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Koobazaur

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

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Koobazaur    1264

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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Bacterius    13165

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

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slicer4ever    6760

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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TheChubu    9446

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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szecs    2990
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

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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

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NetGnome    773

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

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Katie    2244

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...

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cardinal    908
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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NickGomes    142

- 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.

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Lil_Lloyd    287

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

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alh420    5995
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

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Selenaut    102

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.

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