This is a collection of some of the games (and other) programming I have done in my spare time over the years. Everything is ordered roughly chronologically, newest first. It includes anything I completed, as well as any interesting projects that fell by the wayside.
You can see the full listing, including all the less interesting or very early work here.
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Status: Done for now
A tennis game that tries to give you a bit more control over your shot than most tennis games do.
Multiplayer through one keyboard player and up to four XBOX 360 controllers.
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Status: Done
A program that keeps a running 30 minute recording of an audio source (such as a microphone), which you can then save off at the click of a button.
For saving off those moments of pure inspiration that can be so fleeting.
Needs LAME in order to save off files (Download separately).
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Status: Done for now
A small program written in XNA to test the rumble on a Xbox 360 arcade stick I built, to make sure the rumble motors were wired up right.
needs the dot net framework unfortunately.
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Status: Done for now
A prototype shoot em up. Dropped in some music I was listening to at the time, and ended up partially building the level around the music. One level with online score table.
If the music dies during the level you may need to increase the amount of disk space allocated for flash (right click on the movie, settings, little folder icon
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Status: Complete
A claymation adventure game animated in a single night. Use the mouse to click and interact with objects and click on the window edges to walk to another location.
Finally should have fixed the lock up bug!
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Status: Finished.
Pengwans returns as a Facebook plugin. See your friends as never before!
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Status: Work in progress.
Platform game built around the idea of using the flash editor as a drag and drop level creator.
V0.8
Tidied up lots of stuff, and tied lots of stuff together in a temporary fashion... No severe bugs that I'm aware of.
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Status: Unfinished
Early Tactics style engine. Using some free placeholder gfx for now.
End key resets the playfield
Arrow keys to look around
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Status: Work halted
So, I dug a load of old stuff off my Amiga hard drive. A lot of old graphics I had forgotten about totally fired me up to do stuff with them once again. I didn't exactly spend ages on this one, and there are a few bugs left in there. Debugging is left on so you can see what the AI is thinking.
Graphics created by John sometime in 1999, Code by Loz in late 2006. Better late than never eh?
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Status: Finished
A flash based, draw-something-to-share-with-others thing. Hold space to bring up the menu. Lines cannot be erased except when they are re-used in new drawings.
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Status: Unfinished
Lots missing, like rounded off rails, the ability to place the white and put spin on the ball, but playable. I haven't tweaked speed/friction to try and get it to look realistic yet either.
I wrote nearly all of it on paper while ill in bed, after remembering a much earlier attempt in AMOS which had awful physics.
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Status: Unfinished
C game that allows you to shoot cans using the mouse or LCD topgun Light gun. Needs dll pack extracted to the game folder. Textures and sounds shamelessly stolen from the internet.
Also Needs a gfx card with pixel shaders and fairly recent drivers.
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Status: Finished
Little experiment which uses simple newton physics to allow you to travel to the moon! Weight and thrust is the same as what google says the Saturn V rocket was.
Use (left, right, up) arrow keys to control the rocket, and move the sliders with the mouse to control the zoom and time compression.
To get started set time compression to x100, angle the rocket slightly using left/right, and hold the up arrow.
Written in C, since flash glitched horribly at the huge zoom range needed. Resizing the window messes up the sliders, so don't do it!
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Status: Finished
This was made to test out a point and click adventure game engine I was making. Very short, but complete.
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Status: Unfinished
Needs dll pack
Platform game engine using a familiar character. Totally totally incomplete, but uploaded because whats there is nice. Control with arrow keys. Needs a gfx card with pixel shaders.
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Status: Unfinished
Needs dll pack
Uses newton to simulate a hovering jet thing, and then keeps it under control using signal theory I learnt in uni. Needs a joystick with rudder/throttle set up as ID1.
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Status: Finished
Multi player, plug in all the pc gamepads goodness. Auto detects players and drops them into the game. Pretty complete.
Keyboard controls: arrows and z:jump, x:kick, c:change teams
F5: Reset, F9:start match (settings in the .ini file)
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Status: Finished
Needs dll pack
Early C programming. Drunk on the power after moving from flash I decided to find out just how many radix sorted sprites I could get on screen at once. LEFT/RIGHT adjusts numbers.
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Status: Finished
My entry for the 2004 Flashkit games forum 48 hour competition. All concept, graphics and programming completed by me over a 48 hour period.
With this I won the "Most fun" category!
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Status: Unfinished
Me and John was bored, and tried to make a game in one evening.
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Status: Unfinished
My floppy disks of Wiz n Liz died long ago, with this I was attempting to make my version of the great game. All the core game mechanics are there including two player split screen, but I lost interest when gluing it all together.
Controls:
P1: Arrow Keys
P2: WSAD
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Status: Unfinished
The start of a tappy combination based fighting game. Creating all those animations killed this one off.
Controls:
P1: WSAD,N,M
P2: Arrow keys, num 1,num 2
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Status: Unfinished
With this I took some pseudo 3d techniques I had been reading about, and made an engine for a game similar to something I remember playing off an amiga magazine coverdisk. I added some resident evil touches, because I could. I got bored of drawing lots of slices of furniture, so moved on to other things.
Controls: Arrow Keys
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Status: Unfinished
I created this character with a game in mind that never came about. I did all the rag doll code by just experimenting, so its not real physics, just an approximation that I fiddled with until it looked good.
Controls: Point and click.
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Status: Unfinished
Start of a shoot em up that I started after getting lots of ideas on a long train journey. I was working on something else as well at the time, so I only carried on with it while my interest continued.
Controls: Arrow Keys, Point and click left and middle mouse button.
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Status: Unfinished
Scrolling tile based platforming. If you get bored of the level, download the swf, and edit map-test.txt to create your own.
Controls: Arrow Keys
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Status: Finished
My 2003 (and first) entry into the Flashkit games forum 48 hour competition. I got Silver in the art category for my many characters and bouncy hair. Learned that making the game after the graphics can be bad from a gameplay point of view. Complete.
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Status: Unfinished
The beginnings of an RPG. There is a hell of a lot of engine code that never saw the light of day.
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Status: Unfinished
My attempt at a Real Time Strategy game. I was really maxing out the graphical capabilities of this one (at the time). Set in space simply to eliminate the need for any background.
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Status: Finished
Made quite early on, Spent quite a bit of time on it though, so its pretty Complete.
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Status: Unfinished
Two player basket ball 2 on 2. The AI leaves a lot to be desired, and trying to improve it killed off the fun in the project.
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Status: Unfinished
I made this really early on when I was still getting to know flash. Most people seem to like it but the code is pretty awful, and the idea of starting again from scratch wasn't very appealing.
Controls: Arrow Keys, Point and click.
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Status: Unfinished
This was one of the first things I EVER made in flash. I really didn't know what I was doing, but it came out quite well.
Controls: Arrow Keys, Space.
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