coding section
I'm always writing code for something, whether it's tools, helper programs, or actual game code.
Right now I'm focusing mostly on N64, which is a pretty big challenge because of its incredibly limited architecture.
mgc 2011 demo (n64)
My first released demo, showed it at MGC 2011. Music is by Ian Slider.
Download here - requires a real n64 with expansion pak.
Watch on Youtube
Listing @ pouet.net
Nominated for 2011 scene.org Best Breakthrough Performance
terrain engine (n64)
Terrain rendering engine, runs 40fps at 640x480 on real hardware. Might be useful combined with cars or something
downshift (n64)
Racing game that served as a convenient testing platform for many of my ideas. It's taken many forms and I doubt it'll ever settle on one in particular and get finished.
funnelcube (n64)
In this game, you try to line up same-colored blocks to destroy them. I was going to make it into a full-fledged game, but I decided to be realistic and just release what I had ;)
Download - Play with any N64 emulator, or on the real thing if you have the hardware.
alleycat (n64)
Tried to go for something kinda like the DOS game of a similar name. It was the first N64 project I put a lot of polish into. I wrote a simple animation keyframing system for this, so the cat could walk and jump. Once again my focus with the superficial (graphics) caused me to never finish this.
penguins (pc)
Was a simple tile-based game that you could move a penguin around in and climb ledges. Collect items, etc. The water was cool, hehe. Last project with VB6 and DirectX 8.
grand theft portable (pc)
A pretty cool start to a tile-based 3d engine. It had an in-game editor where you could lay up roads, hills, and buildings while flying around in them. You could run through 4 different times of day, and the street lights would come on gradually at dusk. Kind of a cool tech demo.
myopia (n64)
No hope of ever being finished.
100% ROHS non-compliant