10 Game(s) Found
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Page 1 of 1
The first text adventure I wrote. Story has been ripped off a Mickey Mouse comic with just the character names removed.
Puzzles are virtually nonexistent, the 'parser' only understands commands which have been hardcoded into the game.
Puzzles are virtually nonexistent, the 'parser' only understands commands which have been hardcoded into the game.
This is actually not a game, but only a 'programming excercise' I did for myself. It was intended to mimic the basics of a shooter, but all you can do is move around and shoot, because there are no enemies.
Made directly following Geh aufs Ganze, this is another TV show. Guess the prices of real products, and be more accurate than the other AI or human players - thrilling!
Tapuak was responsible for entering the prices into the 'database'. The final 'level' is unfortunately missing, because we both couldn't remember the exact rules anymore.
Tapuak was responsible for entering the prices into the 'database'. The final 'level' is unfortunately missing, because we both couldn't remember the exact rules anymore.
Compared to my previous Adventure games, this one offers a vastly improved 'engine' which allows the player to move around freely through the (admittedly few) locations. Puzzles have been included as well this time.
My second text adventure. 'Flight 714 to Sydney' is a Tintin comic, and the game follows it pretty closely... until the second half which is pretty much skipped completely, because I didn't like all that alien stuff.
Computer version of a well-known (and extremely stupid) TV show. What I'm especially proud of is the how the 'studio audience' is trying to influence you ;)
Written in Quick Basic 4.5.
Written in Quick Basic 4.5.
A remake of the C64 classic Imperator.
Written as a school project together with another wannabe programmer in Turbo Pascal. It's not quite as complex as the original, but still quite nice in multiplayer mode. Unfortunately, the second (extended) version never made it past the planning stage.
Written as a school project together with another wannabe programmer in Turbo Pascal. It's not quite as complex as the original, but still quite nice in multiplayer mode. Unfortunately, the second (extended) version never made it past the planning stage.
The first game I not only started, but also 'finished': the perfect simulation of an one-armed bandit.
Written in Quick Basic 4.5 after I had started to learn it at school shortly before.
Written in Quick Basic 4.5 after I had started to learn it at school shortly before.
The Good Old Days' second birthday special - an Adventure walking along the fine line of cheesiness and geeky fan-ideas.
The main technical difference to all my other games is that I didn't use a full-blown sophisticated language anymore. Much too much fuss. Instead, I relied on TADS (Text Adventure Developement System), a free C-like language specialized on IF. The main reason I chose TADS and not Inform or any of the other competitors is that TADS is very easy to learn. It's purely event-based. That means to program a game, all I had to do is define the objects, locations and persons and set routines how they interact with each other. The TADS engine connects it all then with the already great parser which comes with it. Of course I also added to and customized that one. But a big chunk of the work of a real game engine (which none of the older games have) didn't have to be made - I could concentrate on the contents of the game! The source code writte by me is over 2000 lines long. Then add even more for the engine and you get the picture how much work has been put into this.
The main technical difference to all my other games is that I didn't use a full-blown sophisticated language anymore. Much too much fuss. Instead, I relied on TADS (Text Adventure Developement System), a free C-like language specialized on IF. The main reason I chose TADS and not Inform or any of the other competitors is that TADS is very easy to learn. It's purely event-based. That means to program a game, all I had to do is define the objects, locations and persons and set routines how they interact with each other. The TADS engine connects it all then with the already great parser which comes with it. Of course I also added to and customized that one. But a big chunk of the work of a real game engine (which none of the older games have) didn't have to be made - I could concentrate on the contents of the game! The source code writte by me is over 2000 lines long. Then add even more for the engine and you get the picture how much work has been put into this.
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