DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
6th March, 2007 at 04:13:12 -
I bet there's a bunch of people active in more game creation systems and/or programming languages than just Clickteam's programs. So show some off some of your games here, and give some info like what you're making it with!
Mine:
Moon Blade (working title)
A huge-ass RPG project being made by two people: me, and an awesome pixel artist called Chris.
The game's made with Sphere, a super-flexible RPG creation system.
We started it about three months ago, making slow but steady progress.
Yay! I'm currently working on a small 4-color space shooter in C++, using the Allegro library. It's mainly inspired by Guxt (if anyone here has played the demo yet? Same guy who made Cave Story), and some other 4-color shooter I saw on the internets, can't remember the name. I'm in school right now, but I'll post some screenshots when I get home.
I used to make games in QBasic and I made a breakout clone in VB once. A while ago I decided I don't have the patience to make games without authoring tools like MMF, so I don't do that any more. But I'm yet to find one other than klik stuff that doesn't totally shit me (looking forward to Construct though).
GAME MAKER:
http://www.fagshategod.co.uk/games/felneysoft/gamemaker/asteroid/index.html
Asteroid race! i only really made it to test out GM's capabilities, i was going to make it in TGF but couldnt get random positioning to work at that time, i was a real noob and probably doing some obvious beginner mistake
RPG MAKER:
http://www.fagshategod.co.uk/games/felneysoft/rpgmaker/ffa/index.html
Final Fantasy Anarchy, aka Insanity Please. Based on a comic and a doom wad i'm working on, the comic gets updated in bursts of 5 or so strips every few months, the Doom wad gets updated whenever i'm "into" doom editing. I also fiddle with this game now and then, as RPG maker is so easy to use. I havent made any real significant progress on it in ages though, just tidied up dialouge and explanations in the bits that where already done. It has roughly 2 hours of gameplay and the storyline is barely started though... if i finished it would be bloody long
It's still in the very early stages; I've only been working on it on and off for about a week. Graphics are still very WIP, especially the background. But it's going really well, for my first non-klik project I mean. The movement is nice and smooth, and collision detection works nicely too. Oh, and the window can be resized to x2 and x3 size.
Here's a game i'm working on, inspired a lot by the old NES game "Swords & Serpents". I haven't worked on it so much as i have many things irl and other projects that a prioritized higher. But the plan is to have all the regular stuff like:
- inventory
- equipable armor
- spells etc.
- skill tree that is a lot more elaborate than that of Diablo2/World Of Warcraft
- randomly generated levels and/or a level editor
Edited by the Author.
n/a
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
6th March, 2007 at 09:51:35 -
Yoshi RPG for the TI-83 calc. I finished it a few years ago.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
Commander Josh was first released in 2000, at that time it was developed with MMF 1.0. At C/Net (ZD/Net) it was choosen as pick of the day and in the top 3 of pick of week. Back at that time, that was quite an accomplishment. This version is still being sold at various places by my publisher, but I'm not selling it myself anymore. Commander Josh MMF has over 20,000 copies sold and the demo was downloaded far over 50,000 times. That are only the traceable downloads.
Since Commander Josh I've worked on a 3D update, but never ever finished it until the beginning of 2006. I've worked on various version, but the 2006 version in the link, was the only one that survived and finished.
If you've been around here long enough, you may remember Commander Josh, if not check out the newest non-click version.
@DaVince & X_sheep: Nope, but it's not Tim's as such either. It's being made by another member of our team, in notepad with C# and opengl No cube! (unless I'm mistaken...)