This is a collection of some of the applications that I created within the last 2 years (summer of 2010 until now). I used C#, Java, ASP.NET, HLSL, HTML, SQL (for MS SQL Server 2008), and have developed custom scripts for map and character data.
Galactic Plan B This is the first game idea I've had that I am actually trying to implement. It's a 2D SciFi/Fantasy themed flight game that begins in space. This project uses XNA 4.0 spritebatch to draw the graphics, XACT audio management, and is written in C# and HLSL (in Visual Studios 2010 Pro -- thanks to Microsoft Student Alliance). My focus was to create a scene managment module that systematically loads and unloads game scenes using state management. Scenes in this game include menus, story portions of the game (image fading and dialog), and gameplay. This game is currently using all placeholder sounds, music, and graphics... but the idea is clear.
Check out the demo. More.
2D Tile-Mapping Application that can create backgrounds and interactive maps for any 2D game. This is currently being tested in the form of an older RPG game (like the SNES Legend of Zelda). This application has an in-game map editor, which makes developing these maps quite easy. It has interactive sprite dialog, sprite reactions (to the player as well as other characters), a flexible sprite animation setup-process, a menu/window system, dynamic lighting, etc...
Check out the demo! More.
Sprite and ParticleObject Developer. This is an application that develops particle object (used for particle effects) and saves them into script files. These are used as spell effects, menu effects, map effects, and anything you can imagine. The particle objects themselves can be primitives (points, triangles, etc) or images. This application also has a primitive sprite developer. I was going to make a selection of spaceships with different particle effects and thruster angles for the "asteroids-like" game below. It works very well, I just haven't made use of it. More.
2D Astroids-ish Game developed in C# using XNA. This has 2D motions physics: acceleration (forward, back, side to side, and rotation), and conserves angular momentum. I developed this game before I had made the 2D tile mapping engine, and it uses some of the same features... such as particle objects and the 2D physics. Check out the demo! More.
3D Animation/Dialog State Application uses *.FBX files (Animated 3D Models). This application also has a dialog system and allows you to approach any model and talk to it. This might not look pretty, but it is essentially an engine that allows different animations to take place during different sprite states, and transition animations from state to state. The dialog interaction allows questions and responses that steer conversations based on player responses (I took the dialog system out of this application and put a newer version of it into the 2D tile mapping application. More.
Online-Menu Ordering System. This is a web application that is used to create and manage online-menus. It exchanges data with a Microsoft SQL Server 2008 database. This project was created using the AGILE development model. More.
XNA Menu/Window System. This is a group of C# classes that make it very easy to create game windows, text-boxes, buttons, and the corresponding events. These windows use keyboard and mouse input (they can be dragged around as well). Below is an image of these windows being used as a game menu. More.
C-Minus Programming Language Compiler. Last, but not least, this is a project I worked on using Java. It's a compiler that reads a language called C-Minus (very similar to C, but extremely limited), and through a scanner, syntax analyzer (parser), semantics analyzer (checker), and code generate it creates an executable file that can run on top of a virtual machine. I wrote a token scanner, recursive-descent parser, and semantics analyzer.