Upcoming New Game
last updated 05-18-07
I'm currently working on a 3rd person shooter engine for a full-blown multiplayer project with XGen Studios. The engine already includes Circle vs AABB, Triangle, and Semi-Circular collision in user-creatable tilemap-based levels, raycasting, flexible enemy AI with integrated (and spread out) A* pathfinding algorithm, verlet-integration based ragdoll physics, and hopefully a lot more to be added in the future.
wpnFire
09-07-06
I'm going to use the description the guys at xGenStudios wrote for it... because it makes the game sound really cool:
"Pure, unadulterated visceral combat at it's finest. Light on story and heavy on the action, WpnFire is for that discerning gamer that knows that when it comes right down to it all you really want to do is teach the mindless masses a gory lesson for simply getting in our way. Play through gameplay modes like Training, Adventure, Survival and Destruction utilizing the finest in ballistic technology to decimate your enemies.
Visually simple, yet fluidly stunning; WpnFire features special effects such as motion blur, trails and more to punch up the adrenaline as you gracefully fly by your foes whilst feeding them their daily recommended intake of lead; Nutritious AND Delicious."
Graphics and Animation: SniperZ, Stone
Programming: Tekkan
MapMaker Tile Engine
09-07-06
My take at something like Metanet's godly N tile engine! Not even close to that, really, just something that loads a 20x20 tile map through a small glob of letters and numbers.
The idea itself isn't that special. Click to change the type of tile. Try pasting the following map into the "LOAD" box, then pressing LOAD. Test Map
BridgeBuilder Engine
09-07-06
This was actually inspired by Chronic Logic's BCS, also known as Pontifex 2. I don't actually own the game, but they occasionally have contest demo versions that are fun to try.
As for this engine, it's sort of a combination between a tile engine I had been developing and random bits of ragdoll code across a few different sites, but mostly from the Metanet forums.
Placing two "stationary" points linked together will probably cause the engine to crash, and I'm too lazy to fix it right now. Controls are listed in the SWF itself.
Real Time Strategy Engine
09-07-06
I've tried to make a real Real TIme Strategy game in Flash a few times before, but everything I've tried has failed miserably, so I decided to change the concept a little and make the game more oriented toward just defending stuff (without the CPU lag of commanding units and such).
This didn't turn out much better.
Use the arrow keys to move around the map. Select a building type and click to build the structure. With CAPS on, click to the right of the tower(s) to send units moving to the left. Extremely retarted looking at the moment, but maybe I'll add more later.
Collision Tests
09-07-06
Created back when I was still using Clip Events instead of setIntervals... the triangle code is very messy (as you can probably tell).
There's not really much to say about this. Use the arrow keys to move, and using the up arrow key while trying to move in the direction of a wall will make you climb the wall. Use space to change shape.




