noisy lets you generate fractal noise from the command line. It's perfect for rendering smoke, fluids, and terrain. Simply install noisy with NPM and run a command to produce a png image. In the case of 3 dimensions, noisy will generate a series pngs over a range of z values.
Simple RTS is a lane-based strategy game for Unity3D. Internally, the game uses an event system to reduce interactions between game objects and simplify state management. This has a few advantages over the traditional pattern of letting game objects communicate with each other directly. Most notably, writing unit tests is a lot easier.
F is a collection of functional programming utilities for Unity3D. It can make working with collections, objects, and dictionaries more pleasant. Inspiration was taken from
csvutil is a command line utility for working with CSV files. It supports
is handy for creating data snippets on GitHub Gist. Working on this gave me more exposure to
RxJS and stream programming.
Like the name suggests, react-image-timeline is an image-centric timeline component for React.js. It renders a series
of events in a vertical layout. It's lightweight, customizable, and should serve as a good starting point for
timeline UIs. I created the component to better understand
The Pennypult is a desktop trebuchet with a unique design. It's easy to construct and powered by spare pennies. On Kickstarter, it was briefly featured on the front page as a staff pick. The project was funded on the first day and reached two stretch goals! All aside, it was another fun and creative Apptivus project.
GistList is a GitHub-integrated task list for iOS. It's Apptivus's second app and a welcome departure from games. It's a useful tool if you use markdown and Gist frequently. It's one of those apps that tries to do one thing well. At this time, it is no longer in the App Store. However, you can find the source on GitHub.
Alien Hero is an endless runner for the iPhone and iPad. I founded Apptivus, a small company to build it. It features a lovable green alien and terrified human bystanders. If you like games like Jetpack Joyride, you might enjoy it. Additionally, it has some great artwork, sound, and music. I learned a great deal about the App Store and monetization making this. As of today, it is no longer available in the store.
Survive! is a simple avoider game written in 48 hours for the Ludum Dare #28 game jam. It was an opportunity to experiment with Unity's new 2D rendering engine. The talented Kris Zalameda provided the artwork and design.
This was my first submission into a Ludum Dare game competition. It's a lane-based strategy game featuring only one unit type. The contest prompt was "minimalism". I built the game in under 48 hrs and made all the art and sound from scratch. For such a simple strategy game, there is still some skill required to beat the AI.
Spheres is the first application I developed for the Apple iPad. The app renders a cloud of spheres with a moving light source and camera. The goal was to use the GPU to perform the ray-tracing calculations. The performance is acceptable even on a first generation device.
BubbleSnatch was my first published iOS application on the App Store. It's a physics-based puzzle game where you rescue colored sea creatures. It's an enjoyable game and was generally well received. I learned a ton from making this game and it was a good introduction to Objective-C and the iOS platform. Currently, it is no longer available on the App Store.
This game was my most successful attempt at making a 3D shooter in Flash. Flash does not provide support for capturing the mouse so the controls feel a little weird. Temple features monsters, exploding barrels, and dynamic lighting. I wrote my own 3D renderer in the process. Writing the game definitely furthered my knowledge of 3D graphics and game design. The game was sponsored by MoFunZone.com.
3000AD is a MechWarrior-inspired action game. It features tanks, giant walking robots, and lots of explosions. This was before I started working with a designer so I had to produce the artwork myself. The game was well received in the Flash game community despite the generic artwork. The game was sponsored by MoFunZone.com.
This is a real-time strategy game I wrote in highschool. The A* path-finding was my introduction to search algorithms. In a sense, it was my first "real" game. I even wrote a level editor to go with it. People seemed to enjoy the game despite the dated graphics.