dotSphinx

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Sunday, 18 May 2008
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[Sphinx]

dotSphinx

A reflection of perfection

Contents

The past...
The story of the Sphinx, how it all began...
The present...
About deterioration & restoration...only a dot remains!
...and the future!
Wonders the Sphinx may perform for you...

The past...

It must have started somewhere around 1985, but I lost track really. Together with some friends, we created several demo's for the Commodore 64. The demo's were released under various labels: FCT, Orion, and last but not least, Sphinx. At first, these demo's were very basic, but as time passed by our demo's began to improve. [Artax] We realised that apart from ripping music from other people's games, we could start writing games of our own. So, our first commercial game was born: Artax, a shoot'em up for the Commodore C= 64. It was published on Magic Disk 64 (number 4).

Inspired by the success of our first game, we found a new challenge: the Commodore Amiga. [Real Genius] Our first game for this platform was called Real Genius. It was a rather simple game, as we were not quite familiar with all the horse power the Amiga offered. [Future Shock] As time passed and our knowledge grew, games improved, and Future Shock, a Cybernoid-like shoot'em up, saw daylight. After that, we started coding Doofus, which happened to be our last commercial production. [Doofus] Why? Well, for one, the Amiga was falling apart and PC games were becoming increasingly popular. Another reason was that, sad but true, Sphinx as a group fell apart also. Coding made place for other interests, and other obligations such as studies, girlfriends :) etc. appeared on the horizon. The result was that we never made the jump to the PC platform...

I myself did try to get something off the ground on the PC platform. My closest attempt was a 3D game engine, featuring tanks, heli's and hovercrafts at war on a 3D island. [3D Demo] However, I lacked inspiration for a good idea for game play. Also, the fact that I had to do everything by myself wasn't really inspiring. And really, coding on the PC felt, compared to the Amiga, taking lots of steps back...

The present...

I never really lost interest in writing computer games. However, I do realize that these days it is almost impossible to compete with the commercial games out there, without sacrificing all my spare time to the computer.

Luckily, a new platform appeared on the horizon: Java. The Java platform brought back to life small, simple, but entertaining games. [Thimblerig] Ofcourse, I couldn't resist, and gave Java my first try with Thimblerig. I received quite some positive reactions on Thimblerig and some of my other Web creations. You may check out the showcase for a quick overview of games, applets, and ratings...

Nowadays, I mostly code and work on my home page as part of my hobby. However, sometimes I work on a freelance basis for various customers. The work ranges from designing web sites, to creating games that can be played online.

... and the future!

The future is still open. I still like writing games, designing sites and working out other creative things a lot. If I have a good idea, I am still eager at doing my best in turning this idea into real bits'n'bytes. Unfortunately, really good ideas are rare. But perhaps you yourself have a really good idea that needs to be worked out, or you need a cute applet for your own site? If you do, contact me, perhaps we can help each other out...