Saturday, December 6, 2008


So clearly Ive been on a bit of a old game kick. Wanted to see how long it would take to make tetris, turns out it took 3 days to make this.

The blocks flash but you can turn that off in the options.

Use the config file to change the resolution and windowed mode.

Up to rotate the pieces
Left,Right and Down to move the pieces.

Windows and Linux binaries
Mac OS X PPC only
Mac OS X Intel only

Monday, December 1, 2008

Invaders of the space variety

So here we have a Space Invaders clone I made rather quickly to see how long it would take me to complete. It took about 6 solid hours of work over the course of 5 or so days.


Windows or Linux
OpenGL 2.0 compatible graphics card
Pixel Shaders 2.0 compatible graphics card

Make sure your graphics card has recent drivers if it doesnt work.

We have two versions, Windows and Linux, both in the same zip file.


Tuesday, November 18, 2008

Biomedical Engineering

I was recently hired to make games that work with robots that are designed to help rehabilitate certain patients. This is the first game I made. A blood vessel collection game.

I am providing an early version of the game. I can not release further versions since they all make use of robot controls instead of the mouse.

Keep in mind this game was designed not for fun, but for rehabilitation and not for the mouse. The robot, called the Haptic Master, can move in the X,Y, and Z. It also provides a very powerful force feedback, kind of scary. Also scary how it connects to the computer through a network. Meaning any computer can take control of the robot remotely. It would be a pretty nifty game controller if it didn't cost $30,000 for one robot arm.

Anyway since this version the graphics have also been updated to look nicer.

Note that not all features work properly since you do not have the proper equipment.

EDIT: 4-6-2009
The game has been finished and the download removed from here, if you are interested in seeing it in action send me a message.

Orcs go to the beach

The orcs spend a day at a beach, and much sand castling ensued.

This is a demo showing off some of the features of the game engine.
This is in no way a game, just testing out some features to put in future games.
The graphics were made by DJ Kehoe.

per-pixel lighting
BSP collision with the world
skeletal animation
custom binary format for models and animation information

W.S.A.D to move around
Y,H to move up and down the Z axis
Up,down,left,right to move the light source
9,0 to move the light in the Z axis

For windows only, programmed in Linux though

Thursday, April 17, 2008

Shape Shifter

Here is a game I have been working on for the past week. It is another rather impossible game. I only made one level, but you will never pass it. Not even on the easiest difficulty.

Basically you have 4 weapons and your ship changes shape based on what weapon you are using. If you are using the keyboard its wsad to move and the arrow keys to shoot the different weapons.

There is a config file provided that you can use to change the resolution, the default is 1440x900.
Pressing the O key at any time will change the game to windowed mode. Use the arrow keys and the enter key to navigate the menus.

This game uses OpenGL and SDL. I have compiled it for linux, windows and Mac OSX.

MacOSX Download


Wednesday, January 16, 2008

fun with binary space partitions!

I recently added the use of BSPs(binary space partitions) for my game engine. In this demo I use BSPs for collision detection with the ground. I added functionality that automatically creates a BSP for any walk mask inputted. The BSP is used to speed up the collision detection process. Without the use of a BSP my computer could only handle about 100 entities colliding with the world and when using the BSP it can handle over 10000 with the same amount of cpu use.

This demo is called Hover Survive, something simple I made to easily test new functionality for the game engine. In this demo you can test how much your cpu can handle. You can press the zero key to increase the number of entities. Before the lines were models of mines that were 170 vertices each. I changed it to lines so that the demo could be a test of the bsp itself, it would slow down a lot sooner if your computer had to render that many vertices.

The demo starts with you controlling the hover car, if you want to just stress test your computer just run into one of the mines. Once dead you can move the camera anywhere you want. "w,s,a,d" controls the camera, you can mouse look and "y,h" moves up and down the Z axis.

The download includes a windows and linux executable. The program was written in C with the OpenGL and SDL APIs. Again, I don't currently have access to a mac so I am unable to compile a mac version.


Tuesday, January 15, 2008

3d game engine tech demo

Last summer I decided it was time to move on from 2D games and started to work on a 3D game engine. "Ant Wars in Space" was a demo to show off the engine I created. It can hardly be considered a game. The demo consists of an endless battle between the red and black armies. As soon as one ship is destroyed, another takes it's place.

You can use a gamepad to play the game or use the keyboard. The mouse can be used to look around. If you are using a ps2 controller, the left analog stick is used to move and the right to look around. There are a few buttons I used for testing. '0' and '9' toggles drawing of hit boxes. 'L' turns on a effect that I didn't implement in the demo. The effect turns the screen red and blurs the view, it was suppose to be used when the player gets hit. I never got around to putting it in, but you can check it out anytime by holding down the 'L' key. The screen shot above is an example of this special effect.

The models used in the game were created by me when I really sucked at modeling (I am still rather bad at it). I didn't use textures since at the time I was just plain terrible at it. The textures are still in the models folder, so you can see for yourself how terrible it was. So instead of using textures I went with a sort of cel shaded deal to cover up the fact that I couldn't make nice textures. I am not an artist, just a programmer.

As with all of my projects, I wrote this in C. I used OpenGL and SDL as an alternative to Direct X. This allows me to make this program cross platform. The download includes a windows and linux executable. I works on macs as well, but I don't currently have access to a mac to compile it.

The resolution is at 1440x900 (the resolution of the laptop which I made the demo in). I didn't implement any means to change the resolution since it was never meant to be distributed, just to be shown off.


Monday, January 14, 2008

a slightly unbeatable game

The game over screen, a sight you will certainly see a lot of if you play this game.

I made this game in my second year in college and have yet to beat it. It consists of 3 levels with a boss at the end of each level. Where it lacks in length it makes up in absurd difficulty. Even on the easiest setting its no walk in the park.

In order to play 2 player mode you will need to use a game pad, any will do. I suggest you use one no matter what, the keyboard controls suck and can not be changed. I haven't worked on this game in a long time, so I have no plans on going back and changing the controls. Just looking at the code for it makes me want to puke (I practiced bad programming techniques at the time and didn't comment anything).

The keyboard controls, if you want to torture yourself with them, are "w,s,a,d" for movement, spacebar to accept the menu options, "+,-,del" on the numpad to fire the different weapons. The escape key pressed at anytime will exit the program.

The game itself was programmed in C and used the SDL API, I don't use Direct X since it isn't free to use and is not cross platform. I didn't any of those pansy game creator programs either, just code.

Anyway this game sucks, but keep in mind it was my first try and the only real complete 2D game I made. Over the years I have made quite a few incomplete games that I may or may not post. I see no reason to, since they can barely be considered demos.

Windows version (also the only version) :