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The "every aspring game programmer coded that at some point" thread


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#1 Koobazaur   Members   -  Reputation: 688

Posted 25 January 2013 - 09:42 PM

So on another forum someone just posted he finished his roguelike random dungeon generator and it reminded me how I did that too way way back when I was on the pre-graphics, "ascii-only" stage of learning to code. It got me thinking how an ascii-baed random-dungeon generator is really "one of those things" every aspiring game programmer makes at some point, so I figured lets turn that idea into a thread! But lets skip the obvious / simple things like string sorting or pong.

 

Another one I thought of is a basic isometric, Final Fantasy Tactics-style "game" or prototype. I got all the rendering and map working, then lost interest right around when I got to the gameplay mechanics part (realized FFT-style games aren't really my genre).

 

 


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#2 Bacterius   Crossbones+   -  Reputation: 8191

Posted 26 January 2013 - 12:04 AM

Sudoku generator. A bit tricky when you don't know what an array is yet (that was me about nine years ago). Not generally for the end result, but for the logic involved. I still think of it as a nice introductory exercise. No internet access allowed, of course, that would be too easy.


Edited by Bacterius, 26 January 2013 - 12:04 AM.

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#3 slicer4ever   Crossbones+   -  Reputation: 3226

Posted 26 January 2013 - 12:13 AM

asteroids, or some variation of moving an free-roaming object, and shooting other free-roaming objects.

 

was my first "real" game i made, and the shooting mechanic's were so incredibly broken(could only fire 1 shot at a time), but i was proud of it it none the less, 7 years have passed since then, but it was fun=-)


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#4 TheChubu   Crossbones+   -  Reputation: 3771

Posted 26 January 2013 - 01:39 AM

I only made one game. 4 on line (or 4 in a line, or 4 in 1 line, or *shoots himself* ). That one seems popular too since I've seen many sites with sources on it.

 

It was for a project of an OOP course. Made in Java with the MVC pattern and using Swing for the "view" (UI). Around 2k lines of code, which sounds a lot for what the game was actually doing.

 

It was partly because the adherence to the MVC pattern, the totally unnecessary getters/setters we were asked to add, my obtuseness dealing with the positions (lots of translations between Swing component coords, to x,y coords to matrix positions... and back) and of course my total lack of the sightless idea of what I was doing. 

 

So lots and lots of boilerplate code! yay!

 

It was fun. I hope it's the first and last game I make with Swing though :D


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#5 szecs   Members   -  Reputation: 2100

Posted 26 January 2013 - 02:58 AM

Well, I missed the usual games I guess. I made breakout, tetris, snake and some other stuff AFTER about 5 years of programming just to try how much times do they take to code. No dungeon generation, no testx RPGs.

I guess minesweeper could be a game that everyone made at some point, I did make it in 2 versions (for DOS and for Windows). I guess a hexagonal minesweeper and a game prototype can be called isometric tilemap game.

Edited by szecs, 26 January 2013 - 03:14 AM.


#6 Sik_the_hedgehog   Crossbones+   -  Reputation: 1503

Posted 26 January 2013 - 03:01 AM

A shoot'em-up. Not really surprising, given that the way they're designed make it very easy to get accustomed to handle objects in a game (you don't need to bother keeping track of which objects exist and which objects to run or not run for performance, you just create them as needed and then they're gone forever when they go off-screen) Also shoot'em-ups can get by with very simple physics (there isn't even a need for inertia or gravity). As a bonus, they make for a good recipe for procedural generation - just create enemies at random! =D


Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

#7 JonathanJ1990   Members   -  Reputation: 166

Posted 26 January 2013 - 03:10 AM

i assumed everyone made their first Text-Based Adventure  or CYOA at some point to experiment with calling  functions ....or maybe it was just me lol



#8 L. Spiro   Crossbones+   -  Reputation: 12452

Posted 26 January 2013 - 04:31 AM

Network Tetris for mIRC script.
mIRC script was vital to my learning process.


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#9 Net Gnome   Members   -  Reputation: 769

Posted 26 January 2013 - 06:24 AM

my first game, i guess was an RPG written in TI-85 BASIC. I think the code ended up using almost all the available free programmable memory in my calculator biggrin.png and if you played it for too long it would run out of memory because i had no way to free it ;)


Edited by Net Gnome, 26 January 2013 - 06:25 AM.


#10 Katie   Members   -  Reputation: 1285

Posted 26 January 2013 - 07:42 AM

I started out on 8-bit machines. People tended to write things like text adventures, pacman, tetris.

 

That multiplayer tank game where you input angle/range data and try and hit other tanks. (It evolved into Worms eventually)

 

Everyone must have written Life, surely? I remember writing it in Postscript to run on the printer :-). One generation per page made it expensive to run, but 300dpi means a HUGE view...



#11 cardinal   Members   -  Reputation: 800

Posted 26 January 2013 - 10:12 AM

I literally didn't make any of the listed games or projects when learning (well... I might have written Life... I must have... but I don't remember it). The only common program I ever made was a tic tac toe program.

#12 NGB_82   Members   -  Reputation: 142

Posted 26 January 2013 - 10:31 PM

- Platformers, must of made 2-3 of these between messing with game maker, flash, xna

- Top down shooter (Twin stick or mouse follow) XNA and flash

- Galaga clone in console for an assembly language class. The speed of the game was dependent on your CPU speed! Hilariously hard on my higher end comp.



#13 Lil_Lloyd   Members   -  Reputation: 287

Posted 28 January 2013 - 05:46 AM

My first 'game' was a simple sliding puzzle game 

 

 

I tried making a pool simulator but the collision system was driving me crazy, dealing with multiple collisions and resolving the right ones first etc.

 



#14 Olof Hedman   Crossbones+   -  Reputation: 2665

Posted 28 January 2013 - 07:11 AM

parallaxing 2D side scroller maybe? :)

My first game coding was on the Ti89 calculator, in 68k assembler, but I didn't get much further then more techie demos like reasonably efficient sprite drawing (its a bit trickier when your pixels are bits), tile maps, and getting grayscale working with nifty interrupt tricks.

Edited by Olof Hedman, 28 January 2013 - 09:20 AM.


#15 Selenaut   Members   -  Reputation: 102

Posted 29 January 2013 - 02:23 PM

Before I got into "real" programming, I loved screwing around in GM8 Lite. (I'd be lucky if I ever got something worth noting done though...)

 

Once I began learning Java (After C++; that was a strange transition, especially since I had no idea what OOP was), I began making more complex games. I even made a parody of Minesweeper where you literally have to walk around the map, rather than being able to click and stuff.

 

Oh, and I made an Asteroids clone for a school project once. ("AAAHHH VECTOR MATH" *Head explodes*)

 

Selenaut

 

EDIT: I can't believe I forgot about my procedural terrain generation forays.... They even used cellular automata to make it more believable (via comparing neighbor counts to a random weight function). They made pretty decent-sized maps too (1000*1000 px I think), in about 30 seconds.



#16 BCullis   Crossbones+   -  Reputation: 1813

Posted 31 January 2013 - 03:09 PM

Asteroids (though my asteroids were rectangles) and tetris (which I never finished: it was my first "overly engineered brittle network of bad code" project).


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