School
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- Joined: Fri 07 Jul, 2006 2:39 pm
School
Starting in 7th grade (early 2001) I began development on my very first real game ever. I'd made a bunch of small programs here and there, but never a complete, fully-functional game. It started off as an experiment to help me learn BASIC, and yes, it was a menubased game. However, I got so engrossed in it and put so much of my time into it that I vowed to one day convert it into an assembly game (if I received enough support for it, which I never did, outside of school):
"6)Future Optimizations
If I get enough support (and an asm input routine) I will convert this into an asm RPG (a real one w/ graphics and NOT with ARPGC).
NOTE: in asm, the game will take up less memory (most likely)."
-from the readme file included with the game
Well, I'm much more knowledgable now in asm and it was really the pinacle of my involvement in the community. I doubt any of you here have ever tried it, but I spent a countless number of hours both playing and developing it, and I'd like not to be remember as the man of empty promises.
http://www.ticalc.org/archives/files/fi ... 21871.html
...if you want to check it out. It's what I plan to start work on after Monopoly's conclusion (and my entry to the tifreakware contest, if I don't just blow it off). It might be lame, but it's really the only project I've ever felt proud to say is mine.
"6)Future Optimizations
If I get enough support (and an asm input routine) I will convert this into an asm RPG (a real one w/ graphics and NOT with ARPGC).
NOTE: in asm, the game will take up less memory (most likely)."
-from the readme file included with the game
Well, I'm much more knowledgable now in asm and it was really the pinacle of my involvement in the community. I doubt any of you here have ever tried it, but I spent a countless number of hours both playing and developing it, and I'd like not to be remember as the man of empty promises.
http://www.ticalc.org/archives/files/fi ... 21871.html
...if you want to check it out. It's what I plan to start work on after Monopoly's conclusion (and my entry to the tifreakware contest, if I don't just blow it off). It might be lame, but it's really the only project I've ever felt proud to say is mine.
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- Extreme Poster
- Posts: 340
- Joined: Fri 07 Jul, 2006 2:39 pm
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- Extreme Poster
- Posts: 340
- Joined: Fri 07 Jul, 2006 2:39 pm
ROFL, and I hope so too!benryves wrote:From what I remember reading, James Bond preferred to be horizontal.
There is scope for a FPS engine with up and down movement, of course. coelurus wrote an advanced raycaster with height demo (in C, needs converting to ASM), and Nostromo (if it ever actually works) has variable height floors.
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- Calc King
- Posts: 1513
- Joined: Sat 05 Aug, 2006 7:22 am
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- Extreme Poster
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- Joined: Fri 07 Jul, 2006 2:39 pm
Hmm... I'm on a temporary hiatus from programming. I might get around to doing some work on Monopoly this weekend. But I've basically lost a lot of the initial inspiration I had to get back to Monopoly, and the minimal excitement regarding my return has pretty much died off.
Although I have written a clipped sprite routine as well as a new tilemapper which should hopefully be more efficient and applicable for this game.
Although I have written a clipped sprite routine as well as a new tilemapper which should hopefully be more efficient and applicable for this game.