What's your current project (2)

Miscellaneous Forums/General Discussion/What's your current project (2)

Someone brought this old topic up so I thought I'd better start a new one so people aren't re-reading an old thread.

Are you still using Blitz? If not what are you using?
What's your project? What progress has been made?

I gave up the php, mainly because I don't like network stuff. Now I'm working on a program in PureBasic which is so top secret that I don't even know what it is. Progress is slow, very slow but I'll find the time some day.

With BlitzMax nothing yet, only goofing around and trying stuff out.

I've been busy with a simple 2d shoot 'm up called 2dsupershoot (yes indeed...) which is being programmed in C++ with the use of SDL. There's also a blog. After I finish that one I'm going to focus on BlitzMax.

I might be started developing in BlitzMax earlier, but it depends on my graphics artist. Who's computer is messed up right now. In the meantime I'll just experiment with BlitzMax.

I'm working on my game engine. It's currently written in a combination of BlitzMax and C++. I would rather not try to discern what amount of progress has been made, because it's currently undergoing a lot of changes.

THAT IS ALL.

My current project is to finish the last project.

What does that mean?

It means his current project is to finish his last project.

I still don't get it.

That would have to mean that his last project is his current project, but then it wouldn't be his last project.

The laser cannon project thingy.

Pretty much the same as Noel. I'm working on my game engine, which is written in BlitzMax and C++. I have no clue about progress, because it depends when I stop adding new features, what issues are raised during testing and what features I suddenly decide I want when I begin working on a first game with it.

I have far too many projects on the go... but they are getting finished, which is nice ;-)

Other than the usual modules stuff, of which there are a few in progress, I'm also playing with a few apps too.
One is an SQLite database manager, which I'm using mostly to test wxMax and give the SQLite database driver a good thrashing. It's improving both those modules.
Another is a Digital Scalextric race-manager, for showing live timing and whatnot. Also want to add a track editor onto it, which is fun. Decided to do the editor with a GDI interface (for now), just cuz, with the race-manager timing as a full-screen Max2D on wxMax window.

Like to keep myself busy :-)

Were putting together a quick demo game using flow3D with FlowED integrated. Mostly to make sure that everything that theoreticly works or works in little example apps works in an actual game too.

http://www.flow3d.org/AD/mmtest/mmtest.html

Flash video as of a week ago. Currently adding some water shaders, have an early video of a water plane stuck in the same level at:

http://www.flow3d.org/AD/MazeMonkeysWater.htm

Hopefully it won't take too long to finish up the game demo, at which point we will be almost ready to release the flow game dev framework for Bmax.

I guess were in the same position as Gabriel and Noel. Lots of people Using C++ these days. Cygnus is starting to like it more and more having picked up quite a lot from Lina over the past year.

concept demos to see if i can do the idea. might post ther resualts if they are worth it. and other odd-jobs.

Massively Multiplayer Rule/Magic based turn based puzzle game called Gem Heroes.

Working on a re-write of a classic 2d arcade shooter using my Blitzmax Game Engine, MGE. Working with a pro artist who is rendering eveything using 3D models which are converted to small 2d sprites. It's coming along very nicely, should be done in a month or 2.

Slowly trudging through the engine for my platform game. Node system is done, script system is done (minus some commands), collision detection is nearly done. At the moment I'm trying to build the visual system.

I find Bmax itself a pleasure to use, but the code I'm having to make just now is quite mind-numbing. This is certainly the most ambitious project I've worked on, and it's becoming quite intimidating.

If I get through this part, though, it should be more fun to work on. If the visual system is working, I can start drawing pictures, which is always fun.

I've spent most of my coding life trying to make convincing platform games. It's interesting to think back to my early engines; they were amusingly ill thought-out.

This one is coming along quite well though. It's going to be mouse and keyboard control, with 360 aiming. In theory anyway. It's probably still about 3 years away from completion.

MGE: Looking forward to it dude, hope it rocks.

My current project is a casual game that I'm writing for BFG. I'm about a month into it but most of that has been design work so far and getting a codebase up and running. The artist has just started producing the art.

I'm tempted to keep starting mini things but I know it will be WAY to distracting so I try to channel my "need to code stuff" into my current game instead.

I'm actually making something for actual money - an animation system to do Terry Gilliam-style cartoons.

My current project is a PHP+MySQL based CMS, it's likely to be my current project for a while.

Something to do with Zombies and post-apocalypse and RTSes... shhhhhhhhhhhh

Nothing I can speak about ;)

Me im Currently building a physics Game Using

1. Blitzmax (MainCode)
2. TV3d via GlimmerWrapper (Graphical Display)
3. Newton GD via TV3d intergration (Physics)

I Got my inspiration from games like MarbleMadness , Balance ,SwitchBall and The Incredible Machine

The Game Heavily Uses SpherePhysics as the General Motion Device but Control of Robots/Machines becomes available as you progress

Coding is Going Strong With Most Core aspects already in place.

MediaLoader 100%
GuiInterface 20%
LeveLBuilder 20%
UserData 10%
GoalSystem 2%
PhysicsClasses (200) and Counting no Limit
PhysicsMaterial (15) and Counting no Limit
PhysicsControllers (5) and Counting no Limit
more in the pipeline

Currently Im Sticking With placeholders for dev and adding more accurate geometry models as and when needed

For Modelling and Graphics im using
1. Silo2
2. zBrush3
3. Xsi Foundations
4. UU3d
5. Milkshape
6. Deled
7. PSE 6.0

Audio is my main issue atm as im looking to complete a commercial project but the buying of Music/Sfx just isnt an option since ive gone parttime to develope this game.
Looking at
30+ audio tracks
100+ material interaction effects
50+ MachineEffect (Motor/Gun/Pistons ect)

I'm working on an appointment/point of sale system for day spas and beauty salons, using wxMax and a good number of Brucey's other mods. Version 1 was written in win32 C++, but I wanted to go cross-platform this time round.

It's been a mission-and-a-half (I hadn't used a basic-style language in 20-odd years when I started), and I had to take the "scenic route", starting with MaxGUI and then porting to wxMax when it became available, but everything is looking good now for a pre-July release. Fingers crossed!

current project is RetroTank3D

Made with Blitzmax and the Irrlicht mod.

I'm working on an RPG called Land of Rain (a horrible title, I know).

The graphics are really basic... but I'm learning a lot about different aspects of programming I've never encountered before, as well as how the game making process works.
A link to the worklog is in my signature.

I'm also working on some text based games in QBASIC, and I'm constantly updating my website (HTML stuff).

Book II

Still working on my Rockfall DX game (a Repton/Boulderdash type game) for the PC and Mac. Programming is pretty much done and is now down to the usual last minute spit and polish. Graphics have doubled in size, as I now also have a graphics artist working on some new graphics. Apart from bug hunting I'm down to level design while I wait for some new graphics. Hopefully, shouldn't be too long now.

Book II woo! Please have a faster walking speed (see Avernum 5).

JazzieB: Look forward to it, I always liked that game.

Still working on my top down space-shooter-rpg thing. I estimate there's about 45mins of game play in there now - just spent a whole week off work trying to do stuff on it. I guess I've spent 6 months on it so far but don't expect to finish for at least another 6 months!

Heres a quick screenie of when the player has to race some aliens in order to progress further into the game:



Motorcycle game:
http://www.stuntmoto.org

Working on my 5th prototype currently while building up my own game framework in the process. Has been really helpful making ever more complex mini-games to give my early framework a good bashing/testing. Goal is to make a commercial game though. Hopefully in the next couple months I'll be in full swing with a decent framework and a good gameplay mechanic to go off of.

Working on Star Control melee type game with multiple players (AI only currently). Pre-alpha will be released in next few weeks.

Are you still using Blitz?

No.

If not what are you using?

C++ and Ogre.

What progress has been made?

Still very early in development, maybe 5%.

What's your project?

It's still very early, so all I'll say is a multi-genre science fiction game.


Test of 4096x4096x6 planet with orbiting 2048x2048x6 moon.

I'm currently working on 3 2d games for Blitz 3D.
Across The Land, which is a turn based RPG, and should be available for download very soon.
Battery Man, which is an overhead perspective adventure game, starring Battery Man the robot(who is made out of cans.) and his inventor Doctor Campells.
This game will also be available soon for download.
And finally, The Time Of The Dark.
My very weirdest game, and probably my favorite.
Its game play is very mixed, with some levels being platformer levels, and others being first person dungeon crawl levels, and others being driving levels,
and so on.
Unfortunatly, this game is so big, that it will not be available for download anytime in the near future.

Hope you enjoy them, and I look forward to checking out some of your guys games as well. They look AWESOME.

The Mighty WERDNA(Lord of Darkness/Dorkness)

Currently still plodding away slowly on my game engine/various game designs. Working mainly on a bitmap system for main-memory image manipulation at the moment which will be the foundation for later image editing/processing and texture manipulation. Also working on and polishing up the design of my mass-particle engine. The current project is really an overall engine but I am leaning heavily towards a space-shootemup type of game.

Meanwhile I am really distracted at the moment because I am upgrading both our computers to OSX Leopard, plus just got some new ram, and in a week or so will be doing the whole Triple boot Mac/Vista/Ubuntu thing plus Parallels desktop, so I've got a few things to get adjusted to, then right back into the design and coding. Plus once I'm running Windows I can enjoy much more of the showcase items that you guys spew out :-)

An XNA version of Ninjah, failing that, a new blitz version of it with some extra modes and generally taking into consideration what people said about the first one.

I'd like to see how playable it is with an xbox360 controller anyway :D

Engine makers: Don't take this the wrong way but, unless your goal is "to have fun making an engine", don't spend all your time making an engine! Get a basic one going and then make a GAME. As you make the game you can refine your engine with stuff that really matters. Then make another game and refine it some more etc. If you want to make games, then make games, not engines...

As you make the game you can refine your engine with stuff that really matters. Then make another game and refine it some more etc

That's exactly what I've been doing with my games recently. I have a nice 3d framework that I've been working on for about 2 years :/ I'm making each new game with something about my framework in mind so I can really fine tune it.

My next game is a simple musical game where the player copies patterns of music notes/beats. The patterns get longer each time you complete one. I've got a HUGE project lined up that I'll be starting in about 6 months, plenty of mini games to make between now and then :)

Nothing - or rather, looking for a publisher.

Right now, I don't even want to look at blitz.

tachyon,
You should make a post asking what people want to see in book 2. I loved the first one! The only thing was the walking speed.