Tank Trouble

The final game in the Cubie Series? Well, not really, but Cubie does make an appearance.

This project was anything we wanted to do. I like resource management gamse and really anything to do with a production chain (like the Settlers series), so I figured I would mess around with the concept of building the ULTIMATE WEAPON before time runs out. You don't have any offensive powers, but you can choose use some of your resources to build some defenses. We had 2 weeks to do this project, but because I was leaving on vacation, I busted this out in just 1 week. It's wildly inefficient code and if I were to build it again I'd probably take a completely different tactic. It's also little buggy, but it plays ok. Total Development Time: 1 Week.

Cubie and the Riddle of the Stinx

The fifth game in the Cubie Series. These games were made for a class in learning flash. I figured it would be fun to make all the excercises star the same character. And squares are really easy to draw.

We learned how to do a platformer in Flash without using some of the cool tools like Flashpunk. It was a lot harder than I thought. While making it tile-based allowed for easy level creation, there's a lot of setup you have to do to get it working right. There's a huge bug in the game where the next level just draws over the previous one instead of removing it which makes the game slow waaaaaaay down by level three. I couldn't find a solid solution before it was due. I did figure it out during work on my final for the class. Turns out it's really easy. Never bothered to fix it, so enjoy the slowdown. Total Development Time: 2 Weeks.

Flip 'n Switch

Took a break from Cubie to make this puzzle game. The only requirement was that we had to make it tile-based and we had to be able to move the tiles around on the board.

There are a couple of ways to go about tracking all the tiles. Because I opted to make it a two-player game with essentially two gameboards, I used two separate 2D arrays to track all the pieces. Once I got the logic working, it wasn't too hard to do, but I still had to squash a lot of bugs in the end. There is one game crashing bug left in the game that happens if player two tries to swap a player one tile on his first move. Other than that, it's pretty fun and actually has a decent amount of strategy. Total Development Time: 2 Weeks.

Cubie: Borg Cubie

The forth game in the Cubie Series. These games were made for a class in learning flash. I figured it would be fun to make all the excercises star the same character. And squares are really easy to draw.

The assignment was to make a classic "Snake" game. Sounds simple, but I had a really hard time wrapping my head around the logic. The idea for a "Borg Cubie" came from my instructor and that seems as good a concept as any. I also got to include from truly awful puns so this project was totally worth while. Total Development Time: 2 weeks.

Cubie: Forest Fire Fighter

The third game in the Cubie Series. These games were made for a class in learning flash. I figured it would be fun to make all the excercises star the same character. And squares are really easy to draw.

The assignment was to make a horizontal scrolling shooter like Gradius or R*Type. I opted to delve a little further into the past for my inspiration and borrow elements from the Atari 2600 Empire Strikes Back and/or Jeff Minter's Attack of the Mutant Camels.

It took some extra effort and time to get bi-directional scrolling and proper ship placement to work as well as limiting how far your could travel in either direction. I also added parallax scrolling which was a lot easier than I thought it would be. When you die Cubie's jetpack remains on the screen during the death animation because I added the jetpack in after I completed everything else. Stupid thing to do. Total Development Time: 2 weeks.

Cubie: Icebox Invaders

The second game in the Cubie Series. These games were made for a class in learning flash. I figured it would be fun to make all the excercises star the same character. And squares are really easy to draw.

A pretty bare-bones vertical shooter in the spirit of Galaxian. In making this I inadvertantly stumbled upon 2D arrays which we weren't supposed to know about until a couple of lessons later. Still, I was able to get the invaders to line up correctly. I'm also somewhat proud of my el-cheapo 3D effect for Cubie. The background was supposed to look like the inside of a freezer or a Death Star trench. Take your pick. Hey! I'm not artist and this was a scripting course. Total Development Time: 2 weeks.

Cubie: Don't Melt The Ice

The first game in the Cubie Series. These games were made for a class in learning flash. I figured it would be fun to make all the excercises star the same character. And squares are really easy to draw.

This is a very simple maze game. There's one area after the spinning blades that quite difficult, but it's do-able. Total Development Time: 2 weeks.

Energy Game

An unfinished attempt at a resource management style game. I wanted to play around with the pros and cons of different energy types and how our energy needs tend dictate how we get our power more than our perceived wants. I got coal and wind working. You'll notice that on really windy days you can get a lot of power from the turbines but watch out for those times when the wind dies down. Coal naturally has the pollution disadvantage. The longer you play the greater the energy needs will become. Houses will eventually turn in the apartment buildings, and then skyscrapers. There's no win or lose state as I was still just messing around with different ideas. I'd like to return to this idea and add in things like solar, nuclear and some kind of NIMBY("Not In My BackYard") mechanic.

Download and play (4.2mb)

Truffle Shuffle

Hungry pigs, growing mushrooms, and psychedelia. This was my first foray into Game Maker. It's really a pretty nifty tool and just great for rapid prototyping, which was one of the parameters for this project. I went through 5 or so iterations. The direction the game took was based in part on the feedback and ideas from my testing pool. Interestingly, many of my testers were not well versed in games. This led to a tutorial mode which explains nearly everything step by step.

I like the idea of a player fighting against something that needs to be kept under control. If not attacked agressively, the mushrooms can quickly overwhelm the player. Really good game players should find the hard difficulty challenging as the mushrooms are randomly placed in the level. If you beat all 10 levels, it starts over, but the shrooms grow a lot faster.

Download and play (13.5mb)