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

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14 comments, last by BCullis 11 years, 3 months ago
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.
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- 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.

My first 'game' was a simple sliding puzzle game

http://www.youtube.com/watch?feature=player_embedded&v=iG4NDLwWTTo

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.

http://www.youtube.com/watch?feature=player_embedded&v=01l0q9ncb9c

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.

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.

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

Hazard Pay :: FPS/RTS in SharpDX (gathering dust, retained for... historical purposes)
DeviantArt :: Because right-brain needs love too (also pretty neglected these days)

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