| Main Project '07 - Mentorship - 3D XNA shooting/vehicular combat game |
"Infection"
www.infectiongame.com
Download - Full install package (includes DX9 June 2007, .NET 2.0, and XNA runtimes) 109MB. Windows Alpha version 1.0.
Download - Game only (requires XNA Refresh 1 be installed) 43.5MB. Windows Alpha version 1.0.
Infection is a multiplayer vehicular combat game in which you score points by infecting your opponents. Once you infect someone they become your minion, at which point you get some of the points they score as well. Minions can vaccinate themselves if they find the vaccines throughout the level, so you must constantly try to maintain as large of a team as possible. The player with the most score after time expires wins.
For more information on the Infection project, click here.....
Sample Projects |
XNA Scene Creator v0.21 |
Scene creator will generate a heightmap terrain, lighting and shading that dynamically moves with the flow of time to give a daytime and nighttime effect. Scenes include a skydome which is also influenced by day/nighttime effects and moves to give the illusion of cloud animation. Billboard vegetation which moves with wind defined in the scene. Fog adds to the effect of distance.
User can customize the light colors, length of a day, fog density and color, wind intensity. Sky, terrain, and vegetation textures are all fully customizable, as well as heightmap texture and size.
Credit to Riemer for assistance with heightmap, terrain, and sky, and to XNA team for vegetation effects file.
Recent Side-Projects |
2D Top-Down shooter game - C#, XNA 2.0 |
"BombDizzle"
Prototype download now available!
Artwork - Derek Grasmick
Features:
- 2D Arcade-Style Shooter Game
- Non-stop action
- Weapons, and powerups
- Flippin' Sweet particle effects (eventually)
- Basically a simple 'Geometry Wars' clone
Info:
This is a little side-project I did because it had been awhile since I did a solo-project. It is a fun game where you must shoot at enemy ships to collect points. Ships shrink when they hit the wall, and can duplicate themselves. Some ships will gravitate toward you, or come after you altogether. As the game goes on it gets faster and the enemies become more difficult. Grab powerups to save your butt, and some uber-weapons come in handy.
School Projects - Summer '07 - Senior year |
Simple string equation calculator -- Aug. 6th, 2007, C# |
Simple String to Equation Calculator
Click Here to Download
Takes string input from a user for an equation and then calculates it. Program works for most simple equation, but is just a small demo. Only supports the 4 basic arithmatic operators and parentheses. Full project (source and executable) included.
Simple C/C++/C# file reader -- Aug. 8th, 2007 |
C/C++/C# file reader
Click Here to Download
This program was intended as practice for setting up and using hash tables for searches. It creates a hash file from a text file of key words and then takes any ascii/unicode file path you give it as input, then analyzes and outputs the results on screen and to a file. Source and executable included.
| Main Project '06 |
| 2D Top-down shooter game -- Sophomore year, Fall 2006, C++, no engine, from scratch |
"Dee Goes Nutz"
Click Here to Download -- (Download d3dx9_25.dll here if you need it)
Dee Goes Nutz was the first major game I worked on in a team outside of school. Our intent was to make a "Smash TV" type of top-down shooter game. We ended up getting the invitation to present our game at the Tie Rockies convention in Colorado in Sept. '06. The presentation was to show what 3 sophomore students could do in 3 months on their spare time between work and school.
Important features that I've worked on:
Custom scripting
A.I.
Collision detection
Matrix rotations
Recursive maze creation and pathfinding algorithms
MORE....
School Projects - '07 (Junior/Senior Year) |
| Windows/Linux Cross-Platform, 2D game -- Junior Year, Spring 2007, C++, Linux/Windows |
Treasure Quest 2.5 Colon Booty Collector (C++, Linux/Windows App)
Click Here to Download
Our project requirement was to develop a cross-platform game that must run in both Windows and Linux. Our group chose to use DirectX for Windows, and SDL for Windows or Linux. We made a simple 2D PacMan style game in which the player must pickup as much gold as he can before getting maimed by ghosts. The main difficulty in cross-platform programming is the fact that any function or procedure you use must work for all intended platforms, this means no graphics calls directly to DirectX, you must go through abstracted functions in order to call DirectX for instance.
To run this program you must have SDL on your machine, download it here. Source code is free to play with, but please give credit where it is due.
Disclaimer: I make no claim and any artwork on this project was original, all art consists of images borrowed from other games.
Tower of Hanoi (non-recursive, BFS pathfinding) -- Junior Year, Early 2007 - C# |
Tower of Hanoi ( C#, Console App)
Click Here to Download
This tower of hanoi program differs slightly from most you'll find online. This tower of hanoi is solved using a path-finding algorithm. As the disks move around their states are recorded into nodes. The graph of nodes is kept track of and traversed during the program. Once a path is found the program outputs the full path taken and the number of steps required. This program was exponentially more difficult to implement than a simple recursive tower program. All code is original created by myself, including the breadth-first search algorithm. Full source code is included.
Assembly Maze Game -- Junior Year, Early 2007 - Assembly |
Simple Assembly Maze ( Assembly, Console App )
Click Here to Download
A very simple ASCII maze game coded entirely in assembly. The player must reach the goal (represented by a triangle) within 25 seconds. The player's score is output to a text file in the game's folder after the game. Full source code is included.
School Projects - '06 (Sophomore Year) |
Dining Philosophers Problem (multi-threaded application) - C++ |
Dining Philosophers Problem ( C++, Console App)
Click Here to Download
This is an example of the famous dining philosophers problem. This example uses multi-threading for each philosophers. There is no communication between philosophers, as that breaks the traditional multi-threading independance.
| My First 2D Game, RPG/Action Game -- C++ |
Treasure Quest 2 was my first experience with sprites, 2D graphics, animation, and DirectX. I created most of it myself with some help on the artwork, menus, and obstacle placement from my teammates. The game was created as a final project for our 2D class, and the main focus was on 2D. As such we were only given 4 weeks to make the game, and we sacrificed planning and organization of code for "beauty" so to speak. The sad fact is we had no artists to help, so we spent 2 of the weeks searching for artwork and fitting it to the game.
Disclaimer:
I make no claim and any artwork on this project was original, all art consists of images borrowed from other games. This game will not be making any profit for anyone so I don't believe it will be an issue. Please note that in the credits screen I mention that no sounds or images are mine or created by me, and give credit to the sources.
Important features that I worked on:
Collision detection - This was the first time I'd delt with pixels on a screen rather than ASCii, so setting up collision detection with real graphics for the first time was a task. The room obstacles are based on a grid, so the character sprites are checked against their grid position. Notice the players image can overlap on walls and obstacles, because collision is checked against
his feet, not his whole sprite. Another issue was the different terrains. The player could not cross water or lava without the right equipment, so obstacle types had to be checked upon collision.
Sprites/2D graphics/Animation - As mentioned in the summary above, this was my first game that actually used graphics other than ASCii, so it was a huge step for me to be able to design a look for the game. I created all of the sprite files and animations.
Other team members (listed alphabetically):
Chase Graves (Art asset modifications)
Jeremy Hensley (Art asset modifications)
Jonathan Moyers (Obstacle placement)
Dan Wolfis (Menu code and design, Game design, and art asset modifications)
Heaps with sorting algorithms - C++ |
Heaps Algorithms - (Sophomore year, Summer 2006)
Click Here to Download
This program demonstrates the speed and number of swaps that takes place during a sort algorithm. This program is like the one below but lets you choose the number of nodes, add and remove nodes, and view them in a graphical representation. I even added my own algorithm. Notice how much more efficient the QuickSort algorithm is as far as the number of swaps goes?
Code is included.
The timer code is not mine, it was found online from a source I cannot locate as of yet. It is simply a class that is built around the highPerformanceTimer.
Sorting Algorithms - (Sophomore year, Summer 2006)
Click Here to Download
This program demonstrates the speed difference between different sorting algorithms: Bubble Sort, Merge Sort, Quick Sort, and Selection Sort.
Code is included. The timer code is not mine, it was found online from a source I cannot locate as of yet. It is simply a class that is built around the highPerformanceTimer.
| Transparency Practice - C++, DirectX (Sophomore year, Spring 2006) |
This was my first practice with tranparency, and one of my first 3D programs. Zoom in and out with W and A, and use the left and right arrows to rotate the camera. I didn't know much about cameras at this time, so the rotations are off, I was simply adjusting the camera position.
Keys 1-4 toggle the 4 different lights.
My First 3D Program - C++, DirectX |
Simple 3D Rotations - (Sophomore year, Spring 2006)
Click Here to Download
This was the first 3D program I created in C++. I just setup a simple 3D environment, created some vertices from scratch, setup the matrices, and render while rotating slightly each frame. Nothing complicated, but wrapping my head around it as my first 3D program was pretty crazy at the time.
School Projects - 2005 (Freshman Year) |
Treasure Quest: The Pirate's Gold (First ASCii Game, some Object Orientation) - C++ |
Treasure Quest was the first game I had a chance to create in College. I created it (with a little help from my team) as a project for my 2nd term intermediate programming class. It actually has quite a bit in it for the small time we were given to work on it: 9 two-hour class periods.
Important features:
The major thing that this game helped me with was practice with Object Orientation. The "map" object consists of 25 "room" objects, and each room consists of 1 or more "door" objects. Doors included a state setup for the locks. Simple stuff really, but was really good practice at the time. I also worked on collision detection for the first time ever, although it was a simple grid setup which didn't last long in my 2d/3d courses.
Other team members (listed alphabetically):
Tony James (Obstacle file coding, Design)
Dan Wolfis (Some code, Design)
Vending Machine Sim (Custom linked lists, and queues) - C++ |
ASCII Vending Machine Simulator - (Sophomore year, Fall 2005)
Click Here to Download
This program demonstrates a good use of queues. Intuitively, a row of items in a vending machine acts like a queue. You place and item at the back of the row, and people buy stuff from the front of the row. I custom made my own rows. I custom created my own queues and linked lists in order to demonstrate the vending machine. The program also includes some fun stuff, like rigging the vending machine to steal people's money, or instances where the food doesn't fall and instead gets stuck.
Source code included, please feel free to do what you wish with this code, just give credit where it is due, thank you. And please make sure to fully extract the .zip file, the game will not run inside of the zip folder.
My Projects from Wayyyy back in the day! (1992 - 2002) |
My first games, before I had taken any classes, most from when I was a kid. |
This is basically a package of all the games I made from the age of 10 up until College. I started programming when I was 8, but I didn't start really backing up and saving all of my programs until I was 10.
Some games are the executable only, some are source only, and some have both. The QuickBasic folder are games I made before I started high school, and the C++ folder are programs I experiemented with right after high school in 2000.
Most the games are pretty boring or simple, and some of the programs are just little programs I experimented with. I always had fun programming, but I didn't think of it for a career until after high school, and then I shifted it into gear. So these games would be like gear 1, or maybe even reverse. :op
Disclaimer:
To compile the source for the programs you'll need a DOS QuickBasic compiler (QB7 preferably), and a DOS C++ compiler (like Borland). Some programs will run fine in any version of windows, some of the graphics programs I made will not work well with most new computers due to the incompatibility with newer graphics cards, but I figured I'd include them anyway.