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Post Your Project History!

#61 User is offline   Dr Lancer-X 

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Posted 28 June 2006 - 01:07 AM

Quote

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.)


That is the best battle engine ever. The chibi characters do it, definitely.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#62 User is offline   GetDizzy 

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Posted 28 June 2006 - 01:23 AM

Man, you people make me wish I was talented.
LATEST PROJECTS!

A journal thread for these is forthcoming.

Going Nowhere (2007) Stage: Writing, Help Wanted

A cameo game that aims to offend... well, nearly everyone, really. Don't take it seriously. I even took a dig at Exo. :(. I'm developing this slowly, but if I don't look at its horridly crap graphics in disgust one morning then maybe it'll be finished. Currently in the Writing phase. I'm coming up with some funny, basically. This project is DEFINITELY looking for a little help if you can give it, especially graphically and also in the area of sound effects/music. I do not need help with programming or general design of the thing, I just basically need someone to look at what I have and provide me with better charsets/palletes, maybe give me some tips on how to make it look better in general... I just really don't have an aesthetes mind, I'm more of a writer, you know? So yeah... any help would be appreciated!

A Bunch of Crappy Weapons Using Outdated Coding Techniques (2006) Stage: Released, Version 4

A bit of a "for fun" project that I undertook one late night, turned into a Community Project of sorts afterwards, with amazing results (mainly because of Spike and Chezzy, you guys rock!). Will quite possibly be turned into the engine that is the basis of...

Unreal MZX (2007) Stage: Planning, Engines Complete

A restarted project based on the code and graphics by myself, Spike, and Chezzy for the ABCWUOCT project, it will use MZX's ability for joystick play (It'll come with a file preconfigured for one keyboard and one joystick player) to create a multiplayer top-down shooter. Will also have a single player mode fighting against fairly simple AI for no reason. Very much a side project, but I like it, and you really do need something simple to work on when you're tired of writing plot. Other than possible further improvements to the engine, I don't need any further help with this one.
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<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
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#63 User is offline   Koji 

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Posted 01 July 2006 - 04:28 AM

Chronostodian is dead to me.

So I'll write about it here now

Chronostodian was an epic rpg that was supposed to have an expansive seemless world with realtime tactical rpg battles breaking out right there on the overworld (kinda like CT only with a splash of realtime tactical the action only paused for menu input).

Chronostodian takes place on the Island of Ancentia (lol funny names) the main character Pete is thrown into the middle of a plot whos purpose he is 3 degrees of separation from, At first you get this cheesy plot about collect the crystals to save time with little to no explaination, it seems stupid until you find out it's all a lie, you then progress to a plot about some ancient guy who's trying to restore his glorious reign but just as you defeat him, you find out that your true purpose was to create a time paradox that would destroy your universe and the existance of time machines, which turn out to be a nusiance to the people of the beyond who manage the universes, who apparently CREATED you and orinthesis, in order to destroy the universes that have time machined in them by making the time machines existance an impossability. In the end you find out you aren't a person you're like an anti virus program. You work with that plot until you come to a deal with the people of beyond to allow you and your friends to still exist with all their memories in a completely separate universe blah blah happy ending. So I guess it's a little FF7 meets CT meets... fuck it's squaresoft okay? The end.

it never REALLY took off, it fluttered blundered and generally made alot of noize and that's all.

I'm quiting the project because right now it's generally failing because everytime I try to work on it I go into "What if I had a time machine" scenarios involving my brother which just depresses me and makes me believe I could have done something when I couldn't. It's a shame it has to end this way but... here we are.

Pluss the ending was kinda.. .meh and I didn't know what esle to do with it.
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#64 User is offline   Galladin 

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Posted 29 November 2006 - 06:06 PM

2000-02 (?)

"Huntdrak" (hm, who said there's no horror games for MZX? ;))
"Brotherhood" (with Tommy and Jauhis, had nothing to do with The Brotherhood from Interactive Fantasies)
"Shadowsong" (or something like that, with Tommy and Jauhis...it was a sidescrolling RPG with multiple characters)
"Legacy of Evil"

2002-03

"Dungeons of Kalborn" (demo at DMZX)
Unnamed Sidescrolling RPG (I think the working title was "The Last Unicorn", the demo can be found at DMZX)
"Dragon Quest" (a sidescrolling rpg adventure where the player is a little silver dragon)

2004-05

"The Speaker In Dreams" (never really got anywhere, you can find some screenshots at the Interactive Fantasies webpage)
"Kodiak" (a spaceshooter using SMZX mode, along with Tommy and Jauhis, with music )
"Raining Blood" (a sidescrolling shooter, I guess I did write a journal about it)
"The Good, the Bad and the Undead" (a sidescrolling shooter mixing western and undead creatures, the journal and a short playable beta version should be somewhere in DMZX)
"Dragonbreed" (the project that I still haven't forgotten, which seemed like a nice idea...the only problem was the amount of annoying bugs it had)

2006-
"Nightfall" (an RPG where you command a band of adventurers in the world of Wanhala...)
"Devil's Mind" (one little idea...which just as well may be done, someday... :( )
Interactive (F) Fantasies

<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
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#65 User is offline   Revvy 

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Posted 03 December 2006 - 05:07 AM

Galladin, you forgot Kodiak!
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#66 User is offline   Galladin 

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Posted 04 December 2006 - 03:43 PM

Oh yeah, you sure? ;)

Hoho, the almighty Edit button...
Interactive (F) Fantasies

<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
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#67 User is offline   Fatsnail 

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Posted 01 August 2007 - 07:42 PM

1996: Projects consisted of nothing more than a clump of shitty games, basically learning how to do stuff. I think I started using megazeux by late 96.

Between 96 and 97 I made some games, I remember a collaboration with a few people to make a game called Dumb Bass Sea Fishing.

1997: Sea Quest (had some title like that, I'll never remember the full name) - it was one of my first games, completely random. I made a house in the middle of a street in tribute to Madness - Our House.

1998: Started playing with 3d engines, had no idea how to use them. Watched my brother make Civil War 2040, I thought it was amazing.

I would play with ZZT too for the first time around 1998-99, but I never made anything with it, I thought it sucked.

2001: Fatsnail's Island Country - I had planned on making it a series, but well, I never finished anything beyond it's demo.
Crazy Farm - Another game with no point much like Sea Quest, assorted bullshit mainly.

2002-2006: Occasionally played around with megazeux, make a shitty game or two, and wander off again.

2007: Oh we shall we, blahaha.

Man, I know I won't do shit.

This post has been edited by Fatsnail: 01 August 2007 - 07:43 PM

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#68 User is offline   SpellWeavre 

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Posted 01 May 2010 - 02:16 PM

Date ranges I have no idea on, but here's the stuff I remember from my own murky past.

SpellWeavre - My newbie MZX project, though I knew from ZZT experience that built-in enemies weren't all that great. It was a typical top-down shooty adventure, in a post-apocalyptic fantasy setup where you could learn different spells as you went along. I finished a couple of boss fights and a minor puzzle (it was very simple, but you could solve it multiple ways, so I was proud of myself for that), maybe six boards in all. Lost to the mists of time. Maybe somebody who was on the AOL boards might have a copy.

Beyond Reality: The Future Project - My crowning achievement as far as progress was concerned: I finished maybe 75% of it. (Though of course I had a whole trilogy of games in mind, so that keeps me squarely in the "too big for my own britches" camp. ;P) Inspired by Traffic Department: 2192, an obscure shareware game I much loved, it's a shooter-adventure where you drive a hovercar around. You could get in and out of the car to do different things, and each level was a mission, complete with pre-mission briefing by a holographic dispatcher character. Featured an awkward but functional (and quite difficult) pre-sprites multi-block boss. My brother did some of the board designs. In the dMZX Archive, though I don't know if that's the most complete version. I probably have a backup.

Kasuria - Acknowledging my total lack of aesthetic sense, I decided to create a text-based RPG. It was a fan work based on the official RP setting of the Furcadia avatar chat program (what do you call the genre of games that includes such things as Second Life?), and its battle system followed that setting's combat rules to a fault. Hard-coding the necessary scads of text slammed me head-first into the robot memory barrier, however, so the game stalled. Later developments in MZX (MZMs, file access) made the design more feasible, so I made a brief return to it, but choked trying to teach myself some of the more complicated new functionality. I still have this backed up to CD somewhere.

I also had a handful of projects that never got beyond the title-screen stage: The Touch of Death (an RPG collaboration with my brother), Galaxy Corps: Trinity of Chaos (a choose-your-own-adventure text thing), Origins: The Evil Earth (an RPG inspired by Chrono Trigger), and probably more that I don't remember. Still more games were brainstormed or mapped out but had never so much as an MZX file created, such as Green, a weird shooter where you had multiple weapons and your health was tracked by how much the palette was shifted toward green.

I don't remember much of what I did in ZZT. I finished a basic adventure game called Stranded!, and was working with my brother on a Code Red-inspired adventure called You!. Dunno beyond that.

I'm currently brainstorming some small-scale projects to stretch my atrophied programming muscles. More on those in a journal post.

This post has been edited by SpellWeavre: 01 May 2010 - 02:19 PM

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#69 User is offline   Maxim 

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Posted 01 May 2010 - 03:13 PM

Spelweavre dude, I remember downloading a bunch of those games off your AOL FTP back in... 1996? 97?. That sure was a long time ago...
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#70 User is offline   djtiesto 

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Posted 02 May 2010 - 02:52 PM

SpelWeavre, weren't you making a Roguelike called "Dungeon Hack" or something as well? Or am I getting mixed up with another MZXer. That said, good to have you back, I remember your name from back in the day.....
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Posted Image
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#71 User is offline   SpellWeavre 

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Posted 02 May 2010 - 03:46 PM

djtiesto, on 02 May 2010 - 09:52 AM, said:

SpelWeavre, weren't you making a Roguelike called "Dungeon Hack" or something as well?

Oh yeah, that'd be another one to add to the "barely beyond the title screen" list--I think you could pick your character class and that was it. Dungeon Hack was the official TSR Roguelike, though, the first-person one, so I want to say the one I was working on was called something else. Vanished into history!

Thanks for the welcome back ^.^
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#72 User is offline   Xane M. 

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Post icon  Posted 14 January 2012 - 05:37 AM

(not sure if I should post, but the rules say that posting over a month old in a pinned thread is an exception, so, I'll show what I remember, in chronological order)

Well, forgot most of them, but the only ones I can remember are 5, two currently in the making, but that'll probably become a journal topic of its own.




1. Unnamed top-down shooter
Used all built-ins, and was only one board. I suppose it was never released, but using all builtins isn't good.

2. BamBam's Adventure I
Attached Image: Space.pngAttached Image: ShushybyeCastle.png

A top down shooter using builtins (agh!) and barely any robotic. This one has been released, but only on my site.

Story:
Spoiler


The bad part was the builtins and the fact I used Shushybye music/ Megaman music from Delphi X2.

3. BamBam's Adventure Remix


Much like Engine Remix is a better version of the original, I was going to make a better looking and sounding version of BamBam's Adventure I. Sadly lost it.

4. Suicide Man

Attached Image: XSAV_demonstration.pngAttached Image: AttackOfTheAnimalTables.png

The title may sound wierd, but I sorta got inspired from a meme, Suicide Mouse, although this has nothing to do with that.

It will have a real save system, not MegaZex's builtin "save states". I wonder if I'll finish this one.

(Basically, it was originally just horror, but I sadly lost that one.)
5. Sonic the Hedgehog: Operation EGG
Attached Image: Title_OpEgg.png

Currently in the making, has Sonic the Hedgehog and Knuckles the Echidna trying to stop Eggman again! (Barely started)
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#73 User is offline   zzo38 

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Posted 20 October 2012 - 04:30 AM

Before the below, I cannot remember. But I know that at least some (possibly all) were unfinished, some used many features of the DOS MegaZeux which does not work on the cross-platform version (including creating player clones in slow time, making walls appear as the player's direction, making improper objects, exploiting various other things, etc), etc.

Super ASCII MZX Town! Part I: Completed. Go around everywhere somewhat like Town of ZZT (and the other games in those series), where you find strange puzzles, BIG_MONSTER, the Landlord's Game, the Spanish Inquisition, Dr.Gray, and more.

Super ASCII MZX Town! Part II: Incomplete. Sequel to above. Includes the copy of this game on VHS tape, and a copy of a different (non-existent) game called "Sub EBCDIC ZZT Village" on a disc which is a CD on one side and a DVD on the other side, the Spanish Inquisition, Star Trek, BIG_MONSTER, MEDIUM_SIZE_MONSTER, talking trees, talking spiders, some levels with jumping platformer game, and more.

Super ASCII MZX Town! Part III: Incomplete. Only the title screen (which includes the foot smashing the pipe labeled "this is not a pipe") and sound effects are done so far.

Potion of Confusing: Incomplete. You can solve most of the puzzles in any order and can reset at any time (you can also save at any time). Get the nice purple keys, open door on west, hold second one as you hold a pencil, find potion of confusing, find more keys, write "VOID" on their contract to defeat the king so that you can saved the gibbering mouthers from being killed by a king's army.
In Capitalist America, law violates YOU!

"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
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#74 User is offline   ThDPro 

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Posted 20 October 2012 - 03:54 PM

I forgot this thread existed. Most of these are in fact finished and released unless otherwise marked.

EDIT: Figured I should add pictures of the dead or unfinished projects.

1. Thoughdoo (2002-2004)
My first game, started making it with my brother in 2.51 before we knew or cared that better versions existed. All I can say about this project is that it's a game about not-dinosaurs and the soundtrack was caverns music.
Posted Image

2. Detroit: Crack City (2004-2008)
If you haven't played it, then you don't know... It's a mess... I was so proud of the work I put into it at the time, but after a few years of just sitting there, I realized that it couldn't bet fixed.

3. 2 Player (2004-2011)
My brother's then fiance was getting pissed that he and I were spending so much free time on Detroit: Crack City, so he decided to make a 2 player game in megazeux that we could all play together. This was the updated result.

4. Catnip: The Haze (2005-2006)
My first game I actually Released, I actually made it after a lot of other games but I was happier with it than any of them as releasable games, but the influence of my work on Detroit is pretty strong in this title, it probably would've been better had that not existed.

5. Twip: The Homeschooler (2006)
I made this in less than 48 hours because... I don't remember. It was fun I guess. I was pretty obsessed with how awesome Weirdness SE looked and wanted to make something kinda like it... This is what I ended up with.

6. The Desperate Dig (2007-) (stalled)
Waning interest in the game spawned from the fact that the engines started seeming dumber and dumber to me as I got better at Robotic. Eventually, I just lost interest entirely which I can attribute entirely to the textbox engine I made for it, my first textbox engine.(I think I actually made it for the 2008 summer DoZ and reused it in here, if you know Turncoat's Textbox, you know how bad it was.) This was the first game for which I actually bothered to make an OST.
Posted Image

7. Twip 2: Real School (2007-2011)
I started working sporadically on Twip 2 once I realized that people actually enjoyed the first one, something which I did not expect at all. I began making it right about the time the 2008 elections were getting rolling and I was all hot on politics, so the plot was about the school election... Too bad it ended up getting released after the elections and made it's topical-ness pretty much void.

X. Then a BIG long break from MZX as I started having a "life" for minute.
I dunno why, I think it was the fact that I got a girlfriend, found out how much I liked pot, and was about to move to go to college... anyway, I eventually realized I don't like pot at all, my girlfriend doesn't mind, and college is done for the moment:


8. Thingstuff (2011-) (stalled)
My first attempt at a truly advanced game, it featured a kinda buggy textbox, a sprite player (my first), and a shotgun engine. It ended up being not as much fun to program, mostly because of some simple mistakes I made early on that made everything harder later.
Posted Image

9. ThDPro's Random Cave Generator
When I rejoined, I had to get back into the swing of things, so I made this. I decided to make it tile-based because I hadn't seen it done quite like that, but it ended up being buggy and not very much fun at all. I eventually made a omnidirectional mouse-weapon that was also buggy as hell and barely worked.

10. DOMINATION (2011)
This game was started in February and then a megazeux glitch ruined the world and all of it's backups. I was so pissed that I couldn't force myself to touch mzx for 6 months. Then, my brother found a backup of the game on his computer, sent it over, but the world file was still destroyed. However, in my wisdom, I had saved all the robots onto a mzm for this backup. I worked about 10 days straight on the game and released it then and there. Features my work on the Inception soundtrack that I did for orchestra in school.

11. Commander Keen: Heroes Lost (2011-current)
Nope. Not gonna say anything

12. Lochronotran (2012)
I made this game in less than a week, I remember being infatuated with the idea of a time travel game where you're actions change things that happen in linear whathaveyous, but any project of true size was out of the question, it would just be too complex. After developing the player-position-over-past-time engine, I started working on the actual game, which didn't take very long. The 1.0 version of this release featured a serious busyloop problem that, when Lachesis explained it in a way I could actually understand, I fixed with relative ease.

13. Spirit Quest (2012)
DoZ game re-release, but really, it's not much like the DoZ release at all. Since I was working on CK:HL before this DoZ, I was getting pretty good at JPRG concepts, so I decided to give it a try for the DoZ. About 2 hours in, I believe my exact words were "I think I may have bitten off more than I can Chew."

14. Silence In The Theater (2012)
I told the community on IRC I was going to make a game in less than a week. And I did. I've always loved the idea of casual mzx games but I could never seem to get one going that I wanted to finish, so I ended up with this after a week. It certainly is a game that could only exist in mzx.

15. MZX RPG ADVENTURE OKAY (2012)
It's almost done, kthx.
Posted Image

This post has been edited by ThDPro: 20 October 2012 - 04:30 PM

original soundtracks
Better Than Nothing - DOMINATION - Commander Keen: Heroes Lost - Welkin - A Confectioner's Recipe - random ThDPro music stuff
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#75 User is offline   RinGames 

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Posted 26 June 2017 - 06:46 PM

RinGames© historia

Good day. I am EV from RinGames. I am a Mexican. This is my story of how I became a ZZTer and MZXer.

In 1998, December 28th, i started making games in ZZT.
Past then, my father got a PC for the house, circa 1996.
DOS 5.0, no Color monitor, no Net, 20MB HDD, 33MHZ; it was nice back then, it had many good programs, “BANNERMANIA”, “SUPER MARIO PRINT WORLD”, “LOTUS 1-2-3”, “Windows 3.0”, “GRAND PRIX CIRCUIT”, “WORKS”, “QBASIC” and among these a little game called “SUPER ZZT” … I LO VE D that game (even my English was poor back then and it was very difficult navigate in the game for me), I tried as hard I could and I finished that game.
After that, in 1998, In my house we got Internet service (28,8KB), phone line. After trying to learn HTML and surfing webs, I tried to search “ZZT” to see if I could find that game for playing in Color (the new laptop was in color and Windows 95, also speakers!) and to my surprise, I found “ZZT 3.2”

I downloaded it and I started to realized I was playing the sequel in 1996. After investigating more (my English improved thanks to the High School in Mexico, my degrees were perfect.) I found out YOU CAN MAKE GAMES IN IT! I was shocked, because back then I did some QBASIC animations of some of my future games (I wanted be a programmer, but it was very difficult to do it in Mexico back then in last 90’s); anyway, I started to make a little game called “SUPERZZT10th” because I was inspired in Super ZZT still. My skills were poor but I was amazed and so happy to finally make my games come true, even if it was hard. After that, I made many ZZT games and in late 2001 or so, I found MEGAZEUX, IRC and I started making games on it because I thought MEGAZEUX was a more Powerful ZZT but lacked that ZZT charm … After many things happened in my life (my arthritis in 2002, becoming a cartoonist, being a weirdo in school and having a chaotic internet life) I gave up on MEGAZEUX for few years … until 2007 were I started again to make some experiments and engines (I have many). I just have 2 Megazeux games because I find harder to make them, but it’s fun, and since the community helps you out, it’s even better.
That’s a little of my history of ZZTer/MZXer.

Games I’ve made in ZZT and MEGAZEUX

SuperZZT10th/SaintZZT 1st: The adventure begin (c.1998)

My first game, sucked and it was experimental (even robots were automatic, no “: touch”, lol), anyway, here is where it started all, and I am making a HD remake of that game.

SuperZZT11th/SaintZZT 2nd: The adventure continues... (c.1998)
Same as above, it was experimental, but I was learning to use more ZZTOP (robots) and even it have music. No plans for an HD remake yet.


SuperZZT12th/SaintZZT 3rd: The Streets of ZZT (c.1998)

This is officially my first attempt to make something big. This game wasn’t finished until I took it over again 2 years after (c.2000) and I finished it, adding many good graphics, ZZTop (the PortablePC engine) and even a clumsy story. But anyway, it is a good game for me.
I was working in a HD remake in Megazeux, but now in hiatus, due the completion of George Great Adventure Deluxe (1st official Megazeux released game).


SaintZZT 4 th: The LOST world (c.1999)

Only created the title screen in 1999, later on in 2001, I created a micro game (4 board or so) so It’s completed but it sucks, lol. Planned to make a HD remake, but just forgot it.


SuperZZT13 th /SaintZZT 5 th: The ZZTUROK (c.1999)
I created this back then in 1999, I was playing TUROK back then in my N64. So I tried to make something similar (collecting gems, beating bosses and so), so I made my first big game. The bosses suck and some ZZTop is buggy, but It worked. I finished it in 2 weeks; I remember working on it after school and lunch, ahhh those times … After I released an EXPANSION for this game, with Upgraded graphics and bug-fixed.

SaintZZT 6 th: The lost temple (c.1999)
Never finished or started this, only the title screen, a lost piece in SAINTZZT games, what a shame.

SuperZZT14th/SaintZZT 7th : The George Great Adventure (c.1999)
October 1st 1999, 7:26pm. A milestone in RinGames; I finished this game. This was my biggest and greatest creation back then. I was proud of what I’ve done, even after replaying it I found many bugs lol. I was becoming an Otaku then I playing Mystical Ninja Starring Goemon for Nintendo 64 (I f love that game), so I tried to make a ZZTJAPAN and somewhat a Oriental mood and feeling in the game. Many bosses and boards (93 boards). Also its my first game in English and Spanish (after that I realized it was not good making them in Spanish, so I chosen English better). This was the inspiration for making the George Great Adventure for Megazeux, and since I love this game so much, I released an HD remake of that ZZT game (even REMAKE isn’t the right word, because it is very superior to the ZZT version). An EXPANSION for the ZZT version was avaliable, with better graphics, bug-fixes and fixed spelling errors.


SuperZZT15th/SaintZZT 8 th: The BIG Isle (c.1999)
I decided to continue SaintZZT 7th after is completion … the game is incomplete (only the hotel and a ZZTcave was made), I left this game to make other ZZT games … a shame.


SuperZZT16th/SaintZZT 9th : The infinite Old Times of ZZT (c.1999)
Same fate as SaintZZT 6th, never finished nor never made it … just the title screen. Anyway, I gave up on making ZZT games when I came up with this.

The RinGames Arena (C.1999)
BATTLES and BOSSES, It’s a game where all the bosses battles from SaintZZT 5th are present. Buggy and lack of features. Anyway, my first battle game.

RinGames Epic (C.1999)
Making a game with a medieval feeling … even if the player shot bullets lol.
Anyway, it was experimental too back then but I managed to finish it. It’s a game I really don’t like much.

RinGames Arena 2: The biggest fight (c.1999)
My biggest attempt back then to make a RPGesque fighting game (with classic ZZT battles), anyway, It’s full of engines and stuff, even if sometimes the Power levels don’t make sense. I might do an HD remake of this in a future.

RinGames QUEST (c.1999)
We gotta get back to the future! Lol. I love Back to the Future. Anyway, I tried to make a “time-traveling” game. It came out well even If it is short and not so good. Where we going? Back to the Future!

RinGames LEGENDS (c.1999)
I lost this game in my old PC. But I remember I was making an adventure game in a ordinary-day situation. Maybe it was a silly idea, so I left it.

RinGames Music Shrine (c.2000)
I tried to make a musical game. All my RinGames songs are in there. Many are unused but I might use them as legacy.

RinGames Saint Shooters: Space Menace (DEMO) (c.2001)
My last ZZT game. A DEMO of a shooting game. I was experimenting with .BAT graphics and some Engines, even the speed wasn’t helping (Game need be played in SPEED 2 to work smooth). A good experiment, but I gave up on making ZZT games and moved to MEGAZEUX.

Pupémon GOLD Enhanced Version. (Game originally by AVI SCHRANZ) (c.2001)
I helped AVI to remake Pupémon in HD since we both loved Pokémon. Looks better with my help. Greetings to Avi Schranz.

Megazeux Era.

A new GCS program with more features, less limitations and better GUI than ZZT? We must do games then!! This is a list of the MEGAZUEX engines/games I’ve made. All are circa 2001 to 2017.

GEORGE GREAT ADVENTURE 2: SILVER EDITION
1st Megazeux game, Unreleased, unfinished, buggy and outdated. Fairly inspired by DRAGON QUEST and POKéMON. Used for first time the SAM voice feature.

George Adventure MZX
MANY ENGINES. RPG, Painting, and even a Name generator. Unreleased, unfinished, buggy and outdated

JUMPER (version 2002, 2003, 2006, 2007, 2008, 2009, 2015 and 2016)
My first attempt to make a JUMPER game for Megazeux. Sadly only the 1st level was completed because I thought It was not so good.

GALACTIC I
I love metroid. SO I wanted to make a little attempt to make an inspired game on METROID. Never finished it.

GALACTIC II (provisional title)
Just experimenting with sprites and some other engines … never finished it.

AGENT 2 (versions 2006, 2010, 2016)
Experimenting with a shooting game, some other new engines (mostly the blood engine) Sadly I didn’t finished that game because I gave up on making MZX games in 2007.

AGENT SP (provisional title)
Only a test and mirror engine. Nothing else.

FLUFFWORLD
A game I made for a friend. It was my first serious experiment in a 2-player RPG, Day-Night cycle and HP bars. A good experiment, but nothing more.

The Stadium (provisional title)
Inspired by Pokémon stadium, a 1-player monster battle. Only 1 board with the engine. I liked the GUI but the Robotic was quite buggy and I really didn’t know how to use the OVERLAY back then.

Da Pet! (provisional title)
First SIMULATION experiment. Nothing else. Robotic sucked and its buggy, But it somewhat works.

George LIFE (provisional title)
Experiment on the Portable PC engine from ZZT … nothing else.

Pupémon Crystal
A experiment on making a Pokémon game, sadly the old MEGAZEUX lacked on flasg, so the game was very simplistic. Never finished it.

Pupémon 3
My second MEGAZEUX game … I tried to make it like a ZZT game but with more enhancements, so it came out a little weird. Never finished it.

Pupémon DELUXE
My first attempt to make a Pokémon based engine, where the monsters are generated, they have customizable attacks and their attack are based on a number. I love the engine, but sadly I never did anything past that. Good experiment for future games.

Saint DEATHMATCH (v1.0)
Customizable players, ZZT shooting action in a board and a lot of blood! The game is a mess and its very buggy, but I used the MOUSE engine for the first time. I might remake this game.

X Adventures (provisional title)
Shooting game inspired loosely in Rockman (Megaman) nothing more.

RinGames ARENA 3
Just one board, but I experimented with “Armors” and a more complex AI. Sadly It didn’t came out well.

The reign of Mazacuata (provisional title)
My first experiment with the new Megazeux version (the one that implemented subroutines) It was my first experiment with subroutines. Nothing more.

Smiley Warrior 1.0
My first attempt to make a DRAGON WARRIOR/DRAGON QUEST RPG game. It even have the Windows and feeling. I like this game but don’t have plans to finish it yet.

George Adventure DX
RPG with many monsters, a MAP and some other new engines. This game had potential but it was hard to me because I was having health problems. I revived this game in 2017 with Updated graphics, engines and EVERYTHING.

George RPG 2 DELUXE v1.9
George RPG 2 DELUXE v2.3
A more serious attempt on making a RPG with Overlay graphics and a more complex engine. Sadly I never finished it because It was difficult to me make the boards (only 2 levels where completed). Fairly based in Pokémon (I fact I used some Pokémon sprites to test the battle)

George RPG 2 DELUXE v3
Nothing more than experimental RPG.

George RPG 2 DELUXE v4
My most complex attempt to make a very complete and realistic RPG battle. Sadly it was difficult to make back then. But the graphics look very nice (looks a little to Pokémon lol)

NeoRPG (provisional title)
Experiment on making a new RPG engine. Nothing more

SaintZZT 1st DX for MEGAZEUX 1.0
Remake of my first ZZT game. It have my customizable HP bar (perfectly calculated, not like in older games), I experimented with a lot of things but I tried to make it like an old ZZT game. It’s almost finished, only the final battle need to be completed.

SaintZZT 3rd DX for MEGAZEUX 0.2
Remake of my third ZZT game. I experimented with METRO-like transport, but never finished it. I might finish this game later.

SaintZZT 5th DX for MEGAZEUX 0.8
Remake of my fifth ZZT game, The first three levels are complete, but the GUI and engines are outdated and ugly. I might remake this later.

SaintZZT 7th DX for MEGAZEUX (v1.3, 1.4 and 1.5)
My second released MZX game, I made 3 versions of it because in DMZX forum, people helped me out with the engines. Thanks guys. The latest version is the 1.5 (expansion) and it have a new level, score table and fixed bugs.

George Great Adventure (v1.0 and 1.1)
My first released MZX (completed atleast). With a lot of Japanese based theme (of course it was based in SAINTZZT 7th). It have many new engines and many things, but it lacks a good story. I might release a Expansion in a future.

George Great Adventure 2
The experimental sequel of my GGA. I tried to make “quests” based game. But nothing more, I might finish it someday, or even remake it from scratch.

George Magicae Adventura
ZZT inspired game. With spells and all that. Experimental.

George RPG CELEST: Episode ONE
The game I am actually developing. It’s the remake from the 2007 game “GEORGE ADVENTURE DELUXE”. A Mario-esque map, RPGlike-GUI and a good RPG engine. I am still making it and fixing all the engines. It will be good.
RinGames
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#76 User is offline   Lachesis 

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Posted 27 June 2017 - 02:31 AM

Picking up from where I left off 10 :(/> years ago. I'm probably missing a few unfinished projects that didn't make it very far.

Shaq Hut — June 2006

A Poop Road >: ( branded meme game that wasn't very good.


Super The Game That Skwirl Stars In Enhanced Edition — July 2007

The rerelease of a cameo platformer I made for the Summer DsDoZ of the same year. It somehow got 4th place in that DoZ, but that speaks more for the quality of the DoZ overall, not my game.


Hellquest — Summer 2008

The Day of Zeux cameo game I made in Summer 2008. No relation to HELLQUEST.


Oizys — 2009-12-25

The rerelease/overhaul of a Ninja Gaiden-esque platformer I made for the Summer DsDoZ of the same year. Another game that somehow got 4th place but wasn't all that great.


Those Alien Invader — Winter 2010

My Winter 2010 Day of Zeux game; a pixel precise bullet hell shooter that was pretty crap


Shaq Hut 2 (project dump) — Summer 2006 to Spring 2010

I started work on this RPG shortly after the release of the first Shaq Hut. Fortunately, it was never finished.


Thanatos Insignia — Winter 2011

Lancer-X and I made this top down dual stick action game for the Winter 2011 DsDoZ, starting our tradition of winning almost every single DoZ until we killed DoZs altogether


CoAZ: Ornithologist Ted in Cavern of Avians Z — 2011-06-12

This was actually mostly finished at some point in 2010, but it was a few months before I had it tested and released it. It plays sort of like some weird arcade game mixed with classic MZX gameplay. Its bosses were somewhat rude caricatures of various MZXers, most of whom aren't around anymore.


Zeux I: Labyrinth of Zeux — 2011-08-12 to 2013-11-15

A MegaZeux port of the "classic" Alexis Janson game and predecessor to MegaZeux, with a new soundtrack made by myself, GreaseMonkey, Lynn/nooodl, CJA, and ThDPro.


Tiamat — Mid 2011 through 2012

An unfinished inventory mystery game where you played as a girl trying to find her missing sister. Elements of it were recycled into Don't Look Back.


Pandora's Gate — 2011-08-17

A tactical RPG by Lancer-X, asgromo, and I. Another DoZ winner.


Stargate — 2011-09-21

A "Stargate" "fan" "game" very loosely based on the film Stargate and made in MegaZeux 2.51. It's pretty short and mostly only notable because it's the predecessor to HELLQUEST.


COAZQUEST — 2012-04-01

An unfinished cameo joke game called Paul the Bum that I released as an April Fools joke a few days before HELLQUEST was finished.


HELLQUEST — 2012-04-09

A classic MZX-like game with robot projectiles inspired by my work in MZX 2.51 where you have to shoot a bunch of people and nothing makes sense and there are kyles or whatever and a lot of people really like it but idg what the big deal is


Thanatos Insignia II — Summer 2012

Another DoZ game by Lancer-X and I that was very similar to the first, and probably the first sequel submitted to a DoZ (at least, that didn't get disqualified. Though we came close...). Made second place. Note that there wasn't a Winter 2012 DoZ.


Forgotten — 2012-12-31

A very short game where you fight zombies and soldiers and color the drab floors in beautiful red paint but IDK why they are carrying so much of it?


Victim Complex — mid 2012 to early 2013

A game that was supposed to take the HELLQUEST formula and HYPERCHARGE IT with cool looking environments and a story that wasn't total balls but guess what, I only got like three areas into making it :laughing:


HELLQUEST 2 — early 2013 to late 2013

Then I tried to make an actual sequel to HELLQUEST but I was trying to overhaul HELLQUEST itself at the same time and it was all one big train wreck that collapsed in on itself.


xx̊y — 2013-12-31

I made Yume Nikki in MZX and put an indie social justice spin on it because that was the trendy thing to do at the time. But no one liked my lovingly crafted slider puzzles so they never got to see that part anyway!


no True(n) — 2014-01-16

A Thanatos Insignia spiritual sequel where you have swords instead of bullets and have to collect 64 runes to see the true ending


Don't Look Back — 2016-05-11

An inventory adventure-like game where you have to find someone—or something—that is murdering people with special powers. You have to collect 5 psychic powers to see the ending


Forgotten You — Winter 2014 to present

A pixel precise Zelda-like action game where you have to fight bad wizzards and collect your missing memories. A sequel to one or more of the aforementioned games


HELLQUEST 2 — Summer 2016 to present

A sequel to HELLQUEST that puts you in the shoes of a character that was a villain(?) in the incomprehensible first game. It's actually pretty close to done lol.


whew i think that's all of 'em
"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?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#77 User is offline   MicMotorhead 

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Posted 30 January 2019 - 07:42 AM

Hopefully it's alright to ask this question here.

I just wondered how many forum members still work on MZX projects or intend to do so in the future?

Not surprisingly, new releases seem to be a slow trickle. People have jobs, MZX is ancient, making games takes a long time.
But personally, I find it to be a very good hobby and I try to put in at least a bit of MZX work weekly - even if just a few minor edits.

Anyone else got some things going?
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#78 User is offline   CJA 

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Posted 30 January 2019 - 01:54 PM

I will try to get Bonesteel 2 done this year. I can't make a game that takes more than a couple weeks of work anymore. These short, story-driven ones with a definite endpoint have a good chance of being completed.
Need a dispenser here.
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#79 User is offline   MicMotorhead 

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Posted 31 January 2019 - 10:17 AM

Sounds interesting!

I do remember seeing one of your Bonesteel games a while back in the archive, but I can't remember much of what I've played of various MZX games and what I haven't. I'm well overdue for diving back into the catalogue. There's a ton that I still haven't given a go!

Just realized Bonesteel is from 2018. Definitely haven't played it then. I don't think I've gotten around to any of the newest batch of games yet, even though I've probably downloaded them all. I see it's got glowing reviews!

This post has been edited by MicMotorhead: 31 January 2019 - 10:17 AM

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#80 User is offline   Lachesis 

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Posted 31 January 2019 - 06:13 PM

yes i'm still working on stuff

HELLQUEST 2 - it's almost done
xx̊y version 2.0 - it's almost done
MegaZeux 2.92 - it's almost done
Forgotten You - around half done but has serious bugs introduced by switching to unbound sprites that i haven't fixed
mystery game 1 - it's a long way off, lost momentum because i hate the player art
mystery game 2 - it's a long way off, wasn't made as much more than a proof of concept
"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?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#81 User is offline   MicMotorhead 

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Posted 01 February 2019 - 12:30 PM

Neat! I'm really happy that people are still doing MZX games, even in 2019.

Those two mystery projects especially trigger my curiosity.

I also read a bit about unbound sprites in the online docs. Sounds like a very interesting and powerful feature.
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#82 User is offline   Graham 

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Posted 09 February 2019 - 12:03 AM

Yes I am too. I actively work on my game 2-4 hours a day most days. I don’t talk about it now or post any updates because that might lead to expectations that I cannot keep. I’d like to complete the game and have something to show for all my work but I honestly don’t know if that will ever happen. So until I know for sure, as in I get it to some alpha, pre beta-ish state where I can ask for some help with things, I’d rather not divulge what I’ve got going on. Suffice it to say I am very active with MegaZeux still. I’m also very happy to see that others are as well!
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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#83 User is offline   MicMotorhead 

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Posted 07 June 2019 - 07:46 AM

Graham, on 09 February 2019 - 01:03 AM, said:

Yes I am too. I actively work on my game 2-4 hours a day most days. I don’t talk about it now or post any updates because that might lead to expectations that I cannot keep. I’d like to complete the game and have something to show for all my work but I honestly don’t know if that will ever happen. So until I know for sure, as in I get it to some alpha, pre beta-ish state where I can ask for some help with things, I’d rather not divulge what I’ve got going on. Suffice it to say I am very active with MegaZeux still. I’m also very happy to see that others are as well!


I've been lurking around your Youtube channel here and there. Some interesting stuff going on in Servo for sure.
Not to mention way more sophisticated coding than I'll ever be capable of.
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