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Your first game.

A topic by LebbyFoxx created Dec 31, 2019 Views: 5,371 Replies: 42
Viewing posts 21 to 43 of 44 · Previous page · First page
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The first game I made was on paint ha ha. I drew a dungeon from above and my  mouse was the character. I drew enemies and bonuses and I had to pick them up. Ha ha those are great memories. I was maybe 10 or twelve.

The first game I developed was on processing. It was  space invader kind of thing where you play a vampire. A lot of fun too.

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The first game I ever made was a primitive attempt at a command-line text adventure, made during my early days of programming sometime in the mid-2000's. You're in a locked room, find key, unlock door, win. That was it. It barely even qualified as a game.

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A text adventure game written on IBM-XT. You could move and pick up objects in it but it was never finished.

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My first fully completed game was just a clone of Galaxian, since I like scrolling shooters. Nearly a decade later, my first fully commercial game, Chuhou Joutai, was complete.

For the Galaxian clone, the computer I made it on is unfortunately gone now, meaning I don't have the data anymore.

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First game that was actually 'completed' for me was a little Myst fangame called 'Sehv T'devokan' (age of peace, translated from the fictional D'ni language) in 2004. That was a small project made with Adventure Maker and it no longer runs on recent versions of Windows. (http://www.mystfanart.org) 

I came fairly close to making a game of my own design based on a story of my own, Traveler's Enigma, in the same engine (2005-2010) - seen on www.triumphantartists.com along with teasers of many other things - but abandoned the project once it was clear that AM and in particular the advanced features of it like panoramas, were broken on anything newer than Windows XP and that the developer of the toolset was no longer actively updating the software.

During the 2000s I was also in college, so did a lot of stuff related to class coursework, mainly video and handcrafted studio art stuff, not game development. My video work though dated back earlier, to 2001, as well as my VFX work, and I was doing a wide range of things that the video department teachers didn't, themselves, understand how to do. One classic memory was in a sculpture class - we were basically assigned to make a 'scene' or miniature diorama in three weeks and I made a three minute stopmotion comedy video called 'Tinyville Disaster' in which a town of stop-motion clay people are terrorized by a normal full sized human who stomps around their city Godzilla-style. The video was played to the class several times and everybody was blown away by how much more I did than what was technically assigned. That was one of many similar situations, though.

My archive of personal video projects is rather pathological, over 7 hours of material, over $6000 in production expenses, and well over 1800 vfx shots. Most of that stuff is still to this day, not available or posted online due to years of bad legal decisions. (A bunch of people never signed talent release forms, paper or digital)

I ended up graduating from University of Houston with a GPA of 3.67, Phi Kappa Phi honors, major in Media Production, minor in Studio Art.

I also did some stuff in GameSalad including a little web minigame called 'Vivid Minigolf' seen on www.VividMinigolf.com, but the arbitrary 10mb filesize upper limit of the HTML5 output damaged it badly. 

I also made an Android APK (Prodigal, on GalileeGames.com) with the Corona SDK, or at least the graphics and SFX. My dad was the designer and coder on this and I assisted. It came at a time when I was sort of starting to dismiss religion as nonsense and I felt a little weird making a 'faith based' game that did not reflect my own emerging view of the world.

There were other projects - I helped with some stuff with the ineffectively managed but well intentioned 'nonPareil Institute' for about a year after that. I was the only person there who understood how to use Adobe AfterEffects so that was some of what I did, making iterations of a game trailer for 'Lightwire' and organizing a course on the topic of Adobe AE.

 Yes, in answer to he question about how I was on the nP crew, yes, I have autism. I also struggle with OCD and clinical depression.

After it became clear I was not going to be a paid staffer ever at nP, I left,  and proceeded to scrape together project funding very slowly through a mix of freelancing and online sales. I have shops on Etsy and eBay, along with my space here on itch on http://matthornb.itch.io - I have 387 ratings, 100% positive, on my eBay account and two good reviews on Etsy, but frustratingly none of my now 20-odd customers has yet rated my work on itch and it has kept my asset packs from ever taking off. (so far)

I have been stuck doing a ton of microtasks to keep things afloat. I do a lot of mTurk tasks and online audio transcription at $3/hr or so. It is mind-numbing and it would be nice if someone here would hire me at a similar pay rate to make 3d or graphics content for them. Don't know if that will realistically ever work out though. 

Still hoping something elsewhere will turn out well. Something creative. We'll see. I know mental illness is a red flag to conventional employers but I am fairly bright and creative, and I am able to work hard, and I am convinced that sooner or later I will make something work out.

I am slowly wrapping up work on an indie game called 'Miniature Multiverse' www.miniaturemultiverse.com and intend to launch on Itch.IO and Steam by the end of 2020.

We'll see how that goes. 16 years after my first game I might actually have my first modest success as a game developer here. Even if it flops, I will continue pushing forward. I do have a number of other unfinished projects that can be wrapped up afterwards even if the first attempt fails. I will keep trying until something works.

(Incidentally, there are a bunch of my things bundled together - game assets - on sale at 90% off right now. $0.89 for five asset packs on itch.io, an Easter sale still active for the next 12 hours roughly): https://itch.io/s/28359/good-friday-through-easter-sale - that includes dozens of 3d assets, over a thousand texture maps, over a hundred video effects elements. For under a dollar.

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My first game was made with visual studio basic, as always I developed it myself. It was a space shooting game. Not was a fun game. I even don't no about a site like itch.io where I can upload games. So I don't understood that time where to upload my games. But now if I need to upload a game so I upload it on itch.io!

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Im not entirely sure. A game I really enjoyed making was a modification of this old 1945 final strike game for game maker that no longer gets included with game maker anymore. I used it to make a rudolph the red noised raindeer game where you could ram planes and by setting the created bullet position to -1. you could create a cool bullet gun glitch. It was a lot of fun. Unfortunately that computer died of overheating years ago.

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My First Game with my own Game Engine. The Hardest Game You Have Ever Played lol

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My first was a visual basic video poker game that I made in grade 11 programming. 

I remember during the year-end demo to class, there was a glitch in the straight flush logic. Just my luck!

I also remember playing it with a friend in another class the following year. So it must've been playable.

Unfortunately it never left the school network. What I would give to play it.

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A poker game waw cool. With betting and all? Why can't you play it, you have the code no?

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https://randomcreatorsind.itch.io/mazerpyramids

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I just made my first game!
https://mighty17.itch.io/iridium

how is it??

Moderator(+1)

Hi, I've deleted your latest reply in this topic, as you've already posted the same thing previously here. 

With that said, please avoid excessive self-promotion. Thanks

oh my bad i didnt remember doing it (the post wasnt turned black when u partcipate it turns sooo)

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My first game was a blockbuster indie success game where I thought I knew what I was doing, but being something like eight or nine years old (I'm twelve and a half now) I didn't know much about how to make a good game.

It was called ZapFred, and it was a game where I basically followed a tutorial to the T and then made some texture and model modifiactions to everything. It turned out a huge mess. I would get a screenshot of it, but I'm too lazy to go redownload Unity 5.4, the version that I created it in.

However, now that I've had some experience, I think that I've improved quite a bit, and the current game I'm working on, Direct Ascent, is a whole ton better. It would be nice if you could check it out along with giving it a review!

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Back in high school I made a GameMaker game based off the book "The Metamorphosis" by Franz Kafka; that's the first full game I remember making. You woke up as a roach and go find your family then got an apple thrown and lodged in your back.

I also made a game for my senior project that was more or less a reskin of a GameMaker platformer example that took me a couple hours including making a case and box art etc. I initially started off attempting to make a first person Frogger type game in whatever version Unreal engine was out at the time but I never got further than blocking it out. I wish I would've continued down that path and completed something real at that age.

I tried to find copies of them around a year ago when I really picked up game dev but I think they got lost with some fried HDDs.

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I started using GameSalad like 10 years ago I made about 6 games for ipad and iphone all of which were trash for the most part, the game I spent the most time on was a game called Plocks, it was a block game where you tried to bounce a block onto a platform by breaking down the stack.  Otherwise I haven't done much to be honest, I entered some game jams, I came in 3nd place for my artwork/graphics in Ludum Dare about 5 years ago and one of my games won 2nd place in a GameSalad game jam, to this day that was the best game I ever made... which Samsung owns... it's dumb.

But otherwise just making games for fun now :) Going to enter a ton of game jams, I mostly work with Unity and Construct 3. My experience is mostly with artwork, pixel art, graphic design and traditional art. I hate coding for the most part which is why I use construct, but I am learning everyday. I sorta realized that it doesn't really matter what engine you use as long as you are having fun while creating your game, that is what really matters to me the most.

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My first game was made in 1998 and was called Fishhead and the evil Highhair. It was a single screen platformer made in Klik&Play and was rather buggy. I did not have access to the internet and had to learn mostly by trial and error. The biggest mistake I made was using the same object for your own bullets and the enemy bullets. Turning around while shooting got you killed.

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Ball fighter, about 11 years ago, when I was 11. I actually have the game on my itch profile. 

It was pretty bad. It took me weeks to make, can be beaten in 5 seconds and it's a buggy mess. I'm actually just recently working on the 3D sequel, but making it in Unity. 

I also made a bunch of other various stuff in GameMaker at the time, but I never published them. I remember I made "Harry Potter and the Sorcerer's Stone," which opens up with you running away from Uncle Vernon to catch your letter from Hogwarts. The graphics were atrocious. 

Moderator(+1)

When I first started programming, I made some minor clones of popular games, like pong. I used C++ and SDL for the graphics. The first game I actually completed, was a small RPG, where you make your character, then walk through a forest, and encounter enemies in the grass to fight and level up ..

It had a small narrative, but the balance was just terrible and too luck based, but it was a fun little project.

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Here you can see my first game: https://dofs-dev-studio.itch.io/perfecto . Not perfect but I think it is not bad)

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I started with Unity and quickly got confused and quit. I recently picked up GBstudio and it gave me inspiration to try and learn code. My first game is called Quest Arrest. Quest Arrest is a gameboy game where you play a detective solving crimes in a city.  It is actually my only game, but I am currently developing another in AGS, which along with GBstudio has given me a good beginner experience with gaming coding logic. I will definitely be making many more games! Hopefully more and more advanced as I go.

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My veeery first game was a point-and-click linear adventure. It was made in Power Point. Yeah, power point, haha. I did't have access to any engine but I noticed how you could automate page-scrolling really fast and use links to jump to a specific part of the "presentation". 

I think you were a stick figure that had to shoot enemies and dodge bullet :)

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