30 Nov 2014

I couldn’t find a simple online multiplayer Chess game that (1) didn’t require registration, (2) worked on all devices, Mac to PC to mobile, and (3) wasn’t blocked at school for being a “game.” So I made one myself. Check it out.
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18 Mar 2014

You know those times when you jump cleanly out of your comfort zone, away from all the stuff you know, for the pure purpose of experimenting and exploring and trying to learn something new on your own? No? Well, regardless, this was one of those cases for me.
Back when 2048 was just getting big, I was busy maintaining that it was the stupidest thing. I didn’t see the playability at all, and I couldn’t comprehend why so many of my friends were trudging through English class, their heads glued to their laps as they endlessly swiped numbered blocks beneath both their desk and the gaze of the teacher. I didn’t get it. Though, just because I didn’t understand it as a game doesn’t mean I couldn’t appreciate it as a concept. And 2048 was, indeed, a really interesting concept. At the very least it posed a very interesting problem. And that’s what I saw it as. Not as a game to be played, but as a problem to be solved. 2048-AI was my attempt at solving it. (more…)

30 Jan 2014

The conversation that sparked this one went something like this:
Me: Are you playing Flappy Bird? I can’t believe everyone’s stuck playing that. It’s so simple. I get why it’s addicting, but dang it’s so simple. I could probably make it in 20 minutes.
Friend: Dammit. Died again. 20 minutes though? No way. It’s simple, but it’s not that simple.
Me: Fine. You’re right. 25 minutes.
Friend: Bet you can’t.
Me: Today, after school, at robotics. You’ll time me. From the moment I’ve got the dev environment set up until I’ve got it deployed to my phone. 25 minutes.
Friend: Deal.
 
In the end my friend was right. Flappy Block took 25 minutes and 34 seconds. This is how that went. (more…)

06 Oct 2011

GravX, while not the first game I programmed from scratch, is—perhaps—the most impressive as of yet. The game itself is a simple puzzle platformer with a gravitational twist, but that’s not what makes it so important to me. GravX is the first game I sold and licensed. It’s the first one that really went through a whole development cycle—from the “hey, I really want to build this thing and build it right” to the finished product. The code itself, I’ve come to learn through more and more experience, is hideous. But it gets the job done. More important than the spaghetti code underneath, however, is the fact that the engine is all mine. I might be able to do it better now (and Fource, I hope, is proof of that), but for what it was, when I did it, GravX was a pretty impressive feat. And I learned a lot along the way.
All that, coupled with the upwards of 200,000 plays and the profitable sale of two non-exclusive licenses (one to MaxGames and one to AddictingGames, where GravX was published May 11, 2012) and, overall, I’d mark GravX as a pretty strong success. Here it is:
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08 May 2011

DreamScape was a game I started working on a while ago. It was never truly complete, always buggy, and largely lacking in levels; however, since the source files are lost, there’s not much I can do short of starting it over. Not that I’d continue it even if I had the files. It was a neat idea. A fun prototype. But it was also 3 years ago. I’ve grown a lot since then, and I doubt I’d be able to bear wading through the code and Flash IDE work that went into this. Still. I can’t say it was entirely trivial. It was certainly the most independent work I’d done up until that point (that is, more assisted by posts to Stack Overflow than by step-by-step tutorials I found online), and the outcome is even, for all its shortcomings, kind of fun to play around with. So, what the heck. Here’s DreamScape. (more…)

22 Jun 2010

And from here we push back into a world that I’m not entirely proud of. All of the projects here were important. This was the tinkering I was doing when I was less than 13—It’d be arrogant of me to say that the sub-par work I did then hasn’t at all influenced me today—but I still need to use the word tinkering more loosely than I’d ever like to use it today. Did I learn from it? A heck of a lot, absolutely. But that manifested itself mostly through changing other people’s code to tailor my means. Fixing up website templates rather than making my own. Modifying the code from other tutorials to make something subtly more improved. Game design based on engines like Multimedia Fusion where most of the legwork is already done in advance and the outcomes aren’t even really that impressive.
The point being, this is my old website. The stuff inside is by no means—by no means—the pinnacle of what I can do. Quite the contrary: It’s just the start. This is where I began. Crawling through the works of others, dabbling into the smallest bits of my own, before I had the means to walk—and then run—for myself. This is a backed up copy of the website only my 12-13 year old mind could create. Below are links to all of the projects you’ll find inside. (more…)

19 Jun 2010

Perhaps the first games of my modern programming adventures. Before this point, my coding knowledge was incredibly limited. At this point, my coding knowledge was still incredibly limited, but that’s beside the point. These were the first games I made wherein most of the code was typed directly by me (compared to copy-pasting code from tutorials or using “game-engine” programs that do most of the back-end tough work for you). As such, it’s invariably an important step. I can’t say I’m proud of them, but they’re also from a solid 4 years ago. I was hardly 13, and yet I still knew how to program. And this was what I programmed. Not bad, I think.
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