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Post Your Project History!

#31 User is offline   Val 

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Posted 25 March 2006 - 07:40 PM

I'd need several pages to write everything I've done, but I'll point out some of the major stuff. These are placed loosely in the order they were created.

Ben World
Oh my word! This was the very first game I ever worked on. It was going to be a tad ZZTish. I got as far as making an Armory but after that I forget why it died. Probably due to suck.

Underground City
The second game I ever made, and one of the few I ever finished. It sucked too.

Galago
AKA the adventures of Bob, Bill and You. Another sucky newbie game, but I actually finished this. When I finished making Mercury, though, I got bored and skipped all the way to Uranus, and then just made a ship to Earth.

Insanity 1
Another sucky-yet-finished newbie game. This a ripoff of an old game Gemini did, which was a ripoff of Darkness.

Insanity 2
This may well be the worst game I've ever made, rivaling even the likes of UC!

Insanity 3
This game was slightly better, but it still sucked big-time.

After that, all that followed was a bunch of random ideas and tests that eventually led to...

Obsanity / Marky Frarky / Morky Fnorky / Untitled
The game that has stuck in my heart from the beginning, spawning a story based on it and even a failed attempt at a Gamemaker game. This is my all-time favorite project. Originally, it was intended to be a top-down shooter inspired by Weirdness SE, and I had almost finished a demo for it, but it eventually died. This version lived on as a game called Oddity, but that died before it was started. After that, "Obsanity" became what it is now- a sidescroller. Version 1 of "Obsanity" started on an asteroid, investigating something. I never finished the asteroid intro, but I started working on a forest level that was never finished either. For some reason, I made the credits and started working on a very, very long bonus level. Soon enough, it died completely. At the same time, I was working on a sequel already- ObsanRPG. It was a sidescroller/rpg, and I had made a library before it died. Then I worked on Obsanity 3, believe it or not. This was the most complete version and eventually became the new original game, dropping the 3. Unfortunately, this died as well. At this point I realised that "obsanity" was a dumb name that made no sense, so I named it something dumber: Marky Frarky. Marky Frarky died soon after I made the title screen, to be replaced by Morky Fnorky. This version lived a lot longer and eventually became the version I'm working on now, which I promise will be the one that stayed. It no longer has a name, though, and I now refer to it as "Untitled." I've deleted the title and the intro is still being worked on.

Munchies!
This game went through two versions and then died. It was very fun, though, and eventually inspired Shlemps which inspired Flim-Flam. The game was fun because of its near-infinite recharging ammo system and its unique enemies. The enemies were varied and many, and somehow were fun to fight! Probably because when you beat them they became a c04 customfloor p??.

Unleashed
One of my most recent projects. Unleashed hasn't been getting much attention lately though because I'm working on Hogwash, but it is still alive and very, very well.

Shlemps
...Yeh Shlemps is pretty much dead :(. However, it has been reincarnated into Flim-Flam!

Text Frargel
My mangled, failed attempt at a text adventure. This is dead too because I couldn't get some of the code to work.

Cubes / Cubic / Ketchup! / Hogwash
My second-to-most recent creation and one of my most successful. I'm done with area 4, Dune Sea, and I'm working on Shnorb Forest. After that will be a cave leading down a mountain.

Flim-Flam
I can't really say much about this other than it's one of my first attempts at an RPG. The plot is still in development. This has an AWESOME palette and font, and uses a style of graphics I've never tried before- but I like it.
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#32 User is offline   Koji 

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Posted 25 March 2006 - 11:11 PM

Koji's Project history

Random Land (or RL for short), a small band of misfits run around a free world environment RPG doing various things, hilarity ensues.... but like... not. (CANNED, and for good reasons)

MZX 2.6 Lol

Blah blah blah blah, some other projects that I toyed with but didn't go anywhere with. Oh well.

Chronostodian... :D still on a burner... somewhere.
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#33 User is offline   Zenith Nadir 

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Posted 26 March 2006 - 08:10 AM

you people never finish anything!
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#34 User is offline   Prophy 

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Posted 31 March 2006 - 03:03 AM

Here you go, since Terryn asked so nicely. All of these are unfinished, with the sort-of-ish exception of the first one.

Complex of Zeux
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My first Megazeux game! And a rather poor one at that. It was basically a continuation of the Zeux series, erm, before I'd even played the last three. Yeah. It was more or less a carbon copy of Caverns - 'good' town, 'bad' town, lots of caves and nonsensical boss battles inbetween.

This is, however, the only game I ever finished. I then foolishly started 'upgrading' it without making a backup first, and managed to destroy huge chunks of it. It's probably for the best.



Abduction
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Pure tat. Vince (yes, I didn't even bother creating my own character) gets abducted by aliens, and has to escape. But! You can't go back to Earth without repairing the ship's cloaking device first (people will see you, yes?) - this involved beaming down to side-scrolling planets, the first (and only) of which was accompanied by an embarrasing rendition of Depeche Mode's Policy of Truth.



Island (Working title)
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Vince (AGAIN) goes on holiday, and can't resist exploring the caves there that - good gracious! - hold mysterious secrets, yadda yadda yadda. I stopped working on this after I somehow destroyed one of the character sets. Also had a THIRTY-SIX DIGIT combination lock, which you can laugh at here. The main island had a MOD-ish version of Jean Michel Jarre's Calypso 1, which was nice.



Mirrorworld
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I think this was my first attempt at a side-scroller. I was quite proud of it at the time, and I still think it has some nice touches - for example, the evil fish float to the surface after being killed, and can be used as stepping stones. Erm, I don't really remember the plot - something involving a magic mirror, I think. Not much more to say.



Tomb of Syrinx
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Another side-scroller, but less interesting. Explore a tomb for some reason that I can't remember. Jump! Dodge! Die of boredom! It wasn't until a few years ago I realised I stole the title from Spectrum game that I erased from my mind because it was so utterly awful. How very apt.



UFO
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My first collaboration with a friend. You're an alien whose ship was shot down, and now you're imprisoned for future experimentation. You escape (naturally) and have to rescue your ship, along with energy cells to make the damn thing work. For some reason, this alien can read English and easily drive a military truck. It's not bad, but it's not great, either.



Brainsport II
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A Megazeux-y sequel to a Spectrum game called (gasp) Brainsport. Sokoban by any other name...



The Element Experiment
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Sob, sob. This was supposed to be my masterpiece, but it all fell apart and I lost interest. You play a scientist guy who is trying to split the human personality into separate parts, and embody each of them in separate, um, bodies. Naturally, something goes terribly wrong, he does it to himself, the personalities decide they don't want to stick around so teleport (um, yeah, he has a teleport for some reason) out to different times (uhh) and locations. Find them, merge them, and all will be well with the world.



House of Confusions
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This was the result of me playing Resident Evil for the first time, and it shows. Big, spooky house with nonsensical puzzles. Not really sure what was supposed to be happening, because I only did two boards. But WOOO - IT'S SPOOKY.



Gatesy's Adventure
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Bill Gates' house has been invaded by aliens. You play the big B himself and have to find out what's going on. Started out nice and silly, but then got all serious and I dumped it. Darn.
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#35 User is offline   Prophy 

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Posted 31 March 2006 - 03:06 AM

I can only have ten images in one post, huh? Okay then.

House of Horrors
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Side-scrolling platform-y goodness which had two boards made for it before I realised how crap it was. A little problem with scale, methinks. The music was a cheesy, synth-y rendition of Bach's Toccata and Fugue. Embarrassing.



Mirrorworld (again)
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No relation to the other one - I just stole the name. What's in the screenshot is pretty much as far as I got, so I'm not really sure what was supposed to happen. You had to use that lump of wood to break the window and climb out, but after that? Who knows.



Tower (Working title)
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What you see is what you get. I have no idea what this was supposed to be.



Untitled
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A Zeuxy version of the Spectrum game Moonlight Madness, which I thought was rather excellent, no matter what the reviews said. Never got very far, because the jerky motion of everything put me off. The basic idea was that you were in a weird old mansion with loads of buttons everywhere, and pushing different ones would do different things which could help or hinder you in... whatever your goal was. Something to do with keys.



Thief
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Never got further than a test board. You were supposed to sneak into a huge mansion, explore it, and try to pilfer all the treasure without getting caught. I seem to have an affinity with huge mansions.



Innernet
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An aborted attempt to improve upon an old DoZ game. Never got further than this mock-up menu screen.



Ghosts (Working title)
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One half-finished board is all I have to show for this. I can't remember why, but you had to go to a rickety old shack in the middle of nowhere and investigate the disappearance of four brothers who vanished decades ago.



Dar-Loeryst
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This was to be my masterpiece in place of the fallen Element Experiment. However, I got bored pretty quickly - I can't draw, and the plot had massive holes that I couldn't seem to fill. A shame, really. I even drew a nifty map of the land.



Anamnesis
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A horror game in MZX? Anamnesis was supposed to be an attempt at psychological horror, using claustrophobic rooms, ambient noise and detailed lighting to tell the story of a troubled young woman. It's on hiatus at the moment... I may pick it back up if I get in the mood.



Magick (Working title)
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This is my latest project, which I'm still working on from time to time. It's inspired by another Spectrum game - this time Heavy on the Magick. The idea is, you're a trainee magician trapped in a dungeon and have to escape (duh). All you have is an old grimoire with a few pages left, and very basic magic skills.

The game is heavily involved with black magic and occultism (so easily-offended types should probably steer clear) and requires the player to build up his knowledge by finding pages of the grimoire. Each of these offer clues and insights into the game world - for example, some aid you in deciphering the dead language of the dungeon, and others give advice on how to invoke (and stay protected from!) various demons.

I'm not sure if it'll work, but I want to make this less action-oriented, and more thought-oriented. Not exactly puzzles, but understanding the nature of the dungeon and its inhabitants will be essential to survival. After all, knowledge is power ^^

I hope I finish this... I'm way overdue for releasing something into the community :D
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#36 User is offline   asgromo 

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Posted 31 March 2006 - 03:15 AM

I must say that Anamnesis has a damn beautiful screenshot.
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#37 User is offline   djtiesto 

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Posted 31 March 2006 - 03:32 AM

Prophet - wow, helluva project history! Nice screens, too... I would have loved to see some of those games finished. I really like Island and Anamnesis.
Posted Image

Posted Image
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#38 User is offline   ShloobeR 

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Posted 31 March 2006 - 05:59 AM

I like the look of the original mirrorworld and the untitled one (the mansion with BUTTONS)
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#39 User is offline   Aplsos 

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Posted 31 March 2006 - 06:49 AM

holy shit i was technically making zzt games before nadir? awesome! shame he's still better than i'll ever be!

WeirdVille (ZZT) (1996)
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Traditional first ZZT game, but I managed to find Syndromes and STK after most of the work was done, which allowed me to enhance it slightly past the standard yellow bordered game before releasing it, and it's technically the only ZZT/MZX game I've ever finished. The guy who made Booster Gold ZZT complemented me on it! (I never actually played Booster Gold ZZT, and it seems lost to the ages, but I remember reading a terrible review of it in some ZZT magazine) FUN FACT: I was originally going to call it Weird City, but there was already a ZZT Game called that.

WeirdVille 2 (ZZT) (1997)
Traditional sequel to first game. STK was integrated into this more, but a harddrive crash destroyed everything in my ZZT folder. I still remember it pretty well though, it started with your plane crashing, picked up some "weirdness repellant" (ammo), crossed a river in a boat, then passed through a zoo, played an arcade game for a key, went through a dark room with tigers "in stasis" to a giant ice cream sundae. The plane crash was carried into the MegaZeux version, which was the only similarity between the two.

After the hard drive crash, I switched to MegaZeux for a while due to frustration.

WeirdVille 2 (MZX) (1997)
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My design for this game pretty much ran along the line of "hay this is a cool sidescroller/3d maze/rpg battle engine lets use it also POP CULTURE REFERENCES!!! Self-censored curse words because I'm twelve years old! It'll be the BIGGEST MEGAZEUX GAME EBER, FOUR WORLDS AT LEAST". The demo is here if you're in the mood to laugh at me! Lasted long enough for me to finally realize it sucked and drop it like the bad habit it was.

SpencerSoft Engines (MZX) (1997)
This was a collection of dumb engines I made and uploaded to the AOL boards. One of them (Guided bullets) was used in one of the later games in the crappy Arena MZX series, but the actual collection has long since vanished.

Here lies various long-gone, spur of the moment MegaZeux projects with only one or two boards, such as DUKE NUKEM 2D (I don't think I knew there were actual 2D Duke Nukem games then)

WeirdVille SBRYC (ZZT) (2001)
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Traditional "remake your first game" game. Better than my previous efforts were, but still suffered from "POP CULTURE REFERENCES!1!" and "HO HO LOOK HOW WACKY I AM!"-itises, but so did pretty much everything from that era.

OHH DEAR MINIGAMES (MZX) (2000-2001?)
Was planned as a collection of... minigames! The main purpose of this was to contain a MegaZeux conversion of the Dragon PC game Pants that was ironically popular in the FishIg era. I don't think I ever actually started work on any of the actual games, just the menu. Lost to the winds of time.

Mindlessness (ZZT) (2001, 2004)
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Originated in 2001 as a generic stream-of-conciousness trippy game, but only a few boards were made. In 2004 I kept the design of the first few boards, and wrote out a series of events for the game to follow, with different storylines. I then redesigned most of the areas because the boards were too big and empty. Then KevEdit crashed while I was saving, causing me to lose the programming for a bunch of boards. After that, I realized, the "storylines" essentially boiled down to "visit the same places in a different order for different dialogue", there was generally too much walking across large boards, and more brown than Quake, so I dropped it. I'm pretty proud of the enemy AI I made for one area, though. They could sidestep bullets!

RoboJesus 2073 (ZZT) (2004)
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Was going to be a top-down clone of Robot Alchemic Drive, but I was forced to quit when I realized I couldn't make the enemy actually seek the player object. Also, the title screen was the best thing I ever made in ZZT until starting work on my current project.

A Very Important Game (ZZT) (2006)
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???


I also contributed content to an early version of MZX Internet (1.1 or something?), ZZTVs 7 and 9, several BKZZTs, a few 24h/weekends of zzt, and an entry to the 24 hours of programming zzt that is unfortunately long gone (the standout was a spaceship engine where you are the giant boss ship fighting the little arrow-sized enemy)
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#40 User is offline   Zenith Nadir 

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Posted 31 March 2006 - 08:22 AM

dude aplsos those last few screenshots are really good. i especially like mindlessness

it may be worth noting that i didn't list all of my unfinished projects above, just the ones that made it past a title screen and a couple of starting boards. i don't think the world needs to know about "memory" or "wild west zzt" or any of that other crap i made then lost interest in really quickly.

also i didn't mention any joke games, like "BURLY BRAWL ZZT" or "anal sex dizzy". i miss that game, it was korr.
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#41 User is offline   Aplsos 

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Posted 31 March 2006 - 09:48 AM

That Mindlessness screenshot was really the least brown/gray of the outdoor boards I had done. I may start work on it again if I ever come up with a better design scheme, map layout, actual puzzles instead of "walk where i tell u ok," and a plot beyond "you wake up in a strange place now do things". It's definately not bad beyond salvation, just kind of dull.
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#42 User is offline   Nash 

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Posted 02 April 2006 - 03:00 PM

Saga Of Dan Demo (1996)

Porno Creep (2001)

fucking classics.

hmm it's been 5 years looks like i'm due for another game again. :D
( ¯ω¯·)
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#43 User is offline   Koji 

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Posted 06 April 2006 - 03:30 AM

that temple has a BLUE vagina!
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#44 User is offline   Lachesis 

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Posted 06 April 2006 - 04:41 AM

Oh noes I have so many that I can't remember them all :banana:

I'll do the ones I can remember:

Newbie Combat - 2003

Oh dear oh dear what was I thinking. You went around killing poorly programmed robots called "Newbies." I released a demo, and then promptly scrapped it.

Entrails - 2004

You went around and shot zombies. I had a few levels finished, but scrapped it because the blood engine was too damn slow.

Whack-A-Mario - 2004

A crappy minigame included with the Entrails demo.

The Legend of Xon - 2004

A Dragon Quest-like RPG with many, many, MANY gorey cutscenes. I lost the full thing, but I still have one of the cutscenes somewhere... :D

Entrails SE - 2004

I combined a new blood engine with Entrails, gave it new levels, and tried to give a general horror feeling. I never finished it and eventually lost it.

(untitled text-based parser game) - 2004

I never finished it :o

RAMPAGE! MZX - 2005

Never even got the engine :furious:

DIGITAL.MZX - 2005

A somewhat Metroid based platformer. My computer ate it.

ROTFLMAO'S ADVENTURE: THE CAVE OF DEATH AND LOL - 2005

A school project. I don't think I ever released it here. I actually finished this one, but I can't really call it a game.

Jumpster - 2005

An attempt at a platformer with levels and a Mario map.

Noisebox - 2005

Not even a game :asthanos:

(untitled metroid-like game) - 2005

I lost interest.

Emoticon Adventure - 2005-Current

A platformer with happy (and not so happy) smilies :asthanos:. I need to work on this one more.

Whack-A-Mario - 2006

My first (and only) complete release. This is the original WAM, just with better graphics and better controlling.

Liquid Purple - 2006

I was going to do a TBS based on the mining of liquid colors, but lost interest.

(untitiled OH GOD NOT ANOTHER PLATFORMER) - 2006-Current

I'm attempting to use a trig object scanning engine for this one, but in needs work :asthanos:


Also, Untitled goes in here somewhere, as does Hellstar and Built-In Invaders, but I have no idea where they go.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#45 User is offline   asiekierka 

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Posted 13 April 2006 - 01:13 PM

ASTown - ZZT one.
I see the City adventure, which have REAL city! And i have an idea to do something but live, with no end...
And i do.
ASTown - Part 2. MZX.
I found the MZX is better, and i download it.
And start new ASTown, for MZX.
Huh.
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#46 User is offline   Pancake 

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Posted 02 May 2006 - 10:45 PM

These are all the games I've worked on with ZZT, MZX, and whatever DarkBasic is.

- Escape! for Windows PC's (2004 or 2005...I'm not sure)
You were exploring a cave when a cave-in has occured, and you must now run through to escape. I really just re-wrote a program that came with Dark Basic
and added a whoe lot to it. Unfortanetly, I was just using a demo for the program
that ran out before I finished it. But luckily, it was the first of many unfinished progarams.

- Vendors for ZZT (2005)
My first very sad, newby-ish attempt at a ZZT game. Stop Wall-Mart from taking over the world. fun.

- City 2 for ZZT (2005)
I wasn't sure what I was doing, but I never wanted to finish it . . . . . . . . . . . . :(

- World I: the search of the 7 keys for ZZT (2005)
:( :pikachu: :pikachu: :pikachu: :( :confused:

- Adventure for ZZT (2006)
I've really nothing to say about this, except for it being like scary movie in a video game.
- The Search of the Potty of Power for ZZT (2006)
I *actually* knew what I was doing when I made this one. I used the Zenith tool kit and the STK. You are Gilly the Gopher on a quest to search for a bathroom after waking up one night with an urge to go.

- Tower of Fire for ZZT (2006)
After multiple nuclear war threats and attacks, Gregory, as the only survivor has finally decided to search the forbidden tower of fire. If I were to finish this, I would be defined as an "oldbie" in the ZZT community. If I were to go back to ZZT to see to make one more game, or if I quit MZX (which I won't) I would finish this game.

- Grakamak for ZZT (2006)
This was an attempt at a shooter. Aaaaaaaah. I've finished two levels, and decided to make a demo for it.

- First for Megazeux (2006)
I REEEEAAAALLLLY felt like a newbie when I made this. It caused me to put off Megazeux for at least 3 months.

- Kingdom Mar for Megazeux (2006 and pending)
This is my first game for MZX. I'm using some strategies from ZZT for this and I *know* what I'm doing. You have to save the Kingdom Mar from the invadors in their second invasion. (So I can make a prequel and maybe even a prequel to the prequel!) Venture your way through the land and collect all the shards and use them as keys to defeat the leader. I used Wondercow's sword engine. :pirate: Look for this in the near future.

- Some Doom and Doom II WAD's

- Some FPS in C++
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#47 User is offline   Fungahhh 

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Posted 03 May 2006 - 03:50 AM

I'm not even going to try and guess dates, but I will list them in order from oldest to newest!

MOTOR was my parody of Engine! (do you get the joke. the title. joke) I only had the unregistered version at the time, so I made up the rest. I don't remember too much about it, but it probably sucked. It's lost forever now though.

WARRIOR'S QUEST was my official newbie game. It wasn't THAT bad though, I don't think! It was a sidescroller, and you could choose between Dave Seiana and Zak McKeel, the former inflicting more damage on enemies and being able to breathe underwater longer, the latter being able to jump higher, as you embarked on a mighty quest to rid the world of the alien Ulaz by killing their leader and his five guardians. It had its share of bugs, and since I was improving as the game was going on, I eventually scrapped it, being unsatisfied with most of what was done already. I uploaded a demo around here somewhere, which was about 1/4 of the length of what would be the finished project.

LAKEVIEW was a game I made for my friends taking place in the elementary school we went to, chocked full of inside jokes. I'm never showing this to anyone online, ever.

UNTITLED GAME was a similar style to Goldeneye, only MZX-action style instead of FPS. About 7 levels were finished (out of 20), cheat codes which could be unlocked through beating target times, and four different difficulties to choose from for each level. It was pretty neat, but it's not really worth showing off to anyone. It's still on my old computer though.

THE ELEMENT FACTOR is my once-abandoned-but-recently-revived project, a direct sequel to Warrior's Quest, plotwise. Three years later it turns out one of his guardians is still alive, and the Ulaz are back and oh dear the planet is a big mess. In fact, it's such a mess that you have to find the seven pendants of the elements hidden around the world to defeat them since you're not good enough to do it on your own. It's a mostly non-linear overhead action game in the vein of Zelda, with you boosting your stats, finding new equipment and special items, and being able to level up the pendants you find to get new spells as the game progresses. It's also designed in such a way that no matter what you do, the game will get progressively harder as you get further into it. I would revive the journal thread, but I wouldn't bet on me ever completely finishing this.

This post has been edited by Fungahhh: 03 May 2006 - 03:51 AM

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#48 User is offline   ZzCrook 

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Posted 04 May 2006 - 11:14 PM

ZzCrook's Game/Project History... Part One...

Dark Ages (1998)

A futuristic action satire with poor gameplay, sick humor, and an even worse plot. I distinctly remember being told to leave the community after this was released.

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MZX Internet v1.5 (1998)

Every time someone brings this up... I deny it's existence.

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The Legend of Omega (1998)

I consider this my first completed game. During it's time it was poorly recieved, but the newbies seemed to take a liking to it.

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Legend of Omega II (1999)

A poorly planned and rushed sequel, that in my opinion... doesn't stand up to the original. It also has a game crippling bug that prevents the player from ever completing the third level.

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Metropolis (2000)

My first attempt at a city simulator. The most appealing feature was the rotating ads in the poorly-drawn television screen.

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Legend of Omega III (2000)

My first victim of over-hype. Tixus (then Mz_Weird) and I teamed up to make an outstanding sequel that was destined to blow all other games out of the water. A few screenshots and engines later... the project was abandoned. A short cinematic demo was released... that's it.

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Journey to Mars (2000)

I made this mini-game/demo while taking a break from working on Legend of Omega III. It has a poorly-programmed sidescroller engine... but the graphics are somewhat easy on the eyes.

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Kalypsian Legends (2002)

Who hasn't tried to recreate a Zelda-like game in MegaZeux? Kalypsian Legends was basically a Legend of Omega III resurrection, with a different name. A lot of the gameplay was changed to make it similar to my simplistic-style. A demo was released... but it never went anywhere.

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Metropolis 2 (2002)

This is probably as close as MegaZeux will come to a SimCity-like game... for now at least. It's somewhat fun... if you're patient and forgiving of the crude controls.

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#49 User is offline   ZzCrook 

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Posted 04 May 2006 - 11:15 PM

ZzCrook's Game/Project History... Part Two...

Jellybean (2003)

Remember Who Wants To Be A Millionaire? This is the MegaZeux version. Since the name "Who Wants To Be A MegaZeuxer" sounded dumb to me... I named it after the first word that popped into my head. I was eating Jellybeans at the time.

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A MegaZeux Game (2007)

Seven years in the making. I first announced this game in early-2000 when I joined Odyssey group. Since then the game has been abandoned and revamped several times. This is the latest incarnation. The game has a full script... it's just a matter of sitting down and taking the time to create the game.

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Legends of Avalore: The Curse of Cradle Bay (2007)

This might be ready in the fall of 2006... but I'm not going to rush myself. If completed... this game will be my pride and joy. Although the graphics look nice... it's the plot and storyline of the game I'm most proud of.

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#50 User is offline   LostOne 

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Posted 05 May 2006 - 12:09 AM

Wow... Dredging the recesses of my memory was more painful than I expected.

In no particular order:

A New Dawn - I had the basic gameplay idea for this Zeldaish game since I first started using MZX... It was the game that I always came back to, to revamp and improve, but sadly never to finish. I did release a demo though. I was about halfway done with it when my hard drive was corrupted and... Well, I didn't feel like starting from the demo. The game was just too big for it's own good.

Blue Moon - A sci-fi rougelike with ASCII graphics, with an enemy and item database to rival ADOM. Actually, it was the ADOM database, just renamed. The sheer amount of items and enemies eventually got to me though, and I dropped it. Maybe if I had a better grasp of FREAD and FWRITE I could have implemented a better handling system. I was also extremely proud of the backstory for Blue Moon... I don't remember exactly what it was, but I know it explained a futuristic "dungeon" pretty well.

MegaKroz - This one was SO close to being finished, but then for some reason I dropped it. If I still had the boards maybe I'd pick it up again, but I have no idea where they might be. Basically a - of Kroz, but rather effectively done (once I go the hang of it), if I do say so myself. New items and puzzles on each level. I think I did about 15 of the 40 levels I wanted.

Hand of Iron - A more serious action/adventure game. However, my attempts at a more serious graphical style failed miserably, and much of Hand of Iron was fused into Blue Moon.

Jewel of Arc - An Ogre Battle style plot-driven game. It tried so hard to live, and then croaked.

I think those are the biggies.
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#51 User is offline   asiekierka 

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Posted 28 May 2006 - 08:35 AM

Stage 1 (ZZT, September 2005-register here):
I only post one project, some other are on Z2 (they are crappy craps):
AsTown (zzt/mzx): A town game, reincarnation of it is WoM.
-----
Stage 2 (MZX, 2006-now)
WoM: World of MegaZeux...
MZXMIKE: a game in which you just need to kil Sweeney. (nearly ready)
DonnOS: a fine GUI to MZX.
Stage 3 (Network MZX, future)
Network WoM: new #mzx.
Huh.
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#52 User is offline   Koji 

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Posted 28 May 2006 - 09:51 AM

Kill sweeney? Why? :(

Good luck on stage 3, I suggest you switch that to C or something useful :(
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#53 User is offline   asiekierka 

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Posted 28 May 2006 - 01:29 PM

Why? evil yellow border. in zzt...
Huh.
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#54 User is offline   Koji 

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Posted 28 May 2006 - 08:06 PM

It's a default, thats like saying "I want to kill greg for leaving the grey boarder around the viewport" instead of just taking the time to change the default. :(
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#55 User is offline   Sai'ke 

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Posted 28 May 2006 - 08:14 PM

Prophet, on Mar 31 2006, 03:03 AM, said:

I can't draw

Are you kidding me? :o

You've just shown some really interesting screens there :o

Really looking forward to the day you finish one of 'em...

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#56 User is offline   Koji 

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Posted 28 May 2006 - 08:54 PM

Okay I've remembered some projects

Nameless RPG-
All I can remember about this one is that it was going to be an rpg. My friends Steven and Johnothan (who have moved on to better things than mzx, the losers) and I were going to work on it, we met like 3 or 4 times looking at stuff we made on our own spare time... it wasn't coordinated and we were only using 2.51 for an rpg with a 3 player battle system so it didn't work out very well.

Other nameless RPG- Steven and I team up again on another nameless rpg, very FF-esque using sipder version 2 I believe (I had discovered it and showed it to him to convince him that an rpg would be possible now) it flopped.

3d maze- a 3d maze, I made a few rooms, the engine was really limited, like weirdness SE 3d maze.

I like hot dogs- This was just some really stupid animation I made in mzx of a guy who REALLY likes hot dogs... there was I think a few points where it went all "choose your own adventure" on you but it was bueh.

Fastlane- Yes, I attempted to make a sorta kinda mode 7 looking race game, however it didn't have mode7 at ALL it just had this track like this
/ \ and I'd adjust the X positions of each row of that pic to make it look like you were moving around a track. It wasn't done very well, and the opponent cars constatnly ran off the track and or caused the game to DIE somehow, so I gave up on it.

Map engine- simple map engine I made to get into square of megazeux... I really didn't know what I was doing in there, but apparently akwende thought my map engine was good enough to let me in the company... in retrospect I only sent him the map engine to get any input on how it could be made better, I really didn't ask to be in square... I think he was just looking for people... ^^;;

MAP ENGINE- remake of the above, this was released in the engine section

Big ol maze- Using my map engine, I made a big ol maze... that's pretty much it, when it was done, I thought it was dumb and promptly decided not to release it. It was just a maze... nothing more :pikachu:

mzx'ers gone wile- RPG(what is up with me and thoes) of a bunch of mzxers running around a huge world (using the map engine) doing stupid stuff very cansesque. didn't go anywhere

Randomland- mzx'ers done wild kinda mutated into this, the adventures of Bob and his friends in the wide world (big map engine) that contained lots of randomized content etc. blah. multiple endings, cinema's etc. I had one all set up, you had to deliver these parts to a guy in another town, some stuff happened and if you did some stuff you ended up being trapped in Exo's airship of doom, and then Exo goes on a killing spree and takes over the world or something... this was at a time when I really disliked exo, because I viewed him as a stuffy meanie pants, now however, I know he's a stuffy meanie pants with a heart of GOOLD :( anyway....

Blaughfungleabdashloba- Alien game, you come from the planet Florisniwhipziddlemcgriddle and you are out to take over the planet earch and name everything with annoyingly large names, Blaughfungleabdashloba was the main character, and he had a list of huge long words for just about everything, a chair for example was a stoodleibwitzum. Yeah abandoned out of annoyance.

a long long list of psuedo funnny/serious at the same time kinda but not really games.... I don't even feel like recounting

and then Chronostodian. :(

There were other projects in doz's and such but... meh
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#57 User is offline   KKairos 

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Posted 29 May 2006 - 11:38 PM

Hrm. So many failed projects. Let's look at this:

Crystal Blade, a game that went through several ZZT and Megazeux iterations until I finally figured out it wouldn't work.

There was some random sidescroller that I really only showed Exo. You got to use a sword. If I still had the file it might be worth reworking.

Unbalanced, I believe, was the first one that really was known to anyone in the community. If you want to play what of this game actually happened, I recommend you visit the Anti-Archive (that's still up, right?)

Cry of Light would be my first ill-fated RPG project. There's a demo on DigitalMZX. It's probably got bugs somewhere, but where exactly I don't remember. Probably in the battle system. This project failed for a variety of reasons, including my lack of will in getting the battle system to work completely, totally.

Moving on to the thing with a very small chance of redemption:

Heroes of a Broken World. I gave up on this attempt at a Fire Emblem-esque RPG after realizing I didn't really know jack about enemy pathfinding. :( Look at the old journal for a glimpse of what might've happened. Maybe if I get really, really, really really brave someday, I'll check it out again and try again.

The thing with a slightly larger chance of redemption:

The Megazeux Trading-Card Game was to be a game in which the player is thrust from this universe into the Megazeux universe, a place where all the different Megazeux universes, as well as the cyberspace of DigitalMZX, collided. At this point I believe the feature I'm stuck on is the enemy AI being able to draw its own cards. There's actually some hope left here.

The other thing:

An Untitled RPG which would feature a battle system with fewer gimmicks and more substance, hopefully. It would involve me finally finishing a Megazeux game, then some shadowy dude steals it and scatters the n number of peices to the winds, meaning I have to go find them. There's a chance this gets done, if it ever gets started and (here's the kicker) I can get a fleshed-out battle system.

NOW, for the stuff I've released:

ZZT:

Dungeon Guru Nostalgia (DGN for short): Random-dungeon game. First in a probably too prolonged series. Don't play this one, though; the second game is much better.
DGN x2 (read "times two"): Much-improved version of DGN.
DGN Tower: Leave this one alone.
DGN Tower 2.0: Slightly improved version of DGN Tower, which was (in my opinion) a decent-sized improvement on the dungeon generation of DGN x2.
DGN Maximum was a remix of DGN x2, same exact gameplay. DGN Ultimate was a rehash of Maximum made by WiL as a minigame of sorts within his massive random release Run-On. BenW also did something.

Attack of the Killer Food: 24HoZZT contest entry done along with BenW and Theta14. I don't remember the year or season, but "Food" was the contest topic.

All other 24HoZZT contest entries pretty much serve to give me an overwhelming sense of shame. Same thing goes for most of my older ZZT games (to see those, look under the name "LowerVP" on the Z2 archive. They're probably there.)

If anyone ever tracks down ZZT RPG 1, that was me, too. Given the horrific graphics and such and the fact that I was blatantly inspired by the Bongo79 classic Rhygar series (look at the health meters if you're skeptical), I'm proud that I managed to implement the multiple-items-using-flags sort of inventory.

Megazeux:

Completion!: Puzzle game. Somewhat enjoyable. One day I might do a remake. Razerboy was going to for a while, but I'm pretty sure that idea's done.
Ruin Diver: Alright game. Not too enjoyable after about two minutes. I'm not sure it's actually possible to beat.
Ruin Diver 2: Reworking of Ruin Diver 1. Sidescroller, not top-down view, and better overall in my opinion.
Planeta Roto: Actually made for my spanish class. Incredibly short space shooter with game text in Spanish. Had voice acting.

And actually, for MZX, that's pretty much it.

This post has been edited by KKairos: 30 May 2006 - 12:15 AM

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#58 User is offline   T-Bone 

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Posted 30 May 2006 - 09:48 AM

JPX... You need to finish those games! lol They look amazing!
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#59 User is offline   triplefox 

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Posted 27 June 2006 - 11:15 PM

It's so sad. Almost everything I've done from eons ago, I've lost because I don't care about it enough. (I really don't, even now.) So there aren't any screens here. For newer stuff, I might be able to upload it, but I'm on dial-up right now. Also missing from the picture are FRUA and the "other" GameMaker (this was an early-90s DOS/VGA program, it sucked but it was just powerful enough to let you make a few kinds of games)

december 1993 - ZZT get. It was on a CD-ROM shareware collection (this was a year before getting dial-up access...the CD was good, though...it had a decent chunk of ZZT from that era, but sadly no STK. I knew I was missing out because it was mentioned in the "catalog" file)

1994 - various long-lost projects, mostly "CAN U DODGE BULLETS & GET A HISCORE" all-presets zzt games. I was 8-9 years old, and Doom 2 was occupying a lot of my attention at that time. I remember trying to copy the premise of the "King of Dragons" Capcom arcade game, though. It was very short, a few screens of left-right caves shooting builtin enemies. And then a dragon. I don't remember if I finished the dragon part, even.

1995-7 - Got into MZX right around the time that its original development stopped, the 2.5 era. Mostly spent time playing other people's games IIRC. I was also using Chris Hopkins' ACK. That was a great tool and sadly underrepresented in the GCS world. I put together some basic RPG combat games with that. I also came up with, in MZX, the exact same "Thief" idea as jpx, down to the general shape of the pictured room - only I was using smilies, and I wanted a very open wander-around game, not just one mansion. I was greatly annoyed when Looking Glass made a Thief game a few years later. I believe this was also when I made my unreleased ZZT masterpiece, "The Seven Artifacts." Pretty straightforward big-adventure-collect-the-trinkets game. I remember liking the music I made, and feeling pretty proud when I finished it. Then I lost it, of course.

1997-8 - Around this time I had some power fantasy of these buffed-up robed mage guys going around and kicking ass with a wooden staff (and maybe a spell or two). I still don't know where that idea came from but I started a few projects along those lines. RPG-type stuff. But I didn't have any gameplay direction, it was just that fantasy driving everything. :( There was also this one game, which I think was the only MZX game I ever released at any time and it's probably also lost because I don't remember anyone ever commenting on it. I don't even remember the title, but it was something about how your character(an archer guy) goes on this quest to slay a dragon for fame and fortune and it had some RPG bits in it where you could level-up your health and power.

1999 - I got into CS Beta 2. That spelled the end of my closely following GCS stuff for a while. Instead, I started learning HL mapping.

1999-2003 - These were my high school years and they sucked because I had like zero energy....seriously, I would come home from school every day, eat Oreos, play a FPS game, maybe nap some...then dinner, homework, more goofing off, bed. I blame this mostly on the ridiculously long day with an early start. (one of 7:30-2:30, 8:30-3:30, or the worst, 7:30-3:30 oh god...most of those 8 hours were wasted time) I did more mapping, and I even made the semi-famous unofficial map "cti_2fort" for Firearms HL but I don't remember very much else of note.

2004 - I was doing Game Maker stuff, since that program was now good enough to warrant my attention. I did this unfinished remake of an Atari 800 game, "Submission" by Peter Bluemer. It's like a platform game without the platforms - when you jump you're either off the ground or on it, no falling; the level design didn't let you fall. I expanded the idea so that after your jump you COULD fall, and falling too far killed you. It was awesome.

I also did a game for a 72-hour compo on the Pixelation forums....the theme was violence or somesuch and I did the opposite, a game where you try to avoid getting gibbed: "Spaceboard" was really more like a racing game. My brother and I thought it was awesome - most of the inital work was mine, but with him we pumped out 10 levels with the godawful GM room editor, included high scores, mines that followed you, mines that PREDICTED your movement, gun turrets, cheesy sound effects and music. But the controls were difficult to pick up, it had a lot of friction and acceleration stuff to deal with. And people felt it didn't fit the theme, so they voted for other stuff, and some platform shooting game won instead. I still think it's one of the best things I've done ever. I have to remake it sometime. I did try doing a "Super Spaceboard" which tried to expand things into a big adventurey game, but it was too big for me(and for GM).

2005 - It was around this time that I had really gotten into Python. I was making my megagame with it, "Darkpath." I didn't know what it would be about but it was going to be awesome and I wanted to be an indie developer and sell it online for $$$. I made bad academic decisions and my grades crashed - I realized that CS really wasn't the right major for me and changed to Economics, which I seem to be doing fine with now. With that in mind I thought, "maybe I should just let game-making be a hobby...for now..." By the end of the year I was working on an ACK remake, which I dropped off in the middle due to lack of interest. It was pretty far along but then I got to menus, tons and tons of menus to control way too many parameters. And I didn't know how I would do scripting at that point. It was far along, but boring.

2006 - I took a class at UCSC, "Introduction to Game Design." In this class, you get to make a game with Game Maker with your team of up to two others. My team sucked cause they knew nothing. We planned a game that was way too big, yet we didn't realize it at the time. I didn't have too many academic responsibilities so I crunched the thing out, a big game with a big story and items and powers and character development and minigames and original music and everything, in about three and a half weeks, and the only significant help I got on the production part was in dialogue. The result, "The Three Princes," wasn't horrible(and really pretty impressive considering what I was working with) but as a friend of mine commented, "it seemed shoddy." I will never do that again unless I get a fat wad of cash for it, but it was an important lesson for me and led me to realize that games are not easily designed from the top down. It can be done, but it can't be rushed, and it's nowhere near as fun as if you just add things - worlds, characters, items - a little bit at a time. And written dialogue sucks when you put into little text boxes. There were way too many instances in that game where you had something like 20 boxes of text in a row.

The next quarter, I took a seminar class that extended the game design class - an easy 5 credits. We did one game based on a voted-upon theme, with tools of our choosing, every two weeks. I did two with GM("Forest," a sort of action-puzzle game where you grow a forest, and "Deep Sea Descent," a submarine side-shooting-exploring game), one with MZX("A Family," which involved a kid grounded for a year and a serial killer and a dream sequence), and one in Python(OpenExplore, which is basically a Seven Cities of Gold clone but not as finished - it's on Sourceforge now, it still needs more game to it, I might maintain it in the future). The only one that didn't get ridiculously high marks from the other people in the seminar was Openexplore. (and I agree with them) I realized in the middle of it that I liked making quick games much more than when I was doing the big project last quarter...

and that brings us to today. Working with MZX again, I knew I wanted to bring that feeling back with some better graphics. I hated the GM idioms, and the fact that it isn't cross-platform, and that it's a proprietary work - so after toying around with some graphics code I felt confident that I could make something better, and learn from my previous engine and GCS-building mistakes. Hence the "Zun" project.
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#60 User is offline   Selan p 

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Posted 28 June 2006 - 12:57 AM

Aw jeez. It'd probably be detrimental to my mental health to remember some of this stuff, but oh well =P

Quest for the Mystical Thingy- Some lame attempt at a comedy game. It was short and bad and I was perfectly aware of how terrible it was. Thus why I never released it. However, for some reason I can't fathom, I made four sequels, all as short and bad as the first.
Oddly, I really liked the characters even though I hated everything else...

Mako- About some chick named Mako, and there was like this shadow version of her wandering about doing shadowy evil things and there was some kind of conspiracy and the love interest ended up being a bad guy. I don't know. It didn't make much sense. I did finish it, but upon finishing it and actually playing it, I was too ashamed to release it.

Diamond Star- Oh God. Oh God. The horror! A completely rewritten version of Quest for the Mystical Thingy, written in collaboration with a friend. Again, good characters, but a cliched story.
Four years wasted on something that was so buggy and unplayable that I would have had to start over from the beginning just to make it work. I was not willing to do that.
Also the demo sucked and like everything that was in the demo ended up being taken out soon after I released that thing =P

Untitled- It's not that it didn't have a name, per se, but that it had a really stupid name that I kept saying to myself "I'll change the name, I'll change the name, I'll change the name," but I stopped working on it before I could come up with a good name =P Um... there were robots. And a catgirl. I don't remember much else.

Awake- This was an interesting idea that I just couldn't seem to get to work ^^; Basically you play as this guy who's in a coma and you're inside his head and he's totally crazy. You're supposed to interact with the various aspects of his personality and based on your actions each personality trait can be kept or eliminated and the goal was to become a sane, well-adjusted person and wake up from the coma.
Unfortunately, all my dialogue ended up sounding more pretentious than meaningful, and I got frustrated and gave up.

Unnamed Corrector Series game- A simple, unambitious thing I was working on like a year or two ago. Basically you play as Dorcia from my Corrector series stories, and she's got to take out some humans that were planning on exposing the existence of Damon and Dorcia and all of them to the rest of the world. It was an RPG and the random battles were all against things like hobos and stuff. Heheh. It was going to be short and I probably would have finished it, but my hard drive crashed and I hadn't backed it up, so I lost it. Gah. It actually wasn't that bad...
I actually have screenshots, too!
Stupid tutorial thing at the beginning:
Posted Image

Battle screen (with pudgy chibi characters, awwu <3):
Posted Image
(I ended up adding like a special attack too, so that screenshot isn't completely accurate.)

Behind Blue Eyes: Impactor- Another game based on my stories, this is what I'm working on now. Right now I haven't really started the game proper, but rather I've just been working on the battle engine and the menu screen and stuff. Trying to get the hard stuff out of the way ^^;; I don't know how long it's going to take me to finish this, but I really hope I do because it's got a good story and it might actually turn out to be a decent game =P
A screenshot:
Posted Image

You can tell the shot is old because it's in a Linux window XD But as far as appearances go it hasn't changed much (although it's actually partially functional now, which it wasn't when that shot was taken).


So umm... that's all. I mean, I did a lot of little things in between, but those are all things I started and gave up on within a two-week period, so I barely remember them and the list would be too long if I did. ^^;;
Here I am, back from space! Now, where are the ghosts?
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