Whats the last project you finished that you were *Really* Proud of?

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16 comments, last by onfu 11 years, 6 months ago
Uh, the point was to be physical. And the core is a microcontroller running C, for a physical device it doesn't get much simpler.

[Formerly "capn_midnight". See some of my projects. Find me on twitter tumblr G+ Github.]

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It'd have to be a tossup between a web-based mapping application for the advertising industry, or an automated, scripted telnet client. At the time that I wrote the telnet client there weren't a lot of good scripting options available, so I developed my own domain-specific scripting language, compiler and virtual machine. Yes, it was overkill. But it was fun! Oh, and I developed the terminal emulator from scratch too. All in VB6.

For me, it's definitely pong. I just finished the final update and oh god, it was a learning experience. But it was fun, and gave me a Great, I repeat GREAT, sense of accomplishment. So, Whats the last project you finished that you were *Really* Proud of?


Congratulations, finishing something is a great feeling. Keep doing projects like this that give a challenge but are still complete-able and you will be able to do great things with you skill.

The last project I finished was an html5 game I made called kronologic. You can play it here.
http://kronologic.heroku.com/
I would recommend using google chrome to play it. The controls are wasd to move, and 'j' to interact with objects.
I made it in about two months for a contest this past january. I am very pleased with how it turned out. I am actually making some adjustments to the game right now so it isn't completely done, but it stands as a completed product as is so I am posting it.
My current game project Platform RPG
I bought a house and got married. :) I'm just a hobbyist, but I've been hacking away lately with pygame. I got inspired after playing my Atari to make a game with simple shapes, simple controls, and a few colors. If I really delved into it, I'd like to see just how much I could do with just that, as a constrained work, but without any worry about memory like you would have with the Atari 2600. (I think I read on Wikipedia that Adventure used only 4kb of memory or something like that.) I even test the demo as it is using an Atari 2600 joystick, via a USB adapter, and an NES USB controller.

Right now, there is not much to it at all. Just a black backround, a white line for the floor, and a green square that jumps, double-jumps, and moves around on the floor. So it's not finished so much. :P

Repository is here on github. :)
yay pong! Unfortunately I don't have a video of the completed game, but here is an early stage video of the Windows Phone 7 game I created.

No offense, but you know what really sells it:
Flying Balls
*Giggles*

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I bought a house and got married. :) I'm just a hobbyist, but I've been hacking away lately with pygame. I got inspired after playing my Atari to make a game with simple shapes, simple controls, and a few colors. If I really delved into it, I'd like to see just how much I could do with just that, as a constrained work, but without any worry about memory like you would have with the Atari 2600. (I think I read on Wikipedia that Adventure used only 4kb of memory or something like that.) I even test the demo as it is using an Atari 2600 joystick, via a USB adapter, and an NES USB controller.

Right now, there is not much to it at all. Just a black backround, a white line for the floor, and a green square that jumps, double-jumps, and moves around on the floor. So it's not finished so much. :P

Repository is [edit]no longer up![/edit] :)
Don't want this to be a shameless plug, but honestly; my last iPhone game Diggin' Dogs. It's the only project I've ever worked on (and finished) that had a "it's done when it's done" mentality from start to finish.

I've done probably around 20 games in the last few years (some iPhone, most Flash - almost all of them promo-games) of varying scopes, but all of them on a pretty set timeframe, and it's a totally different experience.

So yeah by comparison, Diggin' Dogs was a very long running project, which I poured huge amounts of personal time and energy (after hours) into despite officially doing the project at my full time job. Was gruelling, but enjoyable, and I'd definitely say I'm proud of it.

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