's all about complex stuff... RPG's are so much better. It's just hard to turn down people who after 6 months of you not working on it get so desperate they start sending you money to your paypal account as an incentive :P |
In response to Jp
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Jp wrote:
Mine was an awful, AWFUL generic RPG thingy called Silvara. Haha, I remember that. I particularly remember trying to think of a positive way to put my criticism. =) --- My first BYOND game was an attempt at a multiplayer version of Blades of Exile's combat system. Basically squad-based, turn-based combat with magic and such. I didn't finish it though. My first released BYOND game was Thieves (and yes, it's still around). It was meant to be a slow, stealthy game along the lines of the Thief series (in fact, the original working title was "Thief: The BYOND Project", a homage to "Thief: The Dark Project"). It turned out to be a lot more fast-paced than I intended; I did start making a sequel that was intended to slow down the gameplay and include a map editor, but didn't get very far. The code was pretty bad, though not as abysmal as some people's first efforts; I did have previous programming experience, just not on BYOND. Most of the bugs were related to me misunderstanding or abusing DM-specific features like movement procs. For example, at one point there was a bug where AI players would win the round instantly upon picking up the objective treasure, without having to take it back to the portal (as human players did). It took me a while to track down what was happening: I was granting the win in the Enter() proc instead of Entered(). Deadron's pathfinding library was calling Enter() to determine if it was allowed to enter the space containing the portal; and as soon as it did, the round-winning code was triggered! |
In response to Crispy
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Haha, I remember that. I particularly remember trying to think of a positive way to put my criticism. =) Don't remind me. I was in year 9 and didn't have any experience with object-orientated stuff, though. Just a bit of programming in BASIC. |
In response to Jp
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My first project?
I planned a Deus Ex shooter game that involved UNATCO fighting the NSF. It didn't get very far however. I think my cousin might still have the source files. =O My first released project? Antlion Troopers. Quite successful actually, and I still have the host files. However, the rsc is horrendously large because I'm too lazy to downgrade the quality of the SFX in the game. |
Yep, I sure do...
DBTC was my first project, and it's most definitely still around today... It has changed so much, though, that I'm not really sure any of the original lines of code (or even icons, for that matter) remain...lol In fact, DBTC is so much my first BYOND project that it was built right off of the file I was using to go through Zilal's beginner tutorial! (it still contained the "DeathCheck()" proc for quite some time) |
In response to SuperSaiyanGokuX
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me too: [link] (you need to read the whole thread to get the whole concept).
still got the stack of about 10 pages in notes next to my desk- i tweak/tinker/update the pseudo-code for it every few days. hope to actually start on it this year. |
In response to D4RK3 54B3R
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Or, you might consider Clean Compiling for once. =D
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In response to digitalmouse
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digitalmouse wrote:
me too: [link] (you need to read the whole thread to get the whole concept). Good, any game that well planned out should be one worth playing. I did that with my game as well. |
In response to Scoobert
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Scoobert wrote:
My first was called "Bust-A-Hit", or something like that. The name formed from the first icon I used, which was from the old game "Bust-A-Move". I don't have the source anymore, but I might have a backup of it on an old CD-RW. It got popular. Not like majorly popular or anything, but decent bit of a crowd. Hahaha, dude, I do that in my game, we create quests real-time and pretend its our "Super Advanced AI Program" Hahaha... So funny. |
In response to Dragonn
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I Can't remeber mine it was made in 2001 lol
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In response to digitalmouse
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Hurry up and finish. That sounds amazing.
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In response to CaptFalcon33035
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Mine is either a rpg game named Ruary or Eliet Crew, I for got which one. They are not on the hub or downloadable. A while ago I was making a Eliet Crew sequal but ran into some problems, loss interest, and did not release it.
->Calus CoRPS<- |
In response to Calus CoRPS
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Calus CoRPS wrote:
A while ago I was making a Eliet Crew sequal but ran into some problems, loss interest, and did not release it. Probably a good thing you didn't release a game called "Eliet Crew sequal", if only for spelling-related reasons. =p |
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No, you can't see it. I burned it.
It wasn't ripped, and most of it actually worked, but it sucked anyway. It was horrible.
I still actually have the source code, but I'm not doing anything with it.