[gameprogrammer] Re: Getting Started...
- From: "Ken Cornett" <storm3@xxxxxxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Tue, 27 Feb 2007 16:27:31 -0600
Whats up Alan,
Okay busted, yes, we have released a few games, a couple of which did pretty
good. We are now working on a New First Person Shooter. I personally have
been designing, and completing games, since 1993. I designed a lot more as
a kid, but never had the tools or knowledge to complete one, until around
1993, I started coding in C/C++ around 92, mostly C at first, then moving
into C++. I have been a co-programmer on some huge projects, such as the
Unit Editor for Total Annihilation, now working on making a new version for
Supreme Commander, you will note my name along with Kinboat, in many of
these projects I was simply known as StOrM3. Also about the same time, I
worked on a really interesting little program / project with my buddy /
co-programmer from college Called SNESkey. You will again, note my name in
the docs, and thanks listed in the program, as StOrM3 or Stormy.
I have appeared on newspapers in the what now seems like very distant past,
when I released my first and second games, titled: Pistol Pete Penguin -
(Side Scroller,Huge Weapons,Awesome Sound FX,Dos at time), Mega Droid(Top
Down / Zelda Style, Shooter, lots of surprises, puzzles, great graphics.
Then I dropped out of the scene a while, while I worked on my own Game Dev
Libraries, and reverse engineered the 3do file format for total
annihilation, 48 Hours, and lots of coffee, don't ask. Wrote a DXF->3do
file conversion utility, released the first, totally new unit for TA, crowd
on Cavedog chatroom go wild... Fade in, Cease and decist letter when I and
Kinboat turned my little utility into a fullblown editor, allowing texture
management, unit viewing, etc..
Then fade in Game Contest on Acoders website, I put together a team of about
5 people, each specializing in their own portion, aka, 2D Graphics,
Research, Coding, 3D Modeling, Several Engine Revisions, and Ported to
several engine platforms later, we released Seeds of Time, a puzzle game
which took 11th place in the contest, not bad considering we hit several
brick walls with the engine we were using, like the input routines, which
allowed the use of a joystick, kb, mouse whatever, causing the game to crash
horribly under xp, no clean exit, a lot of coding magic, lots and lots of
revisions later, trial and error, and viola, release, despite our 11th place
finish, we took our review seriously, and fixed each and every issue they
had with the game, and released Seeds of Time 2, After having our beta
testers totally hooked, on this puzzle game, we released it to the general
public. After, we released Brain Clay, bejeweled type clone but with pieces
that looked as if they were formed from clay. A project which made my
addicted to puzzle game mother, very happy for her birthday.
3 or 4 other projects started and not finished, because of lack of contact
with other team members, finally I regain the company and two of the other
members, and we began research for our latest and most controvercial project
yet a FPS based on a tech support facility. We have a solid engine,
including physics, have done such recon as google earth of the building,
then a drive by picture fest of the building, along with laser measurements
for reality, and have completed tons of models for project, getting way
better at using Fragmotion since creating a new menu, containing all the
items needed to model, change, extrude whatever.
Since then, I have once again been contacted by (once cavedog) now gas
powered games, about the file format, and animation info, including C++
headers etc.. to allow me to make another unit editor for their latest game,
which I am holding off on, and thinking about having fragmo collaborate on
adding support for this file format to fragmotion.
Phew, that was a shortened version, add in a lot of beta versions of the
other game projects which all made it into the 2nd or 3rd beta phase. Which
in my mind don't really count, because like a lot of other users will tell
you on here, it doesn't mean much if you don't complete a project. That is
the hardest thing to do, is see a game through from concept to working
project, to complete gold master.
Thanks for the interest,
Ken
-----Original Message-----
From: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Alan Wolfe
Sent: Tuesday, February 27, 2007 4:05 PM
To: gameprogrammer@xxxxxxxxxxxxx
Subject: [gameprogrammer] Re: Getting Started...
"as well as our own companies"
you have companies? whats the story behind your business, how do you
guys make money?
just curious...might be a cool place to post a project im workin on (:
On 2/27/07, Ken Cornett <storm3@xxxxxxxxxxx> wrote:
> Scott,
>
> I have recently setup a programming website, www.mirrovisionstudios.com
and
> am looking for people to contribute stuff, both to the site news, as well
as
> forum posts, and website links, so if you don't have a place to upload
your
> sourcecode to, or just need some storage, and a link setup, possibly with
a
> frontpage news article explaining it, and any other comments you have or
> would like to have stated for you, I will be more than happy to help out,
as
> I am trying to get this game programming site going and up to speed as
fast
> as possible, and that means taking on and helping out others and their
> projects as well as our own companies.
>
> Let me know, register on the website and the forums and email me your user
> and pass, and I could set you up as even a forum moderator for possibly a
> topic devoted to your framework.
>
> Ken
>
>
> -----Original Message-----
> From: gameprogrammer-bounce@xxxxxxxxxxxxx
> [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Chris Nystrom
> Sent: Tuesday, February 27, 2007 3:03 PM
> To: gameprogrammer@xxxxxxxxxxxxx
> Subject: [gameprogrammer] Re: Getting Started...
>
> On 2/27/07, Scott Harper <lareon@xxxxxxxxxxx> wrote:
> >
> > I would be all for this, actually, as it would allow me the
> > opportunity to get things more "right" from the get-go. ^_^ Um...
> > any suggestions on how? I've never started an opensource project
> > before... ^^:;; I guess sourceforge.net is the way to go? Is it all
> > pretty straightforward from there?
>
> Yes, sourceforge.net is the leading project hoster, but this is not
> required. Something as simple as setting up your own website and
> putting information about license and access to source code would be
> enough.
>
> Chris
>
> --
> E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx>
> Saving the world from web programming.
> http://www.newio.org - AIM: nystromchris
>
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- References:
- [gameprogrammer] Getting Started...
- From: Scott Harper
- [gameprogrammer] Re: Getting Started...
- From: Chris Nystrom
- [gameprogrammer] Re: Getting Started...
- From: Scott Harper
- [gameprogrammer] Re: Getting Started...
- From: Chris Nystrom
- [gameprogrammer] Re: Getting Started...
- From: Ken Cornett
- [gameprogrammer] Re: Getting Started...
- From: Alan Wolfe
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- » [gameprogrammer] Re: Getting Started...
- [gameprogrammer] Getting Started...
- From: Scott Harper
- [gameprogrammer] Re: Getting Started...
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- [gameprogrammer] Re: Getting Started...
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- [gameprogrammer] Re: Getting Started...
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- [gameprogrammer] Re: Getting Started...
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- [gameprogrammer] Re: Getting Started...
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