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superman3275

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

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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?
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the last project i finished...hmm, it's been quite awhile, I suppose i could go with my engine, I felt it was in a "finished" state ~6 months ago, and actually am building my first full length game off it, it's been an exciting process, and i was so happy the day when i said, "ah, it's ready". of course in the 6 months of working on my game, i've only been cotemplating working on the next iteration of my engine, all the things i did right/wrong, how to improve things, a better system that i plan. I suppose at the end of the day, I'll never be done, but that's really the fun of the whole thing, their's always another pillar, even when you manage to climb one, you'll look up, and see the next one to climb=-). Edited by slicer4ever
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With the exception of small programs to do tasks I'm too lazy to do by hand, I mostly never finish anything I start. A few exceptions in recent years have been some addons for the Allegro library. There's been one to load [url="http://en.wikipedia.org/wiki/Portable_anymap"]PNM[/url] files, one to load Windows cursors (.cur) files, and one to extract and load embedded bitmaps from inised Windows executables.
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Games? None =/

If we count all projects, well, I suppose we could count my sound engine: http://echo.mdscene.net/
Technically it's never done, but I assume we could consider hitting version 1.0 as being the "finished" state, right? =P
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I wrote a sharepoint webpart to measure the stability of districts in Afghanistan on the metrics of governance, local security, and economic development. It's being actively used by task forces on the ground in eastern afghanistan to feed quarterly assessments upwards to higher echelons, which then use the data to make strategic decisions on where to allocate resources and when to hand over control to the Afghan army. I tried getting other parts of the country to use it, but that's about as hard as getting a foriegn country to do what you want (it's a communication and personal influence problem).

Anyways, I'm pretty proud of it even though the project is smallish (6,000 lines of code). Does it help end the war faster? Who knows. Does it indirectly save lives? who knows. Is it a step forward? Yes.
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@superman3275 - congrats on your milestone! Ride the inspiration into your next project while it's flowing strong [img]http://public.gamedev.net//public/style_emoticons/default/cool.png[/img]
[hr]
I just shipped the first [url="http://www.gamedev.net/page/community/iotd/index.html/_/rll2"]commercial game[/url] where I was given free reign and full responsibility over the graphics pipeline, so I'm pretty proud of that renderer. Edited by Hodgman
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Recently finished a hardware build that I am quite proud of: http://www.youtube.com/watch?v=oIFA7msO_x0&sns=em
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[quote name='capn_midnight' timestamp='1349216336' post='4986213']
Recently finished a hardware build that I am quite proud of: * snip *
[/quote]
That was an interesting idea, but would have much cheaper to create using a conventional programming language.

I'm jealous of your hardware skills.
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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.
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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. Edited by smr
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[quote name='superman3275' timestamp='1348950855' post='4985145']
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?
[/quote]

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.
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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 [i]finished[/i] so much. :P

Repository is [url="http://github.com/Heathcode/brian.git"]here on github[/url]. :) Edited by Heath
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yay pong! Unfortunately I don't have a video of the completed game, but here is an early stage video of the [url="http://www.windowsphone.com/en-us/store/app/metroball/42e4edcc-ae69-4c29-96e0-240eb30bb2f8"]Windows Phone 7[/url] game I created.

http://www.youtube.com/watch?v=x0neoJY-4f0
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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 [i]finished[/i] so much. :P

Repository is [edit]no longer up![/edit] :)
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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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