Doom Fortress - Team Fortress clone for the Doom engine
This is a mod for Doom or, more specifically, for [Skulltag]; The intention was to replicate the gameplay of [TF2] on the Doom engine while still keeping the original Doom look and feel.
Initially, when this mod was just an idea on my head, I was intending to make it as an “boot leg demake”, something like [Gang Garrison], but in an 8-bit 3D like in [8bit Killer], but I soon realized that this would mean that every texture and sprite in the game would have to be custom made from scratch, meaning that its development could take a long time. Having that in mind, I decided to start with something simpler: make an TF clone mod for Doom while still keeping some of the classic Doom feel, meaning that there would be already a richness of existing resources to base it upon, therefore cutting down its development time and maybe, just maybe, paving the way for a true TF2 mod later on.
This mod actually reached a quite playable state: all 9 character classes are fully implemented, and can be very fun to play if you can gather enough players. Eventually, though, I quit working on it, partially due to lack of time, but mostly because I felt that everything that would be challenging to implement on this mod, I had already implemented.
Anyway, here’s the mod as it is. It’s an alpha, but it’s fully playable.
This was a Sega Master System game I programmed for the 2006 Minigame Compo. It’s basically a Pong clone, but I also tried to add the possibility of putting ‘spin’ to the ball, with very weird results.
3D Dungeon for Sega Master System
This was a try at making a first person dungeon game for the Sega Master System.
This was a Sega Master System game I programmed for the 2012 SMS Power Coding Competition. It’s essentially a Turmoil clone with fake vector-ish graphics.
This was a Sega Master System game I programmed for the 2007 SMS Power Coding Competition. It’s a Sokoban clone with skinning support and hundreds of levels.
This was an attempt at making a River Raid clone for the Sega Master System.
This was a try at making a version of Joust for the Sega Master System. The graphics are partially done, the flying and scenery collision physics are implemented, but not much else.
SAM - Simple Adventure Maker
This is a tool for creating simple adventure games for the Sega Master System. Pretty barebones, pretty much unfinished, but it should be enough for making some simple games.
Ultima 3 for Sega Master System
This was a try at making a version of Ultima 3 for the Sega Master System.
Headless Ninja Volley
This was a Sega Master System game I programmed for some PDRoms coding competition (I don’t remember which). In that competition, you had to create a game that used only four colors.
This was a Sega Master System game I programmed for the Minigame Compo 2006.
Atari 2600 Soccer
This was an Atari 2600 game I programmed just to get a feel of it. [Heres the Atariage thread][Original thread] that inspired me to do it. Note: it’s for two players only.
This was a small Sega Master System game prototype I programmed just for testing purposes.
Star Control combat for GB
This was an attempt to implement [Star Control]‘s combat system on the gameboy.
This game was a try at replicating the gameplay of a SNES game named [Yuu Yuu Hakusho: Tokubetsu Hen][YuuYuuHakushoSNES].
This was the second game I’ve ever made. It’s a clone of an old Atari 2600 game named [Turmoil][Turmoil].
Genesis RPG Creator
This is an editor that when finished, would allow anyone to make their own RPG for the Sega Genesis/Mega Drive; unfortunately, I eventually lost interest on the project. The current version is limited to a single map.
Keystone Kapers for Gameboy Color
This is a clone of Actvision’s [Keystone Kapers] for the Gameboy Color.
Vision-8 for Gameboy Color
This is a gameboy color port of Marcel de Kogel’s [Vision-8], an open-source [CHIP-8] emulator.
Ultimate Tetris for Sega Genesis
This is a tetris clone for Sega Genesis/Mega Drive.
This is an unfinished clone of Tim Sweeneys’ [ZZT]. As it stands now, it’s able to load any of the available ZZT worlds and even lets you walk around them, but not much else.
Gameboy Raycasting System
This was an experiment to make a [raycasting] engine for the Gameboy Color. Originally, I had intended to make a first person shooter out of this, but the resulting low resolution and still lower frame rate made me think otherwise…
Mega Mania 97
This was the first game I’ve ever made. It’s a clone of [Activisions Megamania][Megamania].