Sunday, November 4, 2012

glPortal

Recently took a course called Computer Game Programming I: Graphics in which we were required to hand in a simple game-ish program to qualify for the oral exam. Wanted a little more challenge so I decided to make a simple Portal clone.

The actual portals are drawn using the stencil buffer in a pretty straight-forward manner. Unfortunately they are not recursive as I ran out of time. I did however implement some simple per-pixel lighting and normal mapping which was a great exercise in GLSL programming. Would have loved to implement shadow volumes as well, but that's for another time.

Video


Source code

Github repo: https://github.com/SimonLarsen/glPortal [ZLIB licenced]

Thursday, August 16, 2012

Sienna

Finally got to a point where I can call this game finished without lying too much.
The game has so many design issues I don't even know where to start, but it's still somewhat fun, albeit frustrating, and I learned a lot in the process so it wasn't just a waste of time.

Screenshots



Gameplay video


Downloads


How to play

  • Press space to jump or wall jump when touching a wall. The longer you hold the button the higher you jump. It will often be necessary to press the button for only a splitsecond.
  • Press R to restart from last checkpoint (counts as a death).
  • Press return to restart from the beginning of the level.
  • Oh, and the blue orbs are checkpoints. You're gonna need those.
  • And patience. Lots of patience.

License / credits

Sienna uses the LÖVE framework licensed under the terms of the ZLIB licence. See https://love2d.org/wiki/License for more information.
The background music is 'A Scent of Europe' by Rugar and is licensed under the CC BY-NC-ND 3.0 license.
All other assets (sprites, textures, sound effects etc.) are licensed under the CC BY-NC 3.0 licence.
All source code for Sienna with the exception of the modules TSerial.lua, slam.lua, and AdvTiledLoader are licensed under the ZLIB license.

Saturday, June 2, 2012

Project Sienna

Recently started working on a simple platformer project with the working title Sienna.
The game is basically a fast-paced "on rails" platformer, in which you can only jump and temporarily reduce your speed. The game is designed with smartphones in mind, but is developed for PC using the LÖVE framework.

Gameplay video and screenshots of first prototype



Github repositoryhttps://github.com/SimonLarsen/sienna


Thursday, August 25, 2011

Mütrix

Mütrix is a silly little music app written in LÖVE. It serves as a fast and simple way to come up with small tunes to use in game jams as well as just a toy.

Screenshot

Video
Here's a video of me jamming at 4 AM in a very early version

Download

 
Controls
See README.


Licence
Mütrix is released under GPLv3 licence.
The source code for Mütrix can be found at https://github.com/SimonLarsen/mutrix.

It uses the LÖVE framework which is released under ZLIB licence.

Sunday, May 29, 2011

In Your Face City Trains

Video


Instructions

The goal of the game is to survive as long as you can.
Jump over trains with closed doors and try (as much as possible) to run through trains with open doors to avoid birds and tunnels. Some open trains will give you coffee. When your coffee-meter is full, you have one extra life.


Controls

  • Space: Jump
  • R: Restart
  • 1-4: Set zoom
  • P: Pause game
  • M: Mute sound

Download

Licence/Credits
The source code for this game is released under GPLv3 licence.
See: http://www.gnu.org/licenses/gpl.txt

All assets including the background music is released under a CC BY 3.0 licence.
See: http://creativecommons.org/licenses/by/3.0/

The background music is 'The rb Sequence' by Fighter X from 'Little Fighter X', and
can be downloaded for free here:
http://www.crunchyco.com/wp-content/plugins/download-monitor/download.php?id=9

IYFCT uses the LÖVE framework which is released under the ZLIB licence.
See: http://love2d.org/wiki/License

Wednesday, March 9, 2011

Assorted fractals

Found some of my old fractal renderings. Though I'd put em up here. All done in either C++ or Java.

Nebulabrot
Julia set
Buddhabrot
Fractal heart (Nebulabrot derived)
Trippy buddhabrot

Monday, August 9, 2010

Gameboy Tone Matrix

The last couple of days I've been busy learning Gameboy assembly and working on my first Gameboy game.

The game is based on André Michelle's ToneMatrix, a game I thought would be awesome to have on your Gameboy during public transport and such.

It's written in RGBDS assembly and works on the original Gameboy as well as those emulators I've tried it on.
As it is my first assembly project I expect it to bugged as hell even though there aren't any I know of at the moment. If you find any bugs or have any feature requests, feel free to contact me. :)

How to play:
Arrow keys: Move cursor
A: Add tone
B: Remove tone
Select: Clear matrix

Note that due to limitations in the Gameboy hardware, only two notes will be played at once. If a column contains more than two notes, the two highest ones will be played.

Download:
The rom file can be downloaded here:
http://min.us/mcYEuPCMM

Screenshot:


Video: