On this page you will find some of my programming samples I have made over the years. These include things from old dos 6.22 based C programming games, to newer C#, C++, PHP/SQL web pages There is also a game made in GameMaker and numerous games made in Unity. The C# programs will require at least .NET 3.0, so make sure you have the latest .NET Framework installed. Towards the bottom you'll find a game I made in GameMaker 8, which is an old retro style top down 2D action survival game. Below that is a section of my Unity games I'm working on, as well as a section for Game Jam entries that I've made.
As of 4/18/2015, Google has disabled the NPAPI in Chrome, so the Unity Webplayer will fail to load, there is a work around to re-enable this API but I plan on uploading WebGL builds once Unity has a more mature WebGL release in their 5.x platform. FireFox also has some weird glitches, so I'm disabling all current Web builds of my active project, existing projects "should" work. If you would like to check out a recent build of any Unity games, email me and I'd be more than glad to send a full PC build for you to play with.
If you'd like to contact me you can reach me at: firstname.lastname@example.org
This project started out as a "can I do that" type of thing, when the 100 Balls games were super popular I wanted to see if I had what it took to make the same type of game with the physics, controls, and everything that goes along with making a mobile game. This was also a great exercise in learning about publishing on the Google Play Store, as well as the Android SDK, and Google Play Games API, for things like Leaderboards and Achievements (which are both present in the game). There are three modes, and gameplay is very simple. In addition to the standard 2D view I implemented a secondary perspective camera to give a 3D option.
This is a project that I've been working on for for approximately two years. Its a 3D side scrolling adventure rpg with some crafting and sandbox elements done in Unity3D. Everything is modeled using Maya and the textures and UV elements as well as the UI portions are all designed in Photoshop.
My goal is to make an extremely fun to play retro style RPG but also have that sandbox and crafting element that games like Terraria and Minecraft have used so well. First and foremost it will be an amazing RPG, which I think the genre is sorely lacking. I plan on having a complete levelling system, melee and ranged combat, magic, talents, a day/night cycle, and many more things.
Right now you can gather resources, place blocks, load them into your crafting slots, and equip them as well (dummy items for now), enemies and their respective AI and some rudimentary magic system. Next plan is more items and resources as well as actual player gear. A combat system will be coming next and the groundwork for the levelling and RPG system will follow as well as fleshing out the crafting and building sytems.
I launched a Kickstarter campaign in February of 2015, unfortunately we did not meet our goal. The main reason we did not succeed, I feel, is that Kickstarter as a crowdfunding platform has changed drastically over the last 2 years. Instead of being platform to get funding to create a game as a small indie developer (I.e..Castle Story, Stonehearth, Hyper Light Drifter, etc), its now a platform for launching finished games (like Darkest Dungeon). Work on Renden will continue, just not in the same pace that it has been, and definitely not as a primary focus. I believe that the market is almost ready for a 3D Terraria. it just needs more a bit more time for that to be the next step in the evolution of that genre.
StarWarden is my next primary project after shelving Renden. It's going to be a bounty hunter style top down 2D game in space. Right now I have working multiplayer using the new 5.x Unity UNet API and world generation. Stars with their own planets and starbases. Players can enter individual star systems by orbiting a star. Eventually I'll have an economy for purchasing and selling goods in a TradeWars style system. Bounties and contracts will be available for capturing fugitives. Customizable ships for each mission will be an option, as well as designing your own base, outpost, starbase etc as a home port.
This is my roguelike project I've been working on, and one of my first attempts at networking using the built-in (old Raknet) Unity functions. Right now it supports both stand alone and master server networking. The level is procedurally generated and all of the enemy have AI to move around randomly. You can attack enemies by bumping into them or clicking, there also a rudimentary building system (playing around with some defense/trap options).
Ideally I'd like to see this develop into some sort of co-op multiplayer roguelike, something similar to the older Gauntlet games. Only time will tell!Back to Index
This was our entry for the Ludum Dare 34. I did all of the game design, and programming. The background art and food sprites were done by Peng Xu, and the rest of the art and dialog was done by Addy Taylor. The theme was actually a tie this year, and was "Growing" and "Two-button controls". Since I had done a Warm-up entry on Growing I found it funny that the final theme was the same thing I already did. Because of this we decided on doing something that wasn't plant based for the theme/idea. We came up with an idea to feed a cat and to do that you use two buttons on a mock factory control box to decide which way to send the food. It was nice to finish a Ludum Dare entry, I've planned and tried to do it before but I finally said this is the one and we did it!
In the end we came up with a fun little game. The goal is to see how much junk food you can feed the cat while avoiding healthy food. Junk food adds weight while healthy food subtracts. You also can't let too many items pass by the end of the conveyor belt as a pile of garbage will build up and eventually end the game. The longer you play the faster the food spawns and the faster it moves.
This was our entry for the #IndiesVSGamers Game Jam put on by Game Jolt. I did all of the game design, and programming. All of the 3D food models were done by Addy Taylor. The theme was "Arcade", and since Pewdiepie, Markiplier, and Jacksepticeye are going to review the 5 top games, I figured something with some physics would make for a fun time. (Those guys LOVE playing physics games and raging!). The idea is an homage to the arcade classic Burger Time. The goal is to build an order that appears on a whiteboard in the middle of the kitchen by catching food that drops on a plate. I tried to stay away from typical text UI elements and I incorporated things like a clock for a timer, a whiteboard for the order, and a sticky note for the score, and a handbook for a food legend. I like how everything seems to work together and not stand out as blatant UI elements. Has a fully integrated Game Jolt API with Leaderboards and Trophies.
Since the Game Jam ended I've added Touch and Accelerometer support for mobile devices and published the game as a free game on the Google Play Store. As I get the time I'll be adding in Google Play Trophy and Leaderboard support, and probably pull out the Game Jolt API. I'd like to also improve on the spawning of foods and optimize the physics as well.
This is a game that I started for the Textureless Gamejam 2015 and have continued working on it. Everything in this jam was done by myself. It's vaguely similar to Super Smash Bros from Nintendo. It's a 3D side view 4 player local head to head game, each player starts in their own corner of the level and once spawned they have access to a short range laser cannon and can drop a 1 sec time delayed bomb. The game supports double jumping and wall jumping and has some moving platforms. This was also the first game that I've done that has used the new Unity GUI elements introduced in version 4.6 and 5.x. I'm currently working on creating some models, since nobody likes being a capsule! I'd also like to implement some power ups, or alternate weapons that the player could pick up. Multiplayer is being worked on, but I'm waiting to finish up the multiplayer on StarWarden so I have a better framework to re-use. Game has complete sound effects as well as a score system and damage.Back to Index
The idea behind this one was to take an Angry Birds style side view game and do something extra. I decided I wanted to do an homage to Tron. I setup a MCP as the center point and created a rotating shield array around him and changed the view to a first person style. You throw discs by swiping to the left. Each shield will take five hits to break, and then once your able to hit the MCP its 3 to kill him, at which point he'll turn blue and you can restart.
This one was fun because I went back and ripped some sounds out of the old Tron 2.0 game for the shield hits, disc sound, and MCP being struck.
This was a collaborative project with two other individuals, who worked on art, story, and sounds. I was responsible for all of the programming aspects and a large part of the core mechanic and game design process. Its a procedurally generated roguelike action game where you progress through a clock, floor by floor, looking to defeat the final boss. Along the way you kill enemies to replenish a timer to keep going. Allows for custom floor and tower sizes. This project used animation states, sprites, and some custom UI elements.
This one was fun because it has animation states, a fog of war, procedural levels, animated sprites, and active combat.Back to Index
The idea is that you run around and randomly fight creatures and level up and gain gold. You can buy weapon and armor upgrades from the Town (T symbol), and eventually you can go to the large volcanic mountain and try to beat the dragon at the base of it (the D symbol). Of course you need to be strong enough to defeat him, and you can't flee from battle against the him like you can against everything else, good luck!Back to Index
This was a program I made for a friend who was getting into Baccarat, he wanted something that would take an amount of money and an amount of "flips", and see how long before he went broke. I added a file output option and five cards that when you click on it generates a random card and shows the picture. I stopped working on this as he didn't have a need for it after I prototyped it for him.
This is another "can I do that" project, I wanted to see if I could replicate the in game talent calculator from World of Warcraft. On this project I learned how to set focus on objects (like the Class box), as well as hover, and mousein and mouseout actions. Also how to change images based on certain events.
If you click the Test button it changes the status text at the bottom as well as the icon next to the button, as well as changing the text when you hover in and out. I also setup an OnClick action for the button in the middle to allow you to add up to 5 points into it by left clicking, and reduce by right clicking. This also affects the total points remaining, and has a custom tool tip. Changing the class from the drop down list also changes the background image to match.
This project was to learn how to use the WebClient() api and read in a datastream with the XML parser. The API that this program accesses on the Blizzard site is being deprecated on August 1st so it won't function after then.
This was a rather large project. The idea was to create a GUI for ImageMagicks command line programs to convert images.
This project became a snowball, as I started I added more and more things. I learned about file dialog boxes, more controls, as well as limiting what can be checked or set for radio boxes or check boxes. There is a registration scheme I created that reads and writes to the registry, and does so on 32bit or 64bit operating systems. The registration key is tied to the systems network card MAC address, and is read using a base64 encoded string. I also created a serial generator that takes the string the user sends to me and then generates a key that I can send back to allow the program to work.
This is the serial number generator I created for the ImageMagickGUI, it takes the serial from the program (in this case it's their network card MAC address) and then when you key it in and hit generate, it spits out the same key but base64 encoded.
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ImageMagick GUI Serial Generator Download
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