What was your first game?

Moderator
Posts: 592
Joined: 2002.12
Post: #16
It is interesting reading about so many people using HyperCard to start out with.

Being a ZX Spectrum owner BASIC was the language to do any first game writing in. No fancy card based systems for me. Adventure games were the first games I wrote. I learnt my early stuff from the INPUT series of magazines (1984-1985) so game writing reflected their content.
Quote this message in a reply
Luminary
Posts: 5,143
Joined: 2002.04
Post: #17
I also got my start in HyperCard. Again, it's hard to say what the first game was, but one of the early ones was a "first person" maze game clicking between cards where a bunch of the dead ends had a scary clip-art monk in them who "killed" you and sent you back to the start.

I still have a bunch of my old HyperCard stacks around in a backup...
Quote this message in a reply
⌘-R in Chief
Posts: 1,252
Joined: 2002.05
Post: #18
Skorche Wrote:The details are a bit fuzzy. Inspired by an educational laserdisc game that I had seen.

Laserdisc. LOL

Quote:I hadn't read the Hypercard manual yet, so I only knew how to make buttons that sent you to other cards. Sadly, I have no idea what happened to all of my Hypercard stuff. I think I still have it all on a Zipâ„¢ disk somewhere.

I have all of mine still. I have the HyperCard manual as well. Best documentation format ever.

AndyKorth Wrote:answer "YOU DO NOT HAVE MY RUBY LIAR!" with "Opps"

LOL




It's crazy how many of us used HyperCard. It's a pity Apple has nothing like it anymore to inspire new generations of developers.
Quote this message in a reply
Moderator
Posts: 3,572
Joined: 2003.06
Post: #19
FreakSoftware Wrote:It's crazy how many of us used HyperCard. It's a pity Apple has nothing like it anymore to inspire new generations of developers.
I never used HyperCard but I am surprised how many here did. I think David Rosen got his start there too. How hard do you suppose it would be for us to make something like that? Is there an existing solution out there already?

[edit] I was thinking about making a line-numbered BASIC to work inside an in-game real-time console which would work similar to old-skool PCs (like the CoCo). It would just use simple graphics commands but use OpenGL underneath for rasterization and maybe even have a semi-graphics character mode available too. That would make creating text-based games with simple sprite graphics or even line graphics a breeze.
Quote this message in a reply
⌘-R in Chief
Posts: 1,252
Joined: 2002.05
Post: #20
Runtime Revolution, SuperCard, and HyperStudio. RR is the most popular, featureful, and widest deploying, and HyperStudio seems to be the simplest and most HyperCard-like.

http://www.runrev.com/
http://www.supercard.us/
http://www.mackiev.com/hyperstudio/
Quote this message in a reply
Moderator
Posts: 1,560
Joined: 2003.10
Post: #21
AnotherJake Wrote:How hard do you suppose it would be for us to make something like that?
Not too hard for one or two people with a simple, cohesive vision for the application. Nearly impossible for all of us to agree on enough to do anything about it.
Quote this message in a reply
Moderator
Posts: 3,572
Joined: 2003.06
Post: #22
FreakSoftware Wrote:http://www.runrev.com/
http://www.supercard.us/
http://www.mackiev.com/hyperstudio/

I'm a little surprised we don't see recommendations for those around here considering how many started with HyperCard!

ThemsAllToo Wrote:... Nearly impossible for all of us to agree on enough to do anything about it.
Good point! Sadly...

It's probably not even the agreeing part but rather that we all seem so busy with our own stuff most of the time.
Quote this message in a reply
Member
Posts: 567
Joined: 2004.07
Post: #23
I got started with html... I'll leave out how I got into that. From there, I got into idevgames from David's skorched earth game.... and from there, tnt basic, then a badly self-taught C. Before this forum, I was not even aware that programming languages existed.

It's not magic, it's Ruby.
Quote this message in a reply
Member
Posts: 254
Joined: 2005.10
Post: #24
It's amazing to me how many people did games with hypercard. I always thought it was just a precursor to powerpoint. I didn't even know hypercard was a language until recently!
Quote this message in a reply
Member
Posts: 81
Joined: 2007.05
Post: #25
Hmm, Ant Planet is the first complete game I've created.

Prior to that I had created first person terrain fly throughs with opengl and took a introductory opengl class in college.

A long time ago, I would mess around with quickdraw -- good old copybits -- on the mac se. I sure do appreciate os x and not having to reboot on a bad pointer! Back then I wanted color so bad! The things we take for granted these days. Smile
Quote this message in a reply
Moderator
Posts: 680
Joined: 2002.11
Post: #26
I should also mention that while I didn't use Hypercard, I did use GameMaker to make simple point+click adventures with rudimentary battle systems.

My web site - Games, music, Python stuff
Quote this message in a reply
Member
Posts: 715
Joined: 2003.04
Post: #27
AnotherJake Wrote:I'm a little surprised we don't see recommendations for those around here considering how many started with HyperCard!

There's a one or two Revolution users in the forum who mention it from time to time. However the 'cards have limitations like price, lack tutorials for fun games and speed.

We were using Revolution for about four years to design the UI for iGame3D.
Helped get it in as uDevGames prizes and all. But nobody wants to use it.
Gave it up for open source solutions last spring.
A shame in some ways, but good to be free.
Quote this message in a reply
Moderator
Posts: 3,572
Joined: 2003.06
Post: #28
igame3d Wrote:There's a one or two Revolution users in the forum who mention it from time to time. However the 'cards have limitations like price, lack tutorials for fun games and speed. ...

I just bothered to look at the price... wow that's pretty expensive stuff for what it is! Maybe we should've done a game making tool for the last Inkubator project instead...
Quote this message in a reply
Member
Posts: 74
Joined: 2003.08
Post: #29
Revolution is expensive, if you want to make standalones, otherwise it's sub 50$ (revolution media). If you do make standalones, you can count on them having the same bugs on windows as on the mac, which is of course very nice for cross platform stuff. I hardly ever make Executables, and mostly use it as a tool to create specific calculations, task automation or little ui experiments. Rev's strength to me lies in it's extreme coding speed. GUI's can be crafted within minutes, and functional prototypes of almost everything within a day or so.

Meanwhile, I wouldn't recommend it as an arcade game creation platform. Mostly this is due to Rev's horrible animation and gui object moving speed.
There's no 3D, and for movies you need Quicktime on Windows. Using animated gif's slows it down considerably, forcing you to make your own animations (Which still will be too slow for doing multiple concurrent stuff). If you use timers instead of loops, your game will run at varied speed, due to the OS accessing the harddisk, or other background tasks interfering (at least on older machines).

Of course there are people who successfully make revolution games (of the top of my head):
http://www.derbrill.de/ (note: I am financially involved here)
http://www.karlbecker.com/
Quote this message in a reply
Moderator
Posts: 623
Joined: 2007.09
Post: #30
My first game was a Ball/Paddle game in REALbasic 4.5(which tells you something about my age)LOL I made several little games before and after that, but gave up on basic since I couldn't find any 3D documentation.Ninja
Quote this message in a reply
Post Reply