WHAT WE DID HORRIBLY ON OUR FIRST GAMES.
Posts
Probably everything about my first Internet-available game makes me go 'ohfrackwhatdidido' except the writing. Take Down Legacy still makes me laugh.
My first game was basically just a bunch of people standing around in RTP grass, but you couldn't talk to any of them or do anything at all. I was so proud that I had discovered how to add events to the map, even if they couldn't do anything, that I decided to put it on blank CDs and pass it out at my school.
I was ten years old, though, so my friends were still kind of impressed.
I was ten years old, though, so my friends were still kind of impressed.
Haha nooooo!
I'm working on my first video game right now and this was a terrible thread to click into! Haha!
My first game will be uber pwnage leet sauce, you'll see... *fidgets*
I'm working on my first video game right now and this was a terrible thread to click into! Haha!
My first game will be uber pwnage leet sauce, you'll see... *fidgets*
I loaded mine onto RMN a few months ago. It's called Dragon Creed (from over 10 years ago) and is seriously the worst game on this site!
Just type up slew of oldies and it's in there lol. Download at own risk.
Just type up slew of oldies and it's in there lol. Download at own risk.
author=MasterTherion
My first game was basically just a bunch of people standing around in RTP grass, but you couldn't talk to any of them or do anything at all. I was so proud that I had discovered how to add events to the map, even if they couldn't do anything, that I decided to put it on blank CDs and pass it out at my school.
I was ten years old, though, so my friends were still kind of impressed.
lol, I never put mine on a c.d but was also exited when I made my first NPCs.
My first game was just a bunch of interactive N.P.C's in a village, no point or anything just random jokes and terrible spelling. I used so much mp3 music ( exited about the new 2k3 feature ) it was probably the size of a PS2 game.
It was terrible as a game but fun as something to play around with.
I was just trying out switches and stuff then realized their more important than just changing what someone says e.t.c.
It eventually became a game about trying all the magic high potions to open the door to the other side, as cool as that may sound it was messy and childish.
I lost it with my old beat-up laptop.
In my first game, Mario was a potty mouth talking asshole, and Celes from FF6 was a slut... good times... goooood times. >>;
Carlsev Saga was my first game, so feel free to dig up an old download somewhere. I don't have a playable version on my computer, since I started polishing it last September (and haven't touched it since that month!)
I think most of what I did wrong was in the form of oversight--assuming that players would be paying attention closely to the story and would not let their biases cloud their enjoyment of the story.
I think most of what I did wrong was in the form of oversight--assuming that players would be paying attention closely to the story and would not let their biases cloud their enjoyment of the story.
author=J-Man
In my first game, Mario was a potty mouth talking asshole, and Celes from FF6 was a slut... good times... goooood times. >>;
^_^
Lol, for some reason I had too much bad language in my game and sex scenes too, I thought it was cool.
Ah, Bronze Soul, how did I do? My main problem was biting more than I could chew. I tried way too much for it, especially in the dual-world story. It was a bit of a mess. If I ever get back into game development, I'll start with a simpler project to ease myself in.
Some of my first games were a bunch of text based adventures done in Qbasic. Eventually, I branched out to making clones of the early computer d&d type games, where you marched a little x or ascii symbol around and fought off other ascii symbols in "turn based" combat. I made rip-offs of just about any game that came out that I didn't have/couldn't buy at the time, so my first games were basically just my interpretations of other games, based strictly on what I'd heard from friends or read in magazines. Then, once I got "better" with Ascii art, I made comic book games based on whatever character I was into at the time. Usually Spiderman or Iron Man. My "best" of that era was a game I made after the first time I saw Blade Runner, but because I only figured the delay rate for screen refresh/input reaction based on my computer's clock speed, the one or two friends who took pity on me and actually attempted to play it found the "action/shooting" segments all but impossible because the scenes played out about double time on their faster computers!
Aside from relying on established source material that I, admittedly, wasn't all that well versed in, the biggest mistake of my early games was assuming that anyone who played them would instantly understand the controls and make the correct choices. This was an even bigger problem with my early text based games, because I hadn't gotten to the point where I could anticipate a bunch of wrong responses, so unless someone entered the correct syntax, nothing happened.
Aside from relying on established source material that I, admittedly, wasn't all that well versed in, the biggest mistake of my early games was assuming that anyone who played them would instantly understand the controls and make the correct choices. This was an even bigger problem with my early text based games, because I hadn't gotten to the point where I could anticipate a bunch of wrong responses, so unless someone entered the correct syntax, nothing happened.
I see how that could get messy Killer Wolf.
I thought this was first rpg maker game, in that case my first game was:
Some really lousy stick side scroller on flash. the animation was average-ish ( more on the crap side of average ) but the programming was a total horrid mess e.g you could press left and your character would move right forever or jump in the lamest possible way ( stiff levitation! WoW! not -_- ).
I then tried making a click based rpg like Ice Wind Dale or Diablo. I got frustrated at how long it would take to program a simple grid square. Also I was and probably still am an inexperienced action script programmer
Then I tried making a simpler rpg like Cute Knight, basically no movement just clicking on areas e.g a shop and interacting with text also. It was the first O.K game I made called StickWars
( a strategy war game with stick people )
The battle system was supposed to be animated. I was really exited about it then when I went online I was going to post it on Mini-clip.com only they where like 100 similar games even with same name and like 1000 time better than mine in everything.
Their is a game called Stick Wars thats like age of empires and pretty cool only I felt jealousness every time I saw it.
Frustrated again, I decided to ditch flash and get something more user friendly and funner to make games with, I always wanted to make rpg's most off all. Googleing rpg game creator eventually led me to rpg maker which has been my favourite engine ever since.
I thought this was first rpg maker game, in that case my first game was:
Some really lousy stick side scroller on flash. the animation was average-ish ( more on the crap side of average ) but the programming was a total horrid mess e.g you could press left and your character would move right forever or jump in the lamest possible way ( stiff levitation! WoW! not -_- ).
I then tried making a click based rpg like Ice Wind Dale or Diablo. I got frustrated at how long it would take to program a simple grid square. Also I was and probably still am an inexperienced action script programmer
Then I tried making a simpler rpg like Cute Knight, basically no movement just clicking on areas e.g a shop and interacting with text also. It was the first O.K game I made called StickWars
( a strategy war game with stick people )
The battle system was supposed to be animated. I was really exited about it then when I went online I was going to post it on Mini-clip.com only they where like 100 similar games even with same name and like 1000 time better than mine in everything.
Their is a game called Stick Wars thats like age of empires and pretty cool only I felt jealousness every time I saw it.
Frustrated again, I decided to ditch flash and get something more user friendly and funner to make games with, I always wanted to make rpg's most off all. Googleing rpg game creator eventually led me to rpg maker which has been my favourite engine ever since.
I didn't really do anything horrible in my first game because it was a really simple "save the princess" game and I didn't try to do anything unusual; I just wanted to learn how to use the engine.
Every game that followed, however...
Every game that followed, however...
author=Fallen-Griever
I didn't really do anything horrible in my first game because it was a really simple "save the princess" game and I didn't try to do anything unusual; I just wanted to learn how to use the engine.
Every game that followed, however...
lol
maybe you should still to save the princess
I just wanted to share this. From a project I worked on when I was 14:
Can't really argue with that.
Can't really argue with that.
I... I don't have... A first game.... ;_;
Because always my pc crashes, mom fights with me and I can't use the PC, she formats it, I end up hating what I did....
But in fact I DID lots of projects. Just that nobody ever saw them and very little of them survive. Non-technically, tough... My first game was... "Parasite eve 2" . >_>;
I was... 8. xD
And it had nothing to do with the actual PE2 since I didn't know of it at the time. Oh, and Aya was an editted blonde afro-haired aloex with a black dress. >___________>;
But, even so, it managed to be amusing. Like 99% of the first games (I love them so much <3 people's first games are awesome. And use to tell a lot about the creator! <3)
Because always my pc crashes, mom fights with me and I can't use the PC, she formats it, I end up hating what I did....
But in fact I DID lots of projects. Just that nobody ever saw them and very little of them survive. Non-technically, tough... My first game was... "Parasite eve 2" . >_>;
I was... 8. xD
And it had nothing to do with the actual PE2 since I didn't know of it at the time. Oh, and Aya was an editted blonde afro-haired aloex with a black dress. >___________>;
But, even so, it managed to be amusing. Like 99% of the first games (I love them so much <3 people's first games are awesome. And use to tell a lot about the creator! <3)
LockeZ

I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
My first game is...
Well, here's a link. It's in RPG Maker 95. It's called Double Trouble.
It is a typical RPG fantasy adventure where you collect some party members and then fight the evil empire that is secretly run by demons.
Except, uh, your main characters are named James and Jesse. Jesse is male, but that doesn't stop them from calling their group of heroes Team Rocket and reciting a slightly modified version of the Team Rocket motto every chance they can. And James carries around a rose all the time.
This game has nothing to do with Pokemon. It doesn't even have any other Pokemon references. It's just an awful RTP fantasy game with a couple of guys who think they're Team Rocket.
It was pretty good for me being 13-14, I guess. I didn't even have internet access, much less know that there was an online RPG Maker community (if there even was at the time), so this entire 30-hour-long game was made with no feedback whatsoever except from a few friends. Took me about a year and a half to finish.
Well, here's a link. It's in RPG Maker 95. It's called Double Trouble.
It is a typical RPG fantasy adventure where you collect some party members and then fight the evil empire that is secretly run by demons.
Except, uh, your main characters are named James and Jesse. Jesse is male, but that doesn't stop them from calling their group of heroes Team Rocket and reciting a slightly modified version of the Team Rocket motto every chance they can. And James carries around a rose all the time.
This game has nothing to do with Pokemon. It doesn't even have any other Pokemon references. It's just an awful RTP fantasy game with a couple of guys who think they're Team Rocket.
It was pretty good for me being 13-14, I guess. I didn't even have internet access, much less know that there was an online RPG Maker community (if there even was at the time), so this entire 30-hour-long game was made with no feedback whatsoever except from a few friends. Took me about a year and a half to finish.
The first mistake was using Sim RPG Maker! This allowed me somewhat less freedom to make additional mistakes, but plot and characterization were also both fairly make-it-up-as-you-go.
(Not counting the minigamey stuff I'd done in RM2K before then, which wasn't bad.)
(Not counting the minigamey stuff I'd done in RM2K before then, which wasn't bad.)
fuck sim rpg maker
*edit*
Dunno if you still use that email, removed it
SimRPG 95 Tutorial - Dealing with Files
The file system of SimRPG 95 can be a little confusing at first sight. Here's a tutorial on how to deal with it.
In the main game folder, there should be four subfolders and some files. The files will have names such as ANIME.DAT, CLASS.DAT, ITEM.DAT, etc. You probably don't have to worry about these; SimRPG 95 itself should take care of them for you. There are probably also two .dll files and SRPGEXEC.EXE. SRPGEXEC.EXE is comparable to RPG_RT.exe for RM2K; it runs the game.
The four subfolders should be labeled Bgm, Bmp, Efs, and Map. Don't worry about the Map subfolder; again, SimRPG itself should take care of that. Any MIDI files you want to make background music should be placed in the Bgm folder. Likewise, any wav files you want to make sound effects should be placed in the Efs folder.
Now we get to the real fun part, and the point of this tutorial: the Bmp folder. This folder holds all the pictures that SimRPG 95 uses for your game. They must all be bmps, unfortunately.
First off, there should be a lot of files here. If there aren't, you should get some graphics (Lord Dragoon's site at lorddragoon.50megs.com is the place for that).
Types of files in the Bmp folder: (XXX or YY denotes a number)
BACK_XXX.bmp
This is a battle background. It should be 640 (wide) x 320 (tall, in pixels). XXX is the number it will show up as when selected in the Geology Editor.
UNIT_XXX.bmp
This is what you see on the battle map for a unit whose graphic number is XXX (that is, the graphic number selected for the unit's class in the Class Editor). It should be 192 (wide) x 320 (tall), and have five rows of three pictures each. The top row is the character's standing still animation; the next four are moving up, right, down, and left, respectively.
CAYY_XXX.bmp
This is a very important type, and perhaps the most confusing. These are the pictures used to form battle animations. (CA stands for "character animation.") The file should be 192 pixels tall, and 192 pixels wide for each frame (there are a maximum of 12 frames).
However, not every picture can be used for every animation, and not every animation can be used for each character. Each CA file can be used only for Animation number YY. Animation number YY is only defined once, however. Not once for each picture, once for all CAYY_???.bmp where YY is the same. So one animation is generally used with similar pictures to produce similar effects. (SimRPG 95 supports up to 80 animations; look in the Animation Editor.)
The XXX comes in for dealing with specific classes. If a class has unit graphic # XXX, that class may only use animations which are denoted CA??_XXX. (Pictures which are meant to be used as animations for that class should therefore end in that number, which is called the "Graphic #" in the Class Editor.)
So, if you're following me, you should realize that the XXX for a unit picture and the XXX for a character animation should be the same if the two pictures are meant to go together.
This was obviously intended to be a time- and space-saver, so you only have to construct a few animation sequences and can use similar graphics to allow many classes to use those animations. It's just a little confusing at first sight.
FACE_XXX.bmp
Faces, one per picture file. Each should be 128 x 128 pixels.
MAGA_XXX.bmp
Just like character animations, should be 192 tall and (192 for each frame) wide, max (I think) of 12 frames. Except that these are not specific to particular characters; the XXX is only which magic animation the picture is used for. (Magic animations are separate from character animations.)
MAPC_XXX.bmp
These are map chips. They should be 384 (wide) x 1024 (tall). Map tiles in SimRPG are 32x32. The chip in the upper left corresponds to the upper fourth of the right half of the picture. Likewise, the chip on the top row, next to leftmost corresponds to the upper middle fourth of the right half of the picture. The third and fourth chips on the top row correspond to the third and fourth quarters on the right half of the picture. (This probably sounds confusing. Open up MAPC_001.bmp and you'll probably be able to see what I mean.) If you put any of those four leftmost chips on the top row into a SimRPG map, the program will automatically try to make it look good on the boundaries by using the chips from the corresponding quarter on the right side. (Try it out and see what I mean.) The other chips on the left side have no such automatic adjustment, they're just there all alone.
Those are the main file types. In addition there are a few miscellaneous files:
GAMEOVER.BMP displays when the game ends. (640 wide x 480 tall)
TITLE.BMP displays on the title screen. (640 wide x 480 tall)
SYSTEM.BMP is your system graphic. I won't go into detail on this. (256 wide x 320 tall)
SFRAME_H.BMP are the bars at the top and bottom of your screen when you're on a map (playing). (640 wide x 64 tall)
SFRAME_V.BMP are the same, only on the sides. (H for horizontal, V for vertical.) (64 wide x 448 tall)
TELOP1.BMP shows at the start of the player turn. (All the TELOP files I have are 512 wide x 96 tall, but changing that might be allowed.)
TELOP2.BMP shows at the start of the enemy turn.
TELOP3.BMP is the map complete graphic.
Those are all the file types. There are probably a couple more things you should know to work with SimRPG graphics:
1. PURE black is always transparent.
2. SimRPG only likes 256-color graphics. Unfortunately, I don't think they're the same as the 256 colors used by some other programs. To stop pics from looking completely crummy, use the Idraw option "Set Max Color Number" and use a pre-existing SimRPG graphics file as a reference. The palette change may still make things look a bit worse, but I don't know any way to change that.
That's it, I guess. For feedback on this tutorial please write to *AN EMAIL WAS HERE*
Please. We could use a few more people interested in SimRPG.
-Dragoon Falcon
The file system of SimRPG 95 can be a little confusing at first sight. Here's a tutorial on how to deal with it.
In the main game folder, there should be four subfolders and some files. The files will have names such as ANIME.DAT, CLASS.DAT, ITEM.DAT, etc. You probably don't have to worry about these; SimRPG 95 itself should take care of them for you. There are probably also two .dll files and SRPGEXEC.EXE. SRPGEXEC.EXE is comparable to RPG_RT.exe for RM2K; it runs the game.
The four subfolders should be labeled Bgm, Bmp, Efs, and Map. Don't worry about the Map subfolder; again, SimRPG itself should take care of that. Any MIDI files you want to make background music should be placed in the Bgm folder. Likewise, any wav files you want to make sound effects should be placed in the Efs folder.
Now we get to the real fun part, and the point of this tutorial: the Bmp folder. This folder holds all the pictures that SimRPG 95 uses for your game. They must all be bmps, unfortunately.
First off, there should be a lot of files here. If there aren't, you should get some graphics (Lord Dragoon's site at lorddragoon.50megs.com is the place for that).
Types of files in the Bmp folder: (XXX or YY denotes a number)
BACK_XXX.bmp
This is a battle background. It should be 640 (wide) x 320 (tall, in pixels). XXX is the number it will show up as when selected in the Geology Editor.
UNIT_XXX.bmp
This is what you see on the battle map for a unit whose graphic number is XXX (that is, the graphic number selected for the unit's class in the Class Editor). It should be 192 (wide) x 320 (tall), and have five rows of three pictures each. The top row is the character's standing still animation; the next four are moving up, right, down, and left, respectively.
CAYY_XXX.bmp
This is a very important type, and perhaps the most confusing. These are the pictures used to form battle animations. (CA stands for "character animation.") The file should be 192 pixels tall, and 192 pixels wide for each frame (there are a maximum of 12 frames).
However, not every picture can be used for every animation, and not every animation can be used for each character. Each CA file can be used only for Animation number YY. Animation number YY is only defined once, however. Not once for each picture, once for all CAYY_???.bmp where YY is the same. So one animation is generally used with similar pictures to produce similar effects. (SimRPG 95 supports up to 80 animations; look in the Animation Editor.)
The XXX comes in for dealing with specific classes. If a class has unit graphic # XXX, that class may only use animations which are denoted CA??_XXX. (Pictures which are meant to be used as animations for that class should therefore end in that number, which is called the "Graphic #" in the Class Editor.)
So, if you're following me, you should realize that the XXX for a unit picture and the XXX for a character animation should be the same if the two pictures are meant to go together.
This was obviously intended to be a time- and space-saver, so you only have to construct a few animation sequences and can use similar graphics to allow many classes to use those animations. It's just a little confusing at first sight.
FACE_XXX.bmp
Faces, one per picture file. Each should be 128 x 128 pixels.
MAGA_XXX.bmp
Just like character animations, should be 192 tall and (192 for each frame) wide, max (I think) of 12 frames. Except that these are not specific to particular characters; the XXX is only which magic animation the picture is used for. (Magic animations are separate from character animations.)
MAPC_XXX.bmp
These are map chips. They should be 384 (wide) x 1024 (tall). Map tiles in SimRPG are 32x32. The chip in the upper left corresponds to the upper fourth of the right half of the picture. Likewise, the chip on the top row, next to leftmost corresponds to the upper middle fourth of the right half of the picture. The third and fourth chips on the top row correspond to the third and fourth quarters on the right half of the picture. (This probably sounds confusing. Open up MAPC_001.bmp and you'll probably be able to see what I mean.) If you put any of those four leftmost chips on the top row into a SimRPG map, the program will automatically try to make it look good on the boundaries by using the chips from the corresponding quarter on the right side. (Try it out and see what I mean.) The other chips on the left side have no such automatic adjustment, they're just there all alone.
Those are the main file types. In addition there are a few miscellaneous files:
GAMEOVER.BMP displays when the game ends. (640 wide x 480 tall)
TITLE.BMP displays on the title screen. (640 wide x 480 tall)
SYSTEM.BMP is your system graphic. I won't go into detail on this. (256 wide x 320 tall)
SFRAME_H.BMP are the bars at the top and bottom of your screen when you're on a map (playing). (640 wide x 64 tall)
SFRAME_V.BMP are the same, only on the sides. (H for horizontal, V for vertical.) (64 wide x 448 tall)
TELOP1.BMP shows at the start of the player turn. (All the TELOP files I have are 512 wide x 96 tall, but changing that might be allowed.)
TELOP2.BMP shows at the start of the enemy turn.
TELOP3.BMP is the map complete graphic.
Those are all the file types. There are probably a couple more things you should know to work with SimRPG graphics:
1. PURE black is always transparent.
2. SimRPG only likes 256-color graphics. Unfortunately, I don't think they're the same as the 256 colors used by some other programs. To stop pics from looking completely crummy, use the Idraw option "Set Max Color Number" and use a pre-existing SimRPG graphics file as a reference. The palette change may still make things look a bit worse, but I don't know any way to change that.
That's it, I guess. For feedback on this tutorial please write to *AN EMAIL WAS HERE*
Please. We could use a few more people interested in SimRPG.
-Dragoon Falcon
*edit*
Dunno if you still use that email, removed it