Proof Of Concepts

Sand App

I thought I would add a few little proof of concepts I’ve made. While they’re only small and not really ideal for being put up as their own game, they show various different ideas. I was quite interested in cellular automata for instance, so I thought I’d try my hand at making the simple falling sand, and more complex water simulations.Water App The water simulation makes use of compression and each cell below another becomes additionally compressed by a certain amount, unlike in falling sand games, this has the benefit of allowing it to rise to equal levels either side of a barrier (as it would do naturally).

In these two simulations you can pour water/sand by clicking on the application area, and toggle between water/sand and walls with w.
After having played around with these I thought I would try and look into cellular automata a bit more.

I also had a go at recreating the game of life, including the standard rules but also changing the colour of each alive cell to a more vibrant green the longer it survived. That app worked in a similar way to

Game Of Life App

In the game of life app, you can start and stop the simulation with ‘S’. You can also change the computation speed with numbers 1-2-3-4, (1 being fastest 4 being slowest). Pressing ‘P’ will cycle through different pen sizes, from 1 cell at a time up to a 5×5 grid. The ‘E’ Key toggles between inputting cells and an eraser, and if you want to start again completely, the ‘C’ Key will clear the map.

Procedurally Generated Cave App

Finally, although this one is in need of more refinement, this is an attempt at creating a procedurally generated cave. The cave was initially generated with wall tiles arbitrarily scatted around the grid at a 45% wall to air ratio. Then I wrote multiple algorithms one which would smooth the appearance of the cave, to ensure that walls would clump together more and not be scattered randomly, and a further algorithm that ensured that large open spaces would be filled up, so there wasn’t just giant inaccessible spaces. Although it probably needs a few more algorithms on the cave layout alone, I believe it is shaping up quite well. I inserted a little player as well so that you can explore the caves, there is always the chance you might get trapped in the “spawn room”, (This being one of the reasons a few more algorithms are necessary) in which case you can generate a new cave with the “R” Key. The “A” Key is Left and the “D” Key is right, to move the little fella. And The “W” keys is jump.

Oh and if you want a more realistic cave exploration experience, the “L” Key toggles lighting mode.

Punktron Defender

 

Description

This game was an entry for the Flashpunk 72 hour games competition. The rules of the competition were that the Flashpunk API must be used, the games were restricted to a 96×96 resolution (although this could then be scaled larger for improved visibilty) and the theme was Flashpunk (to commemorate it being the first competition), which essentially meant a black and pink colour scheme with the occasional hearts and cogs thrown in.

PunkTron Defender

Fun fact: The game won 3rd place in the competition. The premise of the game is simple, you’re a tophat wielding gentleman with a pistol, and you must protect the Punktron, which is a big mechanical contraption in the center of the stage. All manner of baddies come at it from the edges of the screen, including little pink people, spiders and even tanks if you survive long enough. Defeated enemies drop coins, which can be used to upgrade the contraption to shoot bullets, fire grenades, increase you score or regenerate its health.

This game was produced from start to finish in roughly less than 15 hours. I programmed, animated and composed the music for this game (fortunately there is a mute button :D ). I was happy with the way it turned out, although I think it would’ve been nice to have had a larger resolution to work with. Oh well, c’est la vie.

Controls

  • Mouse: Menu navigation.
  • A Key: Move left.
  • D Key: Move right.
  • W Key: Jump.
  • Space: Shoot.
  • P Key: Pause game.
  • M Key: Mute game.

Play Game

Stack Em Up


Description


This was the first game I ever made, and while it was fun to make, I think I definitely tried too hard to be innovative, as “different” and “new” isn’t always fun. That said I still managed to get it all up and running, and as well as programming and animating the game, I even composed the music (hence the rather novice tune :P ). I definitely learnt a hell of a lot about ActionScript3 as well as about game design in general.

The premise of the game was fairly simple, blocks fall from the top of the screen (or the side in the alternative gravity level), and they slowly stack up. Your job is to strategically click on the blocks to ensure they don’t tumble off of the screen. You have a certain number of lives which diminish by 1 every time a block falls off. There were a couple of other features to the games such as combo building, in which clicking on up to 5 blocks of the same colour would increase the score for each consecutive block and upon getting 5 grant you an extra click. The clicks in this game are limited and you have to wait until they recharge adding more strategy to how you play. There are also bonus blocks, which can remove blocks or a certain colour or shape, remove blocks randomly, give you and extra life or an extra click.


Controls


Mouse: click to remove blocks

(The controls were very straightforward for this game :P )


Play Game


Art Added

Castle Seige

After rummaging around my hard drive I’ve dug up some art to display in my art section, I decided to just go for a variety more than anything else, and it features work I’ve done in Photoshop and Flash CS4 as well as some hand drawn traditional art (the art pieces in question were done on A3 and it took quite some time). I have to admit I tend to lean towards more cartoony styled drawings, but I’ll give some more serious art a try in some future work, as it will be interesting to see how feasible it is in flash if nothing else. Although I predict it will end up being completely Photoshop sketched art work, but we’ll see. :)

Anyway, to check out the new stuff you can either click the art tab at the top or try this link here, which will take you to the same place.

Welcome to my site

Hello there!

the fact that you are reading this means you’ve discovered my site. I decided to put this website together as a way to keep all of my work in one location.

Welcome

It was fun making this site and it took about a day to get it looking the way I wanted it to. I decided on the general colour scheme and layout, then worked my way from there. I’m pretty happy with the way things turned out :) .

On this site you’ll mainly find bits of art and flash games, as I try to experiment with different art styles and make games as an indie games developer. I’m very interested in multi-player development and I think I’m going to be focusing my attention in that area in some of my future works. Anyway enough of all that, and welcome to my site! :D

Oh and to the left is a quick drawing to commemorate the launch of my website. Drawn in flash with some quick texturing in photoshop :)