The Factory

Play online: Newgrounds, Mindjolt (in Facebook), Mochimedia.
Download: Direct Download (298Kb).
Requirements: Pentium IV 1GHz, 64M RAM, 480×640 16 bits videocard, soundcard.
Code: N/A (since I got some sponsorhips for this project, I'm thinking on holding the code for a bit of time).
Tools used: Flash CS3.
More Info: Great Games Experiment, Newgrounds.
The second project I develop all by my own (except for the music). This one was also made as learning experiment. I wanted to continue working with AS3 and to try out a physics library (Box2D), but more importanly, to get a feel on how most indie flash games make a profit (viral distribution, Mochiads, sponsorships, etc). Actually, I think that promoting this game and making adjustments to be hosted at certain sites took roughly the same time, if not more, than the actual development of the game which took about 2-3 weeks. The response was better than I initially predicted, being frontpaged at Newgrounds, getting some sponsorships and having overall over half a million plays in more than 650 hosts (according to Mochibots).


Fourjas (4 jointly-aligned squares)

Download: Direct Download (68Kb).
Requirements: Pentium IV 1GHz, 64M RAM, 480×640 16 bits videocard, soundcard.
Code: fourjas.zip
Tools used: Java, Eclipse.
More Info: Great Games Experiment.
A small falling blocks puzzle, similar to Tetris Attack (Panel de Pon). Made intermittently during about 5-6 weeks, with the purpose of learning Java.
This is the first game I do completely on my own. As I'm not much of an artist, I decided to keep it simple and generate all the graphics inside the game. I'm pleased with the result, except for the title/credit screen which looks kind of dull.


Mi Pueblito (Mi Little Town)

Download: Direct Download (12.5Mb).
Requirements: Pentium IV 1.5GHz, 128M RAM, 800×600 16 bits videocard, soundcard.
Code: Included with the game (it's the *.cs files).
Tools used: Torque Game Builder, Codeweaver.
More Info: Great Games Experiment.
Created by my brother Oscar, my friend Chris and I to compete at Creanimax 2007, we thought on doing something easy to create and play, but that would also provide some amusement and entertainment.
We ended up with small game similar to a “Whack-a-Mole”, but with a twist. Instead off hitting an object when it appears, the objective is to separate two villagers from fighting by clicking on them.
We chose to use Torque Game Builder, as I thought that it would fasten the development. And it would have so, if only we knew how to use the engine before starting (it has a steep learning curve for a game maker).


Campo de Batalla (Battlefield)

Download: Text Version (44Kb), Contest Version (15.8Mb).
Requirements: Pentium III 700MHz, 64M RAM, 800×600 16 bits videocard, soundcard.
Code: Text Version, Contest Version, Precalculation.
Tools used: Allegro, FMOD, Dev-C++, Dev-Pas, Visual C#.
More Info: Great Games Experiment.
The idea for this project was to have a simple AI contest along with the ICPC local contest, back in 2004. Recently (April 2008) I refactored the code, fixed some bugs and made a new precalculation program in C#. The goal is simple: kill as many opponents without being killed; but instead of playing directly, the tanks are controlled by another program.
As we (Oscar and I) had only 2 weeks to finish it, most of the images were taken from games or other sources, and later touched up. The songs were also taken from commercial ones we liked, although one of them is from a friend's band.
We made two versions of the game. The first one is in text mode, so the participants had something to test their programs with. The other version is the one used at the contest and runs in two parts: first a program runs all the battles and saves them in a file; afterwards, another program reads the file and displays the battles


Ophedrys (Nibbles Clone)

Download: Direct Download (36.5Mb).
Requirements: Pentium II 300MHz, 64M RAM, 480×640 16 bits videocard, soundcard.
Code: N/A (we lost it).
Tools used: Allegro, FMOD, Dev-C++.
More Info: Great Games Experiment.
A game we (Oscar and I) made in the summer vacations between fourth and fifth semester for a state software development contest (2002). We finished in second place, being the only game at the finals.
The images were mostly made from ground up, although we also used some SNES sprites significantly modified by my brother. The music, on the other hand, was just picked from commercial songs we liked.
The game tends to go too fast (especially the intro and the credits), as the timing was handled by delays and we only tested on our computer. In some computers it also crashes at the start of the first level. Unfortunately, as we lost the source code, we couldn't fix those issues later.


Space Invaders clone

Download: Direct Download (191Kb).
Requirements: Pentium II 300MHz, 16M RAM, 320×240 16 bits videocard.
Code: space_invaders.pas.
Tools used: Turbo Pascal, PSE.
This is the first game made by my brother and I that wasn't in text mode. It was coded in Pascal for a programming class in second semester (2001).
The game is a basic Space Invaders clone, with only one level which is repeated endlessly until the player loses all of his lives. It also keeps record of the points earned in each play in a text file. Most, if not all, of the sprites were taken from several SNES games and later edited to fit our needs; and the tunnel effect between levels was taken from a program made by bca that can be found here.
As this game was made in TP7, it can not be normally run on machines faster than ~300 MHz due to a bug in the compiler. However, I’ve been able to play it through DOS emulators (such as DOSBox).


© Pier Paolo Guillen Hernandez
World of πer