A digital Physics Lab. It wraps practically all the functionality of the
Chipmunk physics lib into
a handy GUI for testing and prototyping games and other simulations.
A PC Port of a
minimalist one-page RPG in C & SDL, with physical dice simulated with
Chipmunk.
A simple digital diversion to click on absentmindedly during a break, enjoying the soothing sensation of being hoplessly lost. Made with C and
SDL.
A web port of the indie favorite, a single-player paper, pencil & dice game designed by Nick Hayes and published originally in 2010.
Read the Manual.
Made with
p5.js.
This game was made for Miz Jam 1 in 2020 in 48 hours. The theme of the jam was working only with the
provided art pack, Kenney's 1-bit pack. The game works essentially like a traditional roguelike,
except, instead of fighting them, you play blackjack with the NPCs you meet. I was also able to
sneak in a lock-and-key mechanic at the last minute.
Dowload it for free at
itch.io.
made with C and
SDL.
This is a little tennis arcade game with a twist: Instead of a paddle, you have the force of gravity.
Play it online at
Kongregate. Or download the Java version at
Itch.io.
This is simple 2D Pool table made with C,
SDL and
Chipmunk physics.
Features free play, Straight Pool and 8-Ball. Also a Newton's Cradle in the main menu as a bonus.
Download it for free at
Itch.io.
A quick project to experiment with the excellent
Chipmunk physics Library.
Check out the
repository,
download the playable version or check this
clip!
Created in C with
SDL.
Astro is a prototype top-down spaceship flying game in the vein of Starfight or Star Control. In its current state it features procedural star system generation, space stations in orbit throughtout the system, and a fairly robust gravity simulation. I've also mocked up some GUI instruments to help the player achieve a stable orbit.
The purpose of this project was to demonstrate various aptitutes including:
•Utilization of a third-party library,
Fisica which simulates the physics, including collisions, friction and forces.
•Implementation of a system of items which can be acquired and deployed by players, demonstrating inheritance and polymorphism.
•Modularity and File I/O with a fully-featured map designer built-in and the ability to save and load maps.
this was a fully-featured, (practically) pixel-perfect clone of Pac-Man in
Processing.
intended for a workshop on artificial intelligence at
Garoa Hacker Clube, on September 25, 2018.
We successfully developed a working AI for the ghosts using the A* algorythm!
This is a Bomberman clone developed from scratch in about 3 hours in
Processing
during a February 27, 2018 workshop at
Garoa Hacker Clube On arcade game development.
The atendees voted for Bomberman, and we managed to end up with a functional game featuring local multiplayer!
This is a little top-down spaceship game also developed from scratch in about 3 hours in
Processing during the gamedev workshop at the Processing Community Day São Paulo 2019. We all agreed to go for a very loose sort of game. We were pretty satisfied to fly around exploring the planets and trying to acheive orbits around them.
Other prototypes and mock-ups.