Then.... and now
Community Forums/Showcase/Then.... and now
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I guess the showcase is kind of the right place for this even though its not for feedback.... mods feel free to move it if not. I was digging through my repository just now and had a look at the very first version of my current game. I thought it was interesting to be able to see how its evolved over time. Here's the very first version, 28th November, 2007. Not much to look at, not much to do. You can swap tiles around on the grid, and that's about it. As you can see, it doesn't even check for matches at this stage: ![]() 28th April 2008, and the game is all working, although as a game engine it was fairly basic and the artwork is pretty cruddy: ![]() ...and finally - today; 8th June 2009. Lots of bells, whistles, and bright shiny things added: ![]() ...and for the cynics, as if to prove that the game is not *just* match three, here's a cryptic image from one of the nine minigames/bonus levels: ![]() Right, that's mine. Post yours! |
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Interesting. Here's mine, I can't believe I've been at this for so long :( Initial physics engine test ( early 2006 ) Progress ( Sep 2006 ) Current Build |
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Umm,... Then: ![]() Now: ![]() Yeah. |
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Gfk, that artwork is pretty good man. Much improved since i last saw it :) |
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Nice bike game there |
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Cool looking games everyone! Your killiing me with the .png images Nawi. Took me forever to view them with my dial up internet, lol. Heres mine. Robo Attack 3D about a week ago. Mundane looking plane with a starry texture, and some ok see through walls. ![]() New version of Robo Attack 3D, now. Hopefully impressive looking Icy terrain, and in the third image, some unfinished desert terrain. ![]() ![]() ![]() WERDNA (Current Projects? Robo Attack3D. Cancelled Projects? Dragon Spirit) |
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Funnily enough, I don't do progressive versions. I always put out production quality stuff first, spending some time with each asset improving it as much as I can or feel comfortable with. Whether it's a good way to do things or not, I don't care. I'm a hobbyst about it. And I definately don't like to go back to an unfinished project to finish it; it's very hard to me to get back to the creative mentality I had when I was making it. |
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I did a little video a while back to show the progression of a game I made. http://www.youtube.com/watch?v=tuCaOwhzjdo&feature=player_embedded I recently found a CD full of source from about 6 months into the project and I ran a few of the programs the other day. It was quite an eye opener looking back at that code... basically I had no idea what I was doing. |
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then - april 2009. Just a tank moving around a mesh pretty much. Nothing much to it. ![]() now - June 2009. still wip but getting there. Complete networking with server lobby. Complete capture the flag game+rules, Power ups, multiple weapons destroyable scenery, teleporters, persistent server side stats, and server scripted events. ![]() |
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This is when I wish I'd used Subversion from day 1 - I'd have every single screenshot and little development along the way :( Alas - I've now only got finished products - shame on me!!!! |
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![]() i forget how many years ago ![]() and now :D |
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grindalf that is awesome, you kept the exact look in 3D so cool seeing as that 2d image is much older. |
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ancient, somewhere in 2007:![]() relatively new, but still old, from 2008: ![]() |
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Nice RifRaf! |
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grindalf, looks sweeet! Also, Weibo, i like the look of that. |
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It's coming along nicely Weibo :D |
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Thanks! It's taking way too much time (my own fault) and once I get my new particle system in there I hope to make some more progress :) |
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First ever image of my dart game (18th Feb 2009):- Now:- Title Screen:- Options Menu:- Note: I'm not keen on the buttons, and I'm planning to change them! Profile Menu (Unfinished) Main Game:- And finally, a 3D scene that pops up when things are loading (Minus 'Loading' text and animation) ![]() Going well(ish) Dabz |
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You spelt 'Dessert' wrong, Dabs. ;) |
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lol, bollocks! :D How did I miss that! :P Hehehe Dabz |
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First codings of another one of my boring simulations: Basically threw some placeholders in for characters and objects. I think I started this project late in 2008. Red balls are people, brown balls are deer, green cubes are plants and resources. ![]() A more recent screenshot with placeholders removed. ![]() |
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I decided to give UAE a try on my iMac yesterday and got it working, so I dug up my old slot/fruit machine game - SuperFruits. I don't have a `current` image - still working on it, sorry ;-) ... but here is a `then` game from 1993, my Amiga fruitmachine written in AMOS. AMOS had a gnack for people creating lots of the same kind of game/app - there were lots of paint programs and lots of fruit machine games. This one is actually quite fun to play - I dug it up and played it on UAE last night. It was never published or released publicly, but I am working towards a greatly improved version in BlitzMax. Yay - 4-color Workbench 1.3 Amiga desktop... ![]() Here's the title screen - all of *2* colors, with a copperlist rainbow - I had to use 2 colors because it was actually an pre-rendered particle animation done in Deluxe Paint 3 and wouldn't run fast enough otherwise. ![]() And in-game... all of 32 colors at 320x256 ;-D Here having got two fruits in the middle of the reels it drops down into a gamble feature with several special mini-games. The jackpot is with 7-7-7, where the screen goes wild with colorcycling madness. :D ![]() |
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Well, that is very 'then' :) Cool stuff! |
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I did convert the code to blitzbasic2 on the amiga, and got it running, but with some color issues. I don't have any of the code anymore tho, which is maybe a good thing. ;-D |
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The shots are looking better and better rifraf! :) |
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Some shots from Star Opus I then and now... The early version: ![]() New version: ![]() ![]() |
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impressive screens and projects. i hope all of them will be finished. my first experience: ![]() a new gui + 4 new features: ![]() after total rewrite: ![]() today: better gui + better control + layers + animation system (object&timeline base) + bezier curve editor (every timeline-dot is controlable) + timeline-dot interpolation setting (bounceEaseIn, strongEaseIn) + animation preview etc. ![]() future: port to bmax/c++ with ogre3d??? hmm! No.. -.- |