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PROJECTS.RICHARDMARKS.US HomeIntroGamesToolsGame EnginesOutroResumé PROJECTS.RICHARDMARKS.US PROJECTS.RICHARDMARKS.US HomeIntroGamesToolsGame EnginesOutroResumé Your browser does not support the video tag. HELLO, VISITOR. YOU HAVE LUCKILY STUMBLED UPON MY PROJECTS SCROLL DOWN OR CLICK THE BUTTON TO VIEW PROJECTS THAT I HAVE WORKED ON ↓ Explore My Projects ↓ Welcome to a curated compilation reflecting my portfolio of projects, showcasing developments dating back to 1990. This collection offers a glimpse into my creative endeavors, capturing a breadth of work that spans across time and technologies. It is important to note that this selection is not all-inclusive nor entirely representative of the entirety of my creations. GAMES Video games are interactive digital experiences where players often take control of characters, engaging in various challenges or adventures within virtual worlds. They are quite diverse, offering everything from casual puzzles to intense action, and they're a popular form of entertainment that combines storytelling, art, and technology. GELDA Drop into the wilderness and explore as Gelda, a young girl with a penchant for adventure, and often trouble. Created for the 2019 TVGameJam and inspired by Hilda the series on Netflix. The game and all assets were made from scratch during the entire 12 days of production. Credit for most visuals goes to my wife Rachel. I was responsible for project management, implementing the game mechanics, the asset pipeline, audio production, story editing, and final packaging and distribution processes. I composed, recorded, edited, and mastered all of the music of the game using Tracktion Waveform Pro, Apple Logic Pro, a MIDI keyboard, and the incredible EW collective. You can listen to the entire soundtrack on my channel or by playing the game itself. At the time of this writing, there have been over 30,000 unique players and 10,000 repeat players. Thanks to the game jam community, the game gained a bunch of coverage by youtubers, driving more and more players to check it out. It has been fun to watch people enjoying Gelda. Check it out on itch.io CUCURBITA'S HALLOWEEN You were warned not to venture into the dead forest on Halloween… Developed using a modified build of the QuickJS game engine as a way to test the capabilities, this little 2D action game was built in under a week and published on Kongregate. I was responsible for the game design, the story, the programming, most of the graphics, and the final packaging and distribution processes. The music was composed by Daniel Felipe Guzman M. and licensed for use by Bang Bang Attack Studios. It is time to find your body and stop the evil warlock before Halloween is over! Check it out on Kongregate D10FP72HRGCE The Evil Heart Federation is invading and you’re on the run in your bucket-o-bolts cargo ship. Within an intense timeframe of under three days, I meticulously crafted a captivating space shooter. This game boasted upgrades, animations, dramatic death sequences, explosive effects, and adversaries represented as 'Evil Hearts.' Notably, it was designed with a compact 96x96 resolution, adhering to a limited color palette stipulated by the competition's rules. One of the significant innovations within this project was the development of my proprietary binary sprite format, conversion tools, and rendering system. There are no external asset files in the game. Everything is packed into the binary. These custom tools and systems were instrumental in bringing the game to life within the constrained timeframe of approximately 60 hours. This endeavor stands as a testament to my creativity and technical prowess, serving as my entry for the inaugural FlashPunk Game Competition. Unfortunately, with the flash end-of-life declaration by Adobe, playing the game is not as simple as it had been when I published it. I made use of the Ruffle player to make the gameplay video. I may republish the game in the future. WITCH COLOR Witch Color Should I Mix? For the second Pixel Weekend Jam on itch.io, this creation soared to a commendable fifth place among 31 competing entries. I was responsible for part of the game design, the programming, and the audio, meticulously crafting each facet to ensure an engaging experience. My wife played a pivotal role, infusing the game with visual allure through her stunning artwork. The gameplay revolved around the captivating challenge of mixing vibrant potions to unlock a spectrum of new colors. This mechanic enticed players to explore various combinations, adding an element of discovery to the experience. Leveraging SDL and the C programming language, I brought this concept to life. Building games in a short amount of time is really fun and challenging. Check it out on itch.io SNAKES & APPLES A classic snake-clone game developed in ActionScript 3, delivers a high-octane experience filled with rapid action and voiced sound effects. Players engage in the exhilarating challenge of collecting apples while skillfully avoiding the snake's own tail. A true test of agility amidst the game's fast-paced dynamics. What sets this game apart is its infusion of humorous voiced sound effects, which add a playful touch to the intense gameplay. With its blend of speed, strategy, and entertaining sound elements, "Snakes & Apples" remains a beloved choice for gaming enthusiasts seeking an adrenaline rush and a dash of amusement. SAWD 1st-place winning complete RPG rendered in ASCII characters made in under 24 hours. Welcome to 'SAWD,' the sensational ASCII RPG that defies limits! Crafted in a lightning-fast 24-hour blitz, this game packs a punch with an immersive Manual Name Entry Screen—think Final Fantasy nostalgia meets interactive ASCII magic! Choose from Multiple Character Classes and brace yourself for a whirlwind of adventure with our Random Character Generation System that ensures no two journeys are alike. Engage in heart-pounding One-on-One Encounters featuring items, skills, and the thrill of a probabilistic chance of escape and reward. The blend of Random and Scripted Battles keeps you on your toes as you navigate through a world brought to life in stunning ASCII art. Prepare for a gaming experience like no other, complete with Items, Equipment, Magic, Inns, Shops, and Scripted Story Events. Seamless Realtime Keyboard Navigation Controls make your journey effortless, while Custom Multi-State In-Game Menus and Savegame Support for up to 3 Simultaneous Games add convenience to your heroic quest. Dive into 'SAWD'—the game that redefines the boundaries of ASCII gaming, offering depth, innovation, and a world of excitement within its compact ASCII universe! Yes, the description for this one was written by ChatGPT. It made me laugh so hard, that I chose to include it verbatim. MILLIONAIRE The perfect escape during those installation wait times This console-mode game, crafted in Ruby, puts your luck to the test. Dive into the thrill of virtual bets on dice rolls, aiming to amass a fortune of $1,000,000. Will you play it safe or take calculated risks to reach your millionaire dream? With its simplicity and addictive gameplay, "Millionaire" promises to turn those mundane waits into thrilling moments of gaming excitement! Check it out on GitHub TOOLS These programs, essential in game development, serve diverse purposes and exist in various forms. Ranging from straightforward scripts and command-line tools to comprehensive applications, they cater to specific needs within the game creation process. Some streamline simple, repetitive tasks, while others are comprehensive software packages providing a complete suite of features, offering developers a spectrum of options to suit their unique workflows and requirements. TEXTURE SIZE FINDER Texture Size Finder is a Python script I created to quickly find the best texture size for images. It figures out the smallest power-of-two dimensions that work well for textures. It's handy for developers working on graphics applications or games, making it easier to optimize textures for better performance and compatibility. Powers of two, like 2, 4, 8, 16, etc., are crucial in video game graphics due to their role in texture sizes. Textures, the 'paint' for game surfaces, are arranged in grids. Using sizes that are powers of two helps computers, especially the Graphics Processing Units (GPUs), process these textures efficiently. These specific sizes fit neatly into the GPU's structure, akin to organizing books on a shelf of similar sizes for easy access. This alignment reduces memory usage and speeds up processing, ensuring smoother, glitch-free game visuals while optimizing performance behind the scenes. When I crafted this script, the choices for determining ideal texture sizes were limited. Back then, the tools available were scarce, and I found myself in need of a quick solution for this precise task. So, I created this script to fill that gap—something that could swiftly calculate the best power-of-two dimensions for textures. While nowadays there might be more options on the market, this script was my personal answer to a problem I faced firsthand. SPRITE SHEET SLICER Sprite Sheet Slicer was born from a personal necessity when I lacked internet access while honing my gamedev skills. Crafting this command-line tool in C filled the void, allowing me to efficiently slice large images into uniform cells to fit the workflow that suited me best. GAME ENGINES A game engine is essentially the core software that game developers use to create video games. It's a specialized toolset that provides various functionalities like rendering graphics, handling physics, managing audio, and implementing artificial intelligence. Think of it as a foundation or framework upon which games are built. Instead of starting from scratch each time, developers use a game engine to streamline the process. It offers pre-built systems and libraries that allow them to focus on designing the game itself rather than reinventing the wheel with each new project. It's a bit like using a template or a set of tools to construct a house—developers utilize the engine's capabilities to shape their unique gaming experiences. EASY CONSOLE Easy Console was a deliberately constrained retro game engine written in C using the Allegro 4.1 multimedia framework. It functioned as a self-contained Fantasy Computer executable, processing plain-text source code resembling a fusion of x86 CPU assembly language and Pascal syntax through a virtual machine emulator runtime. A fantasy computer emulates the charm of 8-bit computers and old-school consoles within a game engine or virtual machine. It challenges developers to operate within limitations—such as color palettes, sound channels, resolution, and memory—popularizing its use in retro-gaming and game jam communities. The "ECVME" operated with a single-threaded execution model, capable of supporting up to 32 individually-controlled 8x8 pixel sprite graphics on a 160x200 pixel display. Additionally, it supported C-string formatted text printing and played back ogg vorbis encoded audio files, managing a background music stream channel and two sound effect channels. The engine responded to four directional keys and two action keys. The included "shoot.prg" demo introduced the user to a small space shooter game playable on the console. You may watch a video here. Regrettably, the original source code met an unfortunate end during Hurricane Katrina in 2005 and was lost. TINY DUNGEON TECH DEMO Really fun to play with Tiny Dungeon, a technical showcase developed using Allegro and C++ over a decade ago, featured a built-in world editor toolset and a runtime play mode for immediate playtesting. After successfully getting the demo working, I eagerly recorded and uploaded a video to YouTube, only to face a devastating hardware failure that destroyed my computer before I could create any backup of the project. It was a hard lesson learned about the importance of safeguarding work in the world of digital creation. Your browser does not support the video tag. OH WOW, YOU ACTUALLY MADE IT ALL THE WAY DOWN HERE! This website was made with ♥ by Richard Marks © 2023 Richard Marks My GitHubMy LinkedIn My Resumé