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
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