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Old Verge games: are you responsible?
Omni
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After all, I did question your sexuality brutally and with stunning precision!
Omni.self_esteem -= 500
Posted on 2004-06-12 17:59:46
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Omni
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Line 0: syntax error: ; expected
I realize I've wasted my coding experiences, been told I suck, and then my sexuality was brutally questioned. What a day, what a day. Maybe I'll go suicidally overdose on grapes.
Posted on 2004-06-12 18:44:05
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rpgking
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Quote:Originally posted by mcgrue
RPGKing:
I saw that map so many times. It became aen's defacto testing map for like 1999-2000.
Damn, you're serious? And all this time, I thought Animeman and I were the only ones to ever see it. O_o
Well...I'm glad that map ended up being used for SOMETHING!
Posted on 2004-06-12 18:51:47
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Alex
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Quote:Originally posted by Omni
I realize I've wasted my coding experiences, been told I suck, and then my sexuality was brutally questioned. What a day, what a day. Maybe I'll go suicidally overdose on grapes.
Hey, don't despair. Take no notice of him, he's just a nasty old grue... Sign me up on the group hug list!
Posted on 2004-06-12 22:48:58
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Gayo
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The only VERGE game I made that saw any kind of release was Stop Hitting Me, which earned a modicum of infamy in its day due to its near-impossibility and brutally cheap level design. Ah, good times. Anyway, it was a terrible game, but the embarrassment factor isn't too high for me because I went in expecting it to suck. It was basically the game I did to familiarize myself with VC.
After SHM I made a lot of tiles that will never see use because half of them sucked and the rest are lost, and then I started work on a sidescrolling action game. It ran like shit on my old computer due to some poor design decisions I made, and someday I want to recode it from the ground up, but it was fairly neat and fully functional to boot. I wouldn't normally count this in my "has done" list, but vaporware is a long and noble tradition in the VERGE community.
I also made a few Zeux levels. Most of the "unnamed" secret levels you can find in WinZeux (not the DOS version, which lacks them) are by me, so you have me to blame for that little bit of sadistic impossibility.
Posted on 2004-06-12 23:12:36
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Alex
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Quote:Originally posted by Gayo
The only VERGE game I made that saw any kind of release was Stop Hitting Me, which earned a modicum of infamy in its day due to its near-impossibility and brutally cheap level design. Ah, good times. Anyway, it was a terrible game, but the embarrassment factor isn't too high for me because I went in expecting it to suck. It was basically the game I did to familiarize myself with VC.
WTF? Are you being serious? That is far from a terrible game... Actually, I love it! Though you're right about the difficulty.
Posted on 2004-06-13 01:45:00
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Overkill
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Hmm... Old projects. I've looked through my old projects, to discover many are horrible, not only on the outside, but in their horrible code structure.
Anyways, here's a screenshot of one of my Verge 2 projects, which was called "Shadow Realms". It was last worked on near early 2003, when the Verge community production was down to a snail's pace. But it was somewhere around the time Verge-Net became an active place. I think it was my third project, which was pretty much the third total revamp of the game's prior systems.
For some reason, the text is grey, though it should be white. Anyway, the game had a system based around some FF Legend series ideas, like the 4 main stats, and 8 equip slots. I just tried to do something cool that seemed to have not been shown anywhere else. I only made the menu systems and part of a battle system, and there was little map or plot ideas created at all.
After the project seemed to have died, I resurrected my character portraits out of boredom.
Yay, I enhanced this pathetic story by adding eye-candy! Now, I'm working on a platform game, which I hope doesn't die off like my other projects. But, then again, I guess throwing away/stopping your work is commonsight in the Verge community... Heh, maybe I'll revive this game again.
Posted on 2004-06-13 05:10:09
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Gayo
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Your eye-candy bears a stronger kinship to eye-blandy!
Any response is futile! You must simply accept the burn that you have been dealt by me.
Posted on 2004-06-13 11:22:48
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mcgrue
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Quote:Originally posted by rpgking
Quote:Originally posted by mcgrue
RPGKing:
I saw that map so many times. It became aen's defacto testing map for like 1999-2000.
Damn, you're serious? And all this time, I thought Animeman and I were the only ones to ever see it. O_o
Well...I'm glad that map ended up being used for SOMETHING!
I also know the chr's name is Rath.
All your secrets are mine! Mwahahaha/1fds.fg.
...well, I guess they're everyone's, now...
Posted on 2004-06-13 11:27:01
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Overkill
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Quote:Originally posted by Gayo
Your eye-candy bears a stronger kinship to eye-blandy!
Any response is futile! You must simply accept the burn that you have been dealt by me.
Doh... *tilts head in shame*
But, either way, it enhanced my post, because now you get to make fun of more than just my crappy game concept.
Oh well, we've almost all wasted our time on a crappy project at least once, if not more.
Posted on 2004-06-13 15:03:43 (last edited on 2004-06-13 15:27:31)
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Troupe
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What does the "MAMA" stat do?
Posted on 2004-06-13 23:08:09
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Overkill
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Ooops... It's supposed to be 'Mana' but, um oh well. I can't believe I never noticed that.
I'll say the 'Mama' stat improves my chances with your mom! Right now, that guy has 0 mama. I have 36,536,590,787,079,060,935.906 mama. Owned.
Edit: It actually does say MANA, but the really dark grey text makes it look like it's MAMA. I think I did something messed up to the variable font width code I was using in V2.
Posted on 2004-06-13 23:31:12 (last edited on 2004-06-13 23:33:49)
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Zip
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I am so gonna have a 'Mama' stat in my next game....
Zip
[Edit: I am [i]so[/i] gonna get use to html rather than 'bbtags']
Posted on 2004-06-14 00:46:20 (last edited on 2004-06-14 02:21:30)
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Overkill
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Don't forget to have far-out elements, like Walrus and Panda elementals.
Posted on 2004-06-14 01:47:47
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Gayo
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Or, buy the above system, WAL. and PND.
Posted on 2004-06-14 06:51:25
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Troupe
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I got pwned ;_;
Overkill! Put the "MAMA" stat in the crazy RPG!
More summoning ideas include: ECH (Echidna), AAD (Aardvark), OPM (Opossum), and MCG (McGrue, who's magic effect is to not post HoV results on time -_-).
Posted on 2004-06-14 08:09:03
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anonymous
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As Skall (and I'd log in to use that nick, but I think the password recovery system was bluffing when it said it sent me a new login) I messed around with the original Verge by writing various neat VC scripts and two little demos that never saw the light of day due to hard-drive failures.
Other than that, I also did a chunk of work on Justin "Torquemada" Stanley's Deicide, but that version was never released to the public either. IIRC, the one that everybody played was v.02, and the one that's still sitting on my drive is v.05. It was about twice the size of the public demo and various folks beta tested it, but Justin kept it private due to the horrendous amount of bugs it contained (it is impossible to complete it without saving, quitting, recompiling various .vc files and loading it back up again throughout numerous points in the game).
Too bad too. Despite its flaws, it was definitely one of the better demos/games created with Verge (and it was almost 100% complete to boot), but myself and Justin soon moved on after its creation.
-Radek
Posted on 2004-06-26 00:33:20
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Skall
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Nevermind. My old e-mail account was just slow picking it up.
-Radek
Posted on 2004-06-26 00:48:51
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mcgrue
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Holy crap. That thing should be released! Do you know where Torque is now? :(
Posted on 2004-06-26 04:26:07
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Skall
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Yeah, right now he's back from his stay in England and looking for an apartment in NYC, or at least that's what he said about three weeks ago. We've stayed in touch over the years, but he has a tendency to disappear for months on end in what I fondly call his hermit mode.
I encouraged him a couple of times to finish off the original Deicide, but, unknown to most people, soon after v.05 was released Justin pretty much gave up on the original premise. I guess I could be partially blamed for that--I've spent quite a bit of time encouraging him to abandon some of the more obvious shadowrun/white wolf aspects of the game--and the setting/storyline went through numerous revisions; i.e. I still have some of his old design docs describing a globe-treading adventure, a more cyberpunk oriented world, a Planescape like (faction-wise, that is) universe, a surreal cthulhu-esque setting and a few more, IIRC.
I think it's pretty obvious that we both went on with our post high school education and abandoned the original Verge Deicide. However, despite its flaws, I still have an overwhelming feeling of nostalgia towards that little game. I once tried to convince Justin to fix it up, add the ending(s) and release it to the public, but he's firmly rooted in working on new projects (which are mostly of the writtend-word variety). Don't get me wrong, he's still very proud of Deicide, but it's just not the type of thing he wants to spend his free time on these days.
I doubt he'd mind me fixing the bugs and releasing the incomplete game, though. In fact, I once asked him about something to that extent, and he seemed positively indifferent. There's quite a few of those glitches, though, so I'm not sure if I'd be up to the task (especially since it's been years since I've touched Verge), but I always hoped that one day people would show enthusiasm towards the game and give it a graphical make-over that it so sorely needs.
I'm giving it a quick play-through right now (which is why I asked for WinVerge1 in one of the other posts), but from what I remember most of the game-stopping glitches came in the latter half of the game. I'll probably make a new thread about it and post some screen-captures, and if people are interested I'll see what I can do about publically releasing it.
-Radek
Posted on 2004-06-26 05:06:11
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