Ever had a project that you had to give up on?
Posted: Fri Jul 26, 2013 7:41 pm
This is out of my own personal curiosity. Some of the pro's out there, you might have to go wayyyyy back.
I'm sure we all remember our first "Hello World" program, whether it was in a console window, or in a GUI(maybe with HTML or something), it was a special moment in our programming time. Now, let's jump ahead a little to the time when you found LÖVE(for me, it was 3 years later). How many projects did you start and just have to give up on? Have you still got a project laying around on your computer that was one of your early projects that you haven't quite deemed dead yet, but you're probably never going to touch it. Did anyone else have those? I know I had quite a few! *cough 34 cough*. If you remember me from when I started LÖVE, you may remember "Zepplin Game"! Yes, I spelled it wrong, it had crappy fonts(I had no idea how fonts worked), and bad collision. Now, about 2 months later I'm working on it again! I also had a project called "NOM", that isn't dead, but isn't being actively developed either. But, at least for me, those projects were learning experiences.
Fun Fact:
Mr. BallGuy was never intended to be released. I was planning on making a Zeppelin Game my first game. So, how did I end up releasing it? Well, I was with my friend(roggie on this forum) at a place called CoderDojo, and I was working on it. The way I worked on it was as I learned something new(e.g. how to play audio), I'd add it to the project. But that doesn't explain how I ended up releasing Mr. BallGuy! How I ended up releasing it was that I spent about 3 or so days working on getting files to save, on pure trial-on-error, and I eventually got something that worked. I was so happy, I don't know how to explain it. I'm sure you could kind of understand how much excitement I felt. Then, I was so happy that I told my friend that I got it. I showed it to a few other people and they said post it here. I didn't think it was that good, but I play it from time to time. It was a good first project, right?
But yeah, was there a project that you just had to give up on, because it wasn't working out, but you ended up making something better out of what you'd learned from that previous game/project?
Also, if anyone was wondering why I got discouraged from LÖVE, I figured out what it was! Here's a little story about it:
So, it was a normal day at the Eamonn-Corp-Inc-Labs, and I was typing away, and then I had an idea! "Why not make an infinite side-scroller game?!". So, I tried looking for code examples, projects like it on the LÖVE projects/demos, etc and couldn't find anything. Not only did this discourage me from LÖVE, it discouraged me from game development and programming in general. I kept thinking "Well if I can't make a simple infinite runner what the heck am I going to be able to make?! I can't make stupid MBG clones all my life!". There were a lot of other things that contributed to this(like being insulted), but the main thing was the fact that I couldn't make an infinite runner. It's kind of like when I play a game: If I can't get past a level, I get discouraged from playing the game. Unless it's an infinite runner. My inspiration for the 2D infinite runner came from Jetpack Joyride and the FloodRunner saga.
So, I'd just like to know if any of the expert programmers out there ever hit a moment like that, or if they had to abandon projects. I can't be the only one, can I?
EDIT: If anyone else is interested in making an infinite runner, check out the following guide. It's for the CoronaSDK, but since it's in Lua and LÖVE is so easy to use, it should be easy enough to port over. I'm hoping to read this and one day make a tutorial on how do make an infinite runner game in LÖVE. Obviously this would be only the basics, but you could work out how to add coins and stuff yourself. I'd have no idea how to do it, but I'd be willing to try it when I learn the basics. It'll be hard for me because it's a written tutorial and not a video, but I'll do my best!
Tutorial: http://mobile.tutsplus.com/tutorials/co ... nd-motion/
I'm sure we all remember our first "Hello World" program, whether it was in a console window, or in a GUI(maybe with HTML or something), it was a special moment in our programming time. Now, let's jump ahead a little to the time when you found LÖVE(for me, it was 3 years later). How many projects did you start and just have to give up on? Have you still got a project laying around on your computer that was one of your early projects that you haven't quite deemed dead yet, but you're probably never going to touch it. Did anyone else have those? I know I had quite a few! *cough 34 cough*. If you remember me from when I started LÖVE, you may remember "Zepplin Game"! Yes, I spelled it wrong, it had crappy fonts(I had no idea how fonts worked), and bad collision. Now, about 2 months later I'm working on it again! I also had a project called "NOM", that isn't dead, but isn't being actively developed either. But, at least for me, those projects were learning experiences.
Fun Fact:
Mr. BallGuy was never intended to be released. I was planning on making a Zeppelin Game my first game. So, how did I end up releasing it? Well, I was with my friend(roggie on this forum) at a place called CoderDojo, and I was working on it. The way I worked on it was as I learned something new(e.g. how to play audio), I'd add it to the project. But that doesn't explain how I ended up releasing Mr. BallGuy! How I ended up releasing it was that I spent about 3 or so days working on getting files to save, on pure trial-on-error, and I eventually got something that worked. I was so happy, I don't know how to explain it. I'm sure you could kind of understand how much excitement I felt. Then, I was so happy that I told my friend that I got it. I showed it to a few other people and they said post it here. I didn't think it was that good, but I play it from time to time. It was a good first project, right?
But yeah, was there a project that you just had to give up on, because it wasn't working out, but you ended up making something better out of what you'd learned from that previous game/project?
Also, if anyone was wondering why I got discouraged from LÖVE, I figured out what it was! Here's a little story about it:
So, it was a normal day at the Eamonn-Corp-Inc-Labs, and I was typing away, and then I had an idea! "Why not make an infinite side-scroller game?!". So, I tried looking for code examples, projects like it on the LÖVE projects/demos, etc and couldn't find anything. Not only did this discourage me from LÖVE, it discouraged me from game development and programming in general. I kept thinking "Well if I can't make a simple infinite runner what the heck am I going to be able to make?! I can't make stupid MBG clones all my life!". There were a lot of other things that contributed to this(like being insulted), but the main thing was the fact that I couldn't make an infinite runner. It's kind of like when I play a game: If I can't get past a level, I get discouraged from playing the game. Unless it's an infinite runner. My inspiration for the 2D infinite runner came from Jetpack Joyride and the FloodRunner saga.
So, I'd just like to know if any of the expert programmers out there ever hit a moment like that, or if they had to abandon projects. I can't be the only one, can I?
EDIT: If anyone else is interested in making an infinite runner, check out the following guide. It's for the CoronaSDK, but since it's in Lua and LÖVE is so easy to use, it should be easy enough to port over. I'm hoping to read this and one day make a tutorial on how do make an infinite runner game in LÖVE. Obviously this would be only the basics, but you could work out how to add coins and stuff yourself. I'd have no idea how to do it, but I'd be willing to try it when I learn the basics. It'll be hard for me because it's a written tutorial and not a video, but I'll do my best!
Tutorial: http://mobile.tutsplus.com/tutorials/co ... nd-motion/