I was working on porting my collision detection stuff from C++ to C#:
It's a simple AABB colliding with line segments using SAT for collision detection and response. I added friction so it's not sliding around everywhere, but this kind of physics doesn't seem appropriate for this game. I'm going to try to make it work more like old side scrolling SNES games, where the movement is more predictable and easier to control.
Also I made a little particle physics test. It's surprisingly easy to implement this kind of system:
August 29, 2007
August 12, 2007
August 02, 2007
old programs
I came across my old programming stuff from highschool. These are some of the more interesting examples.
QBasic
Behold, my first game!
Some silly ASCII animations:
I was a Star Wars junkie back then. This was made with the drawing commands:
Fake scandisk with animated progress bar:
Connect Four. No AI or win detection though:
Turing
A little tile based program with an animated player-controlled character and collision detection. I came up with an interesting method of faking the tile transparency so the tree tiles would overlap the character properly. The tiles were stolen from various SNES games but I made the sprites myself, including walking animations:
Obligatory Pong clone:
The Maya were another one of my obsessions. This program takes a date and calculates the Mayan long count date from it, then displays it in Mayan numbers:
Visual Basic 6
A clone of Flying Pictures which is a clone of Flipull. Graphics are from Gundam Wing:
Some tile map editor, more stolen tiles:
Paint program:
A clone of that slime volleyball game, no scoring and no collision with the net though. Background stolen from Gundam Wing: Endless Duel:
A game I made with my friend Michelle. We had to do a "who wants to be a millionaire" type game. Yep, Gundam Wing was yet another one of my highschool obsessions. The graphics were made by me and I animated Heero; he blinks, moves his eyebrows, shifts his eyes, and looks like he's talking while the text is appearing. It's a pretty cool effect:
I wanted to make an RPG but never got past the tiling graphics/animated character/collision detection stage. The sprite in the middle is mine:
QBasic
Behold, my first game!
Some silly ASCII animations:
I was a Star Wars junkie back then. This was made with the drawing commands:
Fake scandisk with animated progress bar:
Connect Four. No AI or win detection though:
Turing
A little tile based program with an animated player-controlled character and collision detection. I came up with an interesting method of faking the tile transparency so the tree tiles would overlap the character properly. The tiles were stolen from various SNES games but I made the sprites myself, including walking animations:
Obligatory Pong clone:
The Maya were another one of my obsessions. This program takes a date and calculates the Mayan long count date from it, then displays it in Mayan numbers:
Visual Basic 6
A clone of Flying Pictures which is a clone of Flipull. Graphics are from Gundam Wing:
Some tile map editor, more stolen tiles:
Paint program:
A clone of that slime volleyball game, no scoring and no collision with the net though. Background stolen from Gundam Wing: Endless Duel:
A game I made with my friend Michelle. We had to do a "who wants to be a millionaire" type game. Yep, Gundam Wing was yet another one of my highschool obsessions. The graphics were made by me and I animated Heero; he blinks, moves his eyebrows, shifts his eyes, and looks like he's talking while the text is appearing. It's a pretty cool effect:
I wanted to make an RPG but never got past the tiling graphics/animated character/collision detection stage. The sprite in the middle is mine: