DO YOU GUYS STILL ACKNOWLEDGE YOUR EARLY PROJECTS?

Posts

Pages: first 12 next last
Hey there everyone.

I'm sure all of us have that one game from our early RM* days that is so terrible that the only thing it's good for is making people point and laugh. Sure, such a project was (hopefully) a valuable learning experience for us, but if you're anything like me, now that you've improved and become a somewhat respectable developer, you'd rather forget that your crappy first project never existed.

So, I'm curious to know; what exactly do you guys do with those old, crappy projects that pale in comparison to your current games? I have an old project myself (Tales of Worlds) that has been absent from the internet for about two years now out of shame. Nevertheless, I remember that I still spent a good six months getting the game to completion. Is it a waste to simply abandon all those hours of (relatively) hard work?
Puddor
if squallbutts was a misao category i'd win every damn year
5702
I had an abandoned, horribly crappy game called Gryft Memoirs: The Black Butterfly. It's still up for download somewhere. It's a good laugh.

I ended up taking a number of the main protagonists and integrating them into later stories so that development time wasn't wasted :>
http://rpgmaker.net/users/Illustrious/locker/Moments.lzh

This is what I did with my cancelled game. I put everything in a scrapbook kind of form to remember it by.

Link only temporarily available.
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
It's in my mom's treasure box, along with some poetry I wrote in 4th grade, a picture book about Yoshi that I drew in church over the course of a few months, and a diorama of a penguin family I made out of a shoebox, construction paper, and some molding clay as a school assignment. There's also a blue crayon that she claims I used to talk to like an imaginary friend, but I think she's making that one up.
I actually had a game that I considered ready for a demo release way back when RM2K was just entering the final stages of its translation. (So, an RM95 project, which would put me at about 12 years old. For reference, I'm turning 23 in a little under a week.)

Said demo was four maps long: the hero's house, the hero's hometown (with everything else save one building blocked off), the world map, and a neighboring village.

They were all on the outdoor tileset, and the only forced battle used a terrible .mid of Magus's theme from CT. The "demo" consisted of the following:

- Waking up and talking to your mother, who "asks" you to take your friend to the nearby village. I put "asks" in quotes because if you were a smartass and said no, you got sent back to your room and given an instant Game Over. (12-year-old me: DURR I AM WITTY NOBODY WILL SEE THIS COMING) (23-year-old me: *facepalm*)

- So you do that and go out of your house and to the training hall to pick up your friend. Completely apropros of nothing, examining a bookshelf gives your characters new skills (no this was not a debug thing, it was what 12-year-old me intended). I also intended for there to be a fight, and so it was. I remember writing the readme and saying "you might have to download this file from somewhere else" because the .mid I chose seemed to randomly not work for some arcane reason.

- After winning, you move on to the world map, where absolutely nothing of interest is on the map save your hometown and your destination. Go to your destination and instead of being transported to a town, you're transported to a "room" with six chests and a monster, who gives you a riddle from which you choose a chest. One lets you continue, the other 5 are Game Overs (wtf 12-year-old self). Choose correctly... and the demo ends after a cliche plot twist that I can't even remember apart from the fact that it had been done a million times before.

- Fade to black, credits, and then 12-year-old me plugs THE FIRST SEASON OF SURVIVOR ON CBS. Because I liked watching it. *super facepalm*

Why so much detail? Because, thankfully for my fragile ego, this "game" has been lost to multiple reformats, moves, and other real life events. I have since gone on to do jack shit in RPG Maker, as anybody with half a brain who has followed my history can attest.
This is my horrible abandoned first game, but I think it's pretty decent, I'm not ashamed of it at all.
I upload it to RMN (if I still have it)!

ie: http://rpgmaker.net/games/946/
I do acknowledge it still and I remember fondly that I loved what I was doing. If I can find it in the old cd-rom that I backed it up on I'll...upload it sometime just for laughs <_<
LouisCyphre
can't make a bad game if you don't finish any games
4523
I do.

It's pretty important - that acknowledgement, that is, of your beginnings. It provides you with perspective on how far you've come as a developer.
I'm still working on my first project. However, it's definitely an improvement over what it used to be. I've tried my best to acknowledge and remember the mistakes from early on.
Max McGee
with sorrow down past the fence
9159
Caveat fucking emptor. (I have a bunch of these ancient unfinished projects lying around. Some are even older and crappier. Maybe I'll share some of the rest if anyone wants to brave this one.)

Warning: contains Linkin Park MP3s. Not ironically. Horrible MS Paint title screen. Etcetera. It's 7-9 years old.

Mr. Y (community age check: do you remember him?) actually played this game and really liked it. He posted a highly positive review of it. Back in the ancient days of 2003. I never wound up reading the review until 2008. Awkward!

While we're talking trivia, The Tower takes place in the same universe as Mage Duel and Between Two Worlds (kind of).

TL;dr lots to be embarrassed of, but lots to be proud of as well. Play it and see how far I've come and/or how talented I was at 16.

NOTE: This link will only be up about 24 hours. I need my locker space.
I remember my first projects, I acknowledge what I did wrong with them. I take what I learned from them, good and bad, and apply it to my current work. They were terrible, but looking back, I feel they held a certain charm that I can't seem to capture anymore...

...Or maybe I'm just overthinking it. That could be it too.
My first project was called A Legend Best Forgotten, made back in the early 00s with RPGMaker2k. It featured a Ransacker (thief) named Dyhalto who was total badass and doesn't afraid of anything, and every NPC in the game had options in the dialogue that ranged from "Get out of my way" to "F--k off" and anything in between.
Too bad I don't have it anymore. Got lost/deleted on my old comp and I haven't been able to find anybody who downloaded and kept it around.
Maybe I'll get lucky here x)
My first game was started in November 2004 and finished in February of 2005 - all completely screwy four hours' worth. It used various MIDIs from across the video game spectrum downloaded at vgmusic.com, imbalanced battles, and pretty much every default system one could imagine, save for the characters and a couple of renamed items. Heck, even switches were used sparingly. The storyline had little cohesion, and often you could skip major characters and go right for the final boss with just the first three people you faced.

My next project was started in 2006. I had developed one of the most detailed character creation systems I have ever seen in an RPG Maker game, period, even nearly avoiding using the standard stats, but I postponed it when my computer crashed in 2008. I plan on revisiting the concept later in a new version.

About the same time, I started creating a fan-game between Mega Man 6 and Mega Man 7. It featured a custom sprite built by one of my good friends, and intended to be a revisit to the bosses of all six original Mega Man games. It also had the beginnings of a sophisticated teleport system. It was claimed in 2008 with the computer crash, too.

I've also had several titles I never even started on in this mess as well, just titles I thought up for games.

Through this, between 2006 and 2008, I developed three different versions of "MindCage" and was unsatisfied with any of their progress. Each time, I would hit a wall and be unable to progress sufficiently enough. Then my computer crashed and these were lost, too.

All of these lead to the current, and fifth, version of "MindCage", my current work-in-progress.
Adon237
if i had an allowance, i would give it to rmn
1743
Hmm... I have been using RPGmaker for 3 years, and yet I have still to finish a single project. I have started on 20 or so projects, and usually get 1/2 way finished, then stop and start another one. Right now, I am working strong on "converting" a somewhat old VX project, into a newer more updated one.
I acknowledge ALL of my projects, because in the end, once I actually finish a project, it will have a good mix of everything from all of my projects.
I am still "new" to the RPGmakers, mostly because I am fail, and don't like reading help guides, but right now I am learning to script... but.. yeah.
My earlier projects are gone. I was a RPG Maker 1/2/3 user for eight years, so all of my projects were on memory cards. My PS1 memory card(s) is shot, so my projects are lost for good unless someone can extract 'em. My first completed project for RPG Maker 1 on the PS1 was a generic game about an elf kid who has to save the princess from an evil dragon. Since I never knew RM2K existed, I used RPG Maker 1. Quaint little game of about 1-2 hours. I was 9 or 10 years old at the time, so obviously it was horrible.

I never really completed any projects for RPG Maker 2. The editor was incredibly complicated and the 3D graphics modeling was arduous. As a 12-13 year old kid, I was overwhelmed. RPG Maker 3 may have been mediocre and limiting, but I finished a few games on that, including a remake of my first RPG Maker 1 game. I deleted it, however, because RPG Maker 3 uses up too much space on the PS2 memory card.

I mainly fiddle around in VX and learn the program without releasing anything. I'm working on something at the moment, though.
I have been interesting in making my own rpg for 20+ years. I started making my own maps on graph paper around the time Zelda, Dragon Warrior, and Final Fantasy were released on nes. I think over the years, those sketches and daydreams became the rpg that I always wanted to make. As maker programs were released, I began making it in each one of them but I never finished. So, most of my early projects are actually a single project that evolved and developed year after year as I spotted a sprite I liked in this or that rpg maker and wrote him a role in the story, as I watched this or that movie, played this or that game, read this or that book/comic book.

Occasionally, I would try to do something quick and easy as a side project. But, those projects would either be abandoned, put on hold, or absorbed into my epic. But, at least the ones that were absorbed weren't really a waste because I still plan to use the sprites some day. And, like I said, some of them I still kick around the idea of reviving.

My current project (Dragon Warrior Tactics) was supposed to be one of those quick and easy side projects, a break from my masterpiece. But, as I began working on it, it took more and more time. Now, in terms of actual work put into the program, I have probably spent more time on my "side project" DWT than I have my masterpiece.

Some people spit out games fast. And to those people, the few years that I have spent on tactics probably seems like a lot. But in the grand scheme of things, it's still just a drop in the bucket of what has been a lifetime of game making.

Plus on the bright side, I'm never bored. This is a hobby to me and it has entertained me for a long, long time.
benos
My mind is full of fuck.
624
Usually I mucked around with the mapping, when I first started. And I really had no idea what to do next, I didn't how to use switches. Though, there was a game at Misao, where there no switches in the game. The Variables were hard to figure out. I learnt that you can keep character's levels by using party number and selecting the 0001 for a example on who the heroes keep their levels intact, even when they leave the party for the time being.

Anyway, failure, is a step before success. Long as my writing is good.
As horribly flawed as my early games are, I still (and will always) love them and play them sometimes. The memories of where I was in my life at that point in time come rushing back.
Pages: first 12 next last