Hi! I am Laurence Shann, a freelance programmer.

This is a collection of some of the games and other programming I do in my spare time between contracts.

You can see the full listing, including all the less interesting or very early work here.

Last Update 26th June 2017.

On The Rooftops

A HTML5 minigame written in Dart built into the top of the frontpage of this very site. You must have a modern browser that supports HTML5 to play.

Press the space bar to start the game and to jump, and try not to fall!

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Tomb of Rooms

A survival horror game built in Unity with procedurally generated levels. Click through to the website for more information

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Ninja Flood Fight

A multiplayer Sonic meets rainbow islands game. The level editor is accessible in game (press escape in 1 player mode)

The entire game is controlled by the keyboard. Player one uses the arrow keys, space and escape.

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Augmented reality

An Augmented reality test using FLARManager in Flash. Needs a webcam and printing out a marker to work.

Puts a rolling 3D ball into your world.

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A C program that continuously records an audio source (such as a microphone) and allows you to save off the recent data at the click of a button.

Leave it on and it will never run out of space because it will discard anything more than 30 minutes old. When something worth keeping happens, press save and the audio gets saved as mp3 to the hard drive.

Needs LAME in order to save off files (Download lame.exe and lame_enc.dll separately).

Updated to Version 3 with Stereo recorder, bugfixes and a new UI (Old version here).

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An educational aid for teaching infants about weight.

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My Balls

An XNA 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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360 Pad Test

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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Into the Machine

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.

Chain lots of kills together for point multipliers. You lose your accumulated points when you lose a life, so to get a high score try to reach the end without dying.

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Here and There

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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Facebook Pengwans

Pengwans returns as a Facebook plugin. See your friends as never before!

Builds a virtual penguin colony containing your facebook friends, and allows you to feed them with fish.

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Platform game built around the idea of using the flash editor as a drag and drop level creator.

Missing some cutscenes, but playable up to the first boss.

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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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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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All draw

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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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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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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To the moon

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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This was made to test out a point and click adventure game engine I was making. Very short, but complete.

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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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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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Multi player, plug in all the pc gamepads goodness written in C and OpenGL. Auto detects players and drops them into the game.

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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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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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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Me and John were bored, and tried to make a game in one evening.

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Wiz n Liz clone

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.
P1: Arrow Keys

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The start of a tappy combination based fighting game. Creating all those animations killed this one off.
P2: Arrow keys, num 1,num 2

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Top view Environment

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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Rag doll experiment

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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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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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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Puck Runner

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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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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Space RTS

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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Made quite early on, Spent quite a bit of time on it though, so its pretty Complete.

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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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Spiderman Experiment

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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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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