Being a kid making games in the early 2000s

Posted by farmerbb 1 day ago

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Comment by fusslo 1 day ago

I remember what a battle it was to 'figure it out' back then

If you were lucky, there was a tutorial how to do X. But requires tool Y. Where do you get Y? Here it is on some apache indexed site! Oh, I just installed Sp0rk3h. Well, time to reformat and reinstall Windows XP. Good thing I partitioned my 40gB HDD

The learning curve for Photoshop 7, when there are 0 resources was pretty tough. I remember how proud I was when I figured out how to make an animated gif. Hammer editor (Was it called Hammer? to make maps for Half-Life engine games like Counter-Strike), There was an editor for creating an archive of images. was it a .WAD archive?

That kind of self-directed learning without hand-holding, I think, is not a bad thing

Comment by coldpie 1 day ago

I built some homebrew games for the PlayStation Portable circa 2004, in the middle of high school. I had some C and C++ knowledge, but barely knew what I was doing. Setting up the toolchain for building PSP homebrew on Windows XP involved a cygwin instance and all sorts of bizarre compiler and library packages that made almost zero sense to me at the time, and I had pretty much no Unix experience. I remember if I ever got linker errors, I'd just back up my source code (copy the whole dir to "game_backup_20040102" etc), delete everything, and re-do the entire installation from scratch, because I had no idea what a linker was or what the errors meant.

It's wild to me that I actually built and shipped two decent little games with that setup, lol. I put them on Itch a couple years ago: https://coldpie.itch.io/

Comment by dustbunny 2 hours ago

I was playing home brew games on my psp back in highschool and I think it was an absolute peak time to be a gamer.

Emulators on the psp was incredible too.

Psp would have been a much bigger hit if it had a second joystick. It was such a great console.

Also simply browsing the Internet on the psp was incredible too. This was pre smartphone. This was like right around the time wifi itself became mainstream.

Im jealous you had this experience! I tried to write some game code in highschool but couldn't figure out how to compile it. I think I used a c++ framework with a alligator as a mascot/logo... Started with an A I believe...

Wasn't until XNA in college that I was able to make a proper game.

Now I'm a professional game developer. I chased this field all the way.

Now I think making games for some of the android consoles is kinda the equivalent in that you can carry it around and show it to people. Or the Arduino is fun to make games for too :)

The smart phone is a fun target but the touchscreen really forces you into certain designs. The things that clamp to the phone and add joysticks to it definitely make the smartphone a much much more precise interface

Did you use that quick journal psp blog to spread this game? Remember when one of the jailbreaks was through a corrupted liberty city stories save file? Good times!

Comment by coldpie 2 hours ago

Haha, yeah, lots of nostalgia for that little guy. I have completely forgotten the technical details of the toolchain, I just remember it was GCC-based and ran in Cygwin. The games I wrote didn't use any of the hardware rendering of the system. It was all writing pixels directly into the framebuffer because that's what the hello-world sample I had access to did. For how simple the games were relative to the hardware, I frequently ran into performance problems because of this, drawing every single pixel one by one.

I did submit them to a couple of those PSP homebrew blogs and got some feedback from comments sections & such. I even submitted Dyox to a contest and won a flash cart for the GBA, though I never ended up doing much homebrew there. A couple years ago someone cataloging old PSP homebrew games actually uploaded videos of Dyox to YouTube which blew me away (sadly recorded at half-framerate, so the transparency effects don't show in the video because they rendered every-other frame).

I never looked into how the jailbreaks worked. My recollection is I only had to drop a file onto the storage and it would magically hack it for me. I actually never bought or even pirated a single game for the system, I only ever used it for homebrew and emulators and web browsing, hah.

If you're really curious, you can see the blog posts I wrote about the games 20+ years ago:

https://web.archive.org/web/20070220171034/http://brightnigh...

https://web.archive.org/web/20101012080343/http://brightnigh...

Comment by arjie 1 day ago

It was Hammer. I made a map purporting to be school and the hostages were in the principal’s room. No intention to shoot real people or anything. Just play. Same map but with bomb there and in the library for no real reason. We had a “clan” and put our clan tag up when we played on LAN or at the gamer cafe but we only ever played with ourselves and a few others there so that wasn’t that useful (only dial-up everywhere).

Naming ourselves what we did would probably have us outcast today considering we did so because we liked to play on the Terrorist side. Fortunately, we moved on to AoS/DotA a few years after and all was well.

Comment by kccqzy 1 day ago

As a kid I watched my mom produce plots in Microsoft Excel and even then as a first grader Microsoft Excel had a pretty steep learning curve. Some school computers had the whole creative suite, from Adobe stuff like Photoshop to Macromedia stuff like Freehand and Fireworks. All of these seemed overwhelming to me when I was in the first few years of elementary school. It only began to make sense in the later years of elementary school and in middle school.

Comment by alnwlsn 1 day ago

Our school computers didn't have those but my friends and I figured out you could make animations in PowerPoint, using the extensive clip art libraries which were installed for some reason (don't remember my home computer's powerpoint having nearly that many images). Also for some reason the teachers would let us goof around for the whole hour during computer lab time every Thursday. To this day I still don't think I have laughed harder than at a particularly stupid one my friend made.

Comment by tosapple 1 day ago

[dead]

Comment by grehbies 23 hours ago

Even worse when you were running a fossil because your parents saw a merely-working computer as good enough. Boy, I would really like to get into 3D modeling. Windows 98SE can't run Maya PLE, Blender chugs, I guess we're using Anim8or. Not that we're getting many polys out of 700mhz and integrated graphics. Did we run out of space on our 16gb hard drive? Let me just run CCleaner and... Oh, there goes everything. And no backups. (Why spend money on a second hard drive?)

The day we finally got an XP machine and I could actually run Flash and PS and Maya and go months without having to take a hacksaw to my storage count was one of rejoicing.

Never did get beyond parsing a spritesheet and changing the animation based on inputs in Gamemaker, though.

Getting capable machines and software into the hands of the youth is in the industry's best interests, really. Not just enabling the next cohort of employees; you head off competition. Otherwise folk're forced to learn workarounds to the "system requirements" and "cost" of industry standards.

Comment by vegnus 1 day ago

I showed my friend Game Maker 5 in 2007. We were both pretty young. It was quite the time. We didn't understand variables yet, so we had this insane system where were used Game Makers score system for variables. Once we figured our variables we felt on top of the world. Though we never wrote our own GML. We used to decomp other games and take code we needed straight out of other games and blindly re-work it into our own projects. What a good time that was.

Comment by smolder 1 day ago

I got started making games in Qbasic. That code was horrendous, and is funny to read now. I did learn some lessons through my mistakes, though, and at a young age, which I think was very valuable.

Comment by mysterydip 1 day ago

I learned the value of naming variables and functions :D booya1 and booya2 don’t tell you much when looking at code a month later

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Comment by enugu 1 day ago

Reminds me of making Chess in QBasic in school, without knowing what an array was. Was trying to encode board state in graphics (by putting some special pixels at corner of squares). Then got around talking to someone who had already made a chess game - he casually mentioned arrays. It was a revelation to me!

The cycle of just implementing something quickly and seeing the program work for the first time with wonder was something. In contrast to later on, where I delayed implementation and took hammock-oriented programming to an extreme. Curiously, AI is bringing back the 'just do it and iterate' phase with its pros and cons.

Comment by waltbosz 1 day ago

When I was a kid making games, I used ZZT. My brother recently got back into it and started teaching his kids for to make ZZT games. I found the programming language too constrictive. It didn't have great support for things like variables and loops. I still enjoyed it. My brother reasoned that the small instruction set makes it easy for his kids to learn to code in it. I suppose that's true. But he never learned to code in higher level languages, so he doesn't really know how frustrating it is to have to write so much ZZT code to accomplish something which would be so simple in another language.

Comment by dasyatidprime 3 hours ago

I've ha-ha-only-serious described ZZT-OOP as “object-disoriented concurrent INTERCAL” before. The #zap/#restore and #lock/#unlock commands rhyme somewhat with INTERCAL's ABSTAIN/REINSTATE (or IGNORE/REMEMBER, seeing as keeping important state implicitly in the program counter is a pretty important technique in ZZT), and sending a ‘message’ is basically remote GOTO.

Bonus points for using an extended editor to put normally-impossible values in stats fields to exploit different engine behaviors.

Comment by debo_ 1 day ago

My earliest "gnarly bug" experience was that the "set flag" operations in ZZT are limited to 8 flags, but it doesn't throw an error if you exceed that limit; it just wraps to the zeroth flag. It took me a full year to figure it out as a ten-year old.

Comment by dormento 1 day ago

> It took me a full year to figure it out as a two-year old.

o_O

Edit: i see you corrected it now, but with hn you never know..

Comment by willismichael 1 day ago

Well, it was limited to 8 flags.

Comment by debo_ 1 day ago

As a computing native, I mix up my 2s and 10s all the time /s

Comment by soupfordummies 1 day ago

warms my heart to see this so high. that summer I was 10 and discovered ZZT and the surprirsingly robust editor and language was really where it all began for me tech-wise. and I was just thinking about it two days ago

Comment by debo_ 1 day ago

I joke that I learned how to SmallTalk before I learned how to small-talk.

Comment by atribecalledqst 1 day ago

The little glimpses into the forum culture (and just what it felt like to be a kid on the internet back then) really take me back.

I think I'm glad I didn't discover 4chan or SA back then - my sense of humor was pretty horrible and edgy by itself (in my head I call it "proto-4chan"). I don't think I needed to see anything that would encourage it. South Park and Maddox were probably my biggest influences back then.

Comment by arjie 1 day ago

I went looking for old Linux forum posts where I used to call people “Microserfs” (there was some page that came up with this and I adopted it wholeheartedly) any time they dual-booted. Sucks for everyone else. On the Internet no one knows you’re a (12 year old) dork.

Comment by kyle_o 1 day ago

Douglas Coupland might not have come up with it, but he released a book called Microserfs in 1995: https://openlibrary.org/books/OL27284244M/Microserfs

Comment by jrootabega 1 day ago

If you like the website you should try his game mentioned there, Hypnospace Outlaw. It's hours of reading stuff like that. And you can get all the Granny Cream's Hot Butter Ice Cream you want.

Comment by atribecalledqst 1 day ago

Hypnospace is a classic. I was sad that Dreamsettlers was canceled. Love puzzle-y games where the puzzles are seamlessly integrated into the worldbuilding (Chants of Sennaar is another good example of this, IMO)

The music in particular was so good - I was still listening to Klyfta and Barnaby's Chair long after I finished my second (third?) playthrough

Comment by jrootabega 1 day ago

Yeah it was. And I think it had full albums in it somewhere. The music in Dropsy was great too.

Comment by Guy-ute 1 day ago

As a kid two years younger that also grew up in Florida, got obsessed with making games (though with the BYOND engine), created/deleted crappy but gradually less crappy games, eventually got into music and especially prog instead (pink floyd was my favorite band - dream theater was my first concert), had most likely undiagnosed ADHD (my assessment is actually tomorrow!), thought about going to Full Sail for either game dev or music production, this was a very fun read.

Comment by mju 9 hours ago

That’s just such a wonderful story. It really makes you feel nostalgic. I got into programming a generation later (so I missed the Klondike Gold Rush and wasn’t on the front lines of the browser wars either), but with getting into coding it was pretty much the same. My first steps we're with more or less simple 2D games as well (the least of them we're actually enjoyable from today's perspective).

Every little feature in my games, no matter how small, felt like a revelation. Each mistake and new mechanic opened new worlds for me (even small things like inventing strategies to key out transparent backgrounds, automatic collision detection, etc). All of that drove my attention to how stuff works under the hood. My first encounter was with BlitzBasic, though, not the GameMaker.

I guess that creative feeling during those first attempts triggered my live long passion for programming. I've been coding for ~ 20 years now, but it all started with a crappy 2D game on my weak PC.

Comment by karmakurtisaani 1 day ago

I started a bit earlier with QBasic. The coolest thing was using assembly to make code really fast. I understood exactly none of it, but thought that was the ultimate programming language and wanted to learn it one day.

Eventually I learned you don't really need it and felt a bit sad. Similar sadness I feel now that LLMs write all the code for you.

Comment by soupfordummies 1 day ago

Man this is taking me back!

The online groups where we made games together, the tons of ideas and concept art sketches in school notebooks, ZZT as someone else mentioned, the PACKARD BELL...

It surfaced this in my memory too, havent thought about it in a few decades: https://en.wikipedia.org/wiki/Official_Hamster_Republic_Role...

Comment by rgovostes 1 day ago

Speaking of old game frameworks, before developers used the Cocoa framework to create Mac apps, there was Apple's other Cocoa: https://www.engadget.com/2011-08-03-found-footage-apple-intr...

Comment by sandrae 1 day ago

The website and the theme of the website are perfect for each other. Jay, if you are reading this, please don't change a thing.

Comment by rootsudo 1 day ago

Rpgmaker days :)

Comment by mhink 1 day ago

That's what first got me into programming! RPG Maker 2000 and its GameFAQs forum. I don't think I ever released anything good, but playing with it- and especially trying games other people made in it, and getting to see how they were implemented!- was huge for me.

I wonder how many people will actually remember this, but there was a game called Jay's Journey that was a surprisingly good send-up of both RPG Maker games and the kind of fantasy RPGs it was based on in general.

Comment by rootsudo 14 hours ago

Oh man, yes gamefaqs in the 2000s then gbatemp…

Comment by tigerlily 23 hours ago

This takes me back, I too was a heavy TGF user. Though I was dedicated, I was definitely not as prolific as the author in terms of output.

This guy's dad was so supportive at such a tender stage in life, that was the part I liked the best.

Comment by Aeolun 1 day ago

The only thing I ever used to make games was OHRRPGE

It was hilarious. I didn't know what I was doing, but the dos aesthetics and the many options for FF style attacks made me really happy at the time.

Comment by debo_ 1 day ago

There is an incredible OHRRPGE game called False Skies that ate 100+ hours of my life a couple years ago: https://store.steampowered.com/app/1830040/False_Skies/

It's probably my favorite JRPG... ever?

Comment by sendgeetikamail 1 day ago

unhinged shades of purples, greens, and blues. textured, marbles, checkered backgrounds. was this peak design? maybe not. but it was peak happiness.

Comment by darepublic 23 hours ago

Made snake in high school. I remember figuring out the game had to run in a big loop and that feeling like a revelation from above.

Comment by KingOfCoders 1 day ago

I remember making games as a kid in the 1980s. Sadly no distribution available back then to ordinary kids - except perhaps in the UK.

Comment by paulryanrogers 1 day ago

Klik'n Play's spreadsheet programming worked surprisingly well with my young mind. Wasted so many hours making mini games in the 1990s.

Comment by BSPtree 10 hours ago

it was a very fun read, made me laugh out loud couple of times! What a time capsule!

Comment by debo_ 1 day ago

My favorite game-making experiences as a kid (early 90s) were:

- borrowing a BASIC game-making book from the library and hand-typing programs into QBASIC on my uncle's computer, trying to figure out how to translate the slightly-different BASIC dialect in the book on the fly

- making my own ZZT[0] games for an audience of one: myself. When I discovered the web later and learned that there was a huge community of ZZT makers out there, I was floored.

I have made several games as an adult, but none of those experiences has really been as much fun as those early ones.

[0] https://museumofzzt.com/

Comment by erdemo 1 day ago

Whoever maintains this blog website should definitely improve the site's nostalgia theme to make the content more readable.

It could represent how the web was in the 90s, but it doesn't represent what readers like these days. I sent this post to my friend and said to just open it in reader mode. Our eyes are not as sharp as in the 90s my friend.

Comment by MacNCheese23 1 day ago

i so disagree - and please don't generalize and talk about "what readers like these days" you != everyone

Comment by testaccount28 1 day ago

Comment by kirth_gersen 1 day ago

dang. kept expecting him to discover dungeons & dragons...

Comment by FLeXMurphy 1 day ago

Klik/MMF/Games Factory were a godsend. Daily Click and other websites (Pixel-nation?), super active forums. Lots of personalities.

Nice to see the list of people included on here, including FAIND (Fallen Angel Industries). Furry, Factor X, Tango Strike, the list goes on. So many great, fun games to come out of that crew. Joakim "Konjak" Sandberg is still going strong.

This was a world running parallel to things like RPG Maker, Game Maker and Flash. I'm glad someone did a write up of this, I hardly saved anything from those days.

Comment by patrick_rtk 1 day ago

wow it remember me myspace . Nice web site and story !

Comment by glimshe 1 day ago

Frames and patterned background... And to think this was once cutting edge <sigh>

On a phone, they make a really poor reading experience.

Comment by maybewhenthesun 1 day ago

But it perfectly captures what the site is about. ;-)

Comment by QuantumNomad_ 1 day ago

Exactly! I read it on the phone and I enjoyed the nostalgic look of the page.

I was even thinking, this is what the web used to be.

If instead of this it was written on another Medium blog or as a bunch of tweets, it wouldn’t have had the same impact that it does for me. It is the way that it should be, for the story it is telling.

Comment by learntoplaypitc 1 day ago

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