123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|590|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Question of the Day -> QOTD : Fail...

Mon, 29 Mar 2010, 23:11
Jayenkai
QOTD : What's the longest time you've spent working on something, that's inevitably failed?
And, what went wrong?

-=-=-
''Load, Next List!''
Mon, 29 Mar 2010, 23:34
Stealth
CHS Talk. A website for my school. Initially took 2 months to create and when it launched I had 70 signups and pretty good traffic. Then I decided to redo the site and idiotically took it offline. I then spend 2 years rewriting it and never finished it.

I learned that projects need limits. You can't build everything in and you should keep your idea list from getting too bloated. Also, don't take websites offline. The visitors don't come back.

-=-=-
Quit posting and try Google.
Tue, 30 Mar 2010, 04:21
Afr0
Probably various incarnations of my MMO project(s), represented by the Jupiter Engine I was working on. I think I wrote at least 2 versions in Blitz 3D and BMax.
Nowadays I feel like I'm constantly running out of time, so I don't start something unless I know it can be completed in a short while or will have a huge impact on my life

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Wed, 31 Mar 2010, 15:55
mindstorm8191
Probably a multiplayer snakes clone game called CobrasChallenge. I must have worked on it a year or more, but its been a while ago. With the game I had built several modules to manage the networking aspect of it all. I had a nice simple login system, and games could be created, modified and deleted with ease. But when it came down to the actual playing of the game, I was a bit stumped. I couldn't really rely on the modules I had created to manage networking, and I somehow had to make sure that player position update messages actually came through and worked. So the multiplayer never saw the light of day - but the single-PC play was pretty fun. I had up to 4 players on the same PC, running around picking up points, plus dozens of game options to spice things up. Its probably something I should still finish and showcase, but I'm now working on other things.

-=-=-
Vesuvius web game
Wed, 31 Mar 2010, 15:58
spinal
I once made a two player split-screen version of Sensitive (c64 game) on the Amiga using AMOS, it worked quite well, it died, I gave up

-=-=-
Check out my excellent homepage!
Wed, 31 Mar 2010, 16:22
Jayenkai
RTChess
Probably about 10 years since I came up with the idea, and have attempted 3 or 4 different versions over the years.
Nothing's happened yet.

Code 'em all
A great big Pokemon ripoff game, where you went around evolving wild game ideas!

Kasino Green
Restarted again, about 4 or 5 months ago, but seems to have fallen off the edge of the net!

-=-=-
''Load, Next List!''