Status | Complete |
Development Period | August 2014 |
Target Platform | Android |
Development Plaform | Game Maker Studio |
Contributions | Programming |
Co-Creators | Spyros Kontis |
Spyros had done the art for the iPhone version of this game (which is the version you see pewdiepie playing above) and requested that I make a port for Android. I ended up remaking it from scratch in Game Maker. It was a very fun experience, it was a small game so the final project went by with none of the stressful issues that ususally come around with larger projects. I made the bulk of it in 3 Hours, then we sent it back and forth making tweeks for about 2 weeks, and then it was done. I wish all projects were like that :).
Status | Complete |
Development Period | September 2014 – December 2014 |
Target Platform | Mac, PC, Web |
Development Plaform | Unity 3D |
Contributions | Levels Design : Grass 4, Ice 1, Sand 4, Space 1, Space 3 Programming : Realms Mechanic, Bounding, Menu Cube, Misc |
Co-Creators |
Peter Aquila: Project Lead, Programming, Level Design Nick Shooter: Project Lead, Level Design, Programming, Music/SFX, Art Daniel Xiao: Level Design, Art Larry Smith: Art, Character Animation Andy Xue: Programming, Level Design Michael Chi: UI Art |
This is a project I worked on at school with a club called VGDev. VGDev joins up in the beginning of the semester and splits up into about 5 teams. The goal is for each team to have a game completed by end of the semester. VGDev is a really cool club. You can not only learn a lot about game development but the philosophy of “getting the game done” is great since it forces you to work through the hardest part of the project and stick with it which is a valuable skill no matter what the project is that you’re working on.
This was my first experience with Unity and also my first experience with C#. C# is very similar to Java so I didn’t learn too much there but I did learn a lot just working with Unity. All my previous experience was with Game Maker, Unity is different in that it’s primarily a 3D engine and it uses an official programming language rather than a simplified language made for the engine. It felt nice being able to use C# because it gave me more control and there was less ambiguity in my code.
Status | Complete |
Development Period | Some weekend June 2014 |
Target Platform | PC |
Development Plaform | Game Maker Studio |
Status | Complete |
Development Period | November 2013 – December 2013 |
Target Platform | Android |
Development Plaform | Game Maker Studio |
Contributions | Programming |
Co-Creators | Spyros Kontis: Art, Game Design |
This is another project I worked on with Spyros. This was specifically developed as an entry for the Tizen App Challenge. There were many sections that could be submitted to in the contest and the sum of all the prizes added up to more than 4 million dollars. I’m pretty sure the primary purpose was a baseline of quality apps developed for the Tizen store which is why the company contributed so much money towards it. I believe this competition was also the reason why Yoyogames added Tizen as one of the valid platforms for Game Maker.
We didn’t win but it was a good experience and this turned out to be my favorite of the 3 fighting games I made with Spyros. I think the art style looked the best in this game, music was made especially for the game which sounded pretty good and I also liked the Hercules theme in general.
There were some new features to the game apart from a different theme. The story line was portrayed through an interactive slideshow and it developed as you beat more bosses. You could select the bosses by choosing between icons on a map of Europe and styles of the individual bosses differed more. Compared to the other games this one was also designed more with the mobile platform in mind. During both the slide show and the map the user could navigate with swiping, yet another thing I’ve never tried out before (although since then I have made a generalized extension for mobile integration which can be found on the Game Maker Market place)
Status | Complete |
Development Period | May 2013 – October 2013 |
Target Platform | Android |
Game Engine | Game Maker Studio |
Contributions | Programming |
Co-Creators | Spyros Kontis: Art & Game Design |
This a project I made with Spyros Kontis, he found me on YouTube and asked to help develop this game. This was the largest project I’ve worked on at the time and fighting games in particular are a tricky game to develop. That said it got finished and I’m very happy with how it turned out. Throughout the process I learned a lot about organizing my code to make it readable and to also avoid redundancies as much as possible. I started with 8 fighting character objects but through the use of parenting and some clever scripts I managed to get it down to a single parent object.
The political satire game about the greek government, I liked the premise. The beginning includes a Star Wars style scrolling text intro describing the story which is something I’d never done before. Another new thing for me was that it had to have a language selection feature. The 2 languages were Greek and English. Greek is a particularly difficult to implement since it uses a different alphabet. A few months prior to this I made a tutorial about custom fonts. Luckily greek has fewer letters than the English so I was able to create a special “Greek” font which mapped all the ASCII letters to Greek looking letters.
Another major accomplishment was implementing the AI. I did so using a state machine which included a ~12 node system with various connections between the nodes. I’d never made one before and I’m very happy with how the result turned out.
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