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.
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.
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.
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.
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
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.
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.