This is a game that I am currently working for my final year project for the Computer Games Development course in the University of Limerick.
This is a traditional two-player, two-dimensional fighting game inspired by the Street Fighter series of games.
As a competitive fighting game player, I have wondered why the competitive fighting game community is small compared to that of other genres such as MOBAs and FPSs. While not the sole reason, I believe that a substantial factor in this is the difficulty of execution in these games, and how much of a nuisance they prove to be for new players.
The goal of this project is to create a fighting game which is as accessible as possible to new players, but still accommodates all of the elements of high level play including space control, reactions, baiting and mind games. This game should lower the skill floor, but maintain the skill ceiling, so to speak.
I will do this by making every move in the game executable with the press of one button, or by pressing a button while holding a direction. Also, systems which accommodate long and execution-heavy combos will be restricted, such as the juggle systems found in most traditional fighting games. This should place more importance of landing few, but well-placed hits on their opponent, and reduce the amount of time drilling combos for their character.
Here is a link to the project’s GitHub page
Most of the artwork was not done by me.
Characters are from Street Fighter Alpha 3 by Capcom. Ripped from the arcade version of the game by the team at www.infinitymugenteam.com
Wall of China stage is from Street Fighter Alpha 2 by Capcom. Ripped from the arcade version of the game by OldGamer at www.spriters-resource.com
This is a game we made for GamesFleadh 2017; a national game development competition with over 20 teams entering. The game won the grand prize, as well as the “best in animation” award.
Here is a gameplay trailer:
This is a game me and my team made for a project in our first year in college. It’s a 2D versus fighting game inspired heavily by the Super Smash Bros. series.
Here is where you can download and play the game (note that one controller is required per player).
Here is a link to the project’s repository on GitHub.
Zombie Outbreak is a game that I made using LWJGL (a low-level OpenGL wrapper for Java) when I was 16. This was my most significant project at the time, and all programming was done myself.
Here is a link to the game’s thread on Java-gaming.org, where I posted during the project’s development. Here is a download link for the game, which is runnable on Windows.
Feel free to check out the project on GitHub.
This is a project that I’ve spent some time on during the summer. It’s a work in progress platforming game written in C# and using the MonoGame framework. It also features a level editor as a separate program.
The engine can currently handle sloped floors, and bullets fired from the player bounce off of every surface correctly.
The game can be played with or without a controller, but the right stick on a controller is needed to aim while shooting, I’ll fix this later so that the mouse can be used to aim.
To try out the latest version of the game, check out its GitHub page. Click “Clone or download”, save as zip, unzip the file and run “Play Game.bat” or “Launch Editor.bat”.
This is a project that I’ve done to learn more about software-rendered ray-casting, similar to how Wolfenstein 3D and Doom were rendered back in the day.
I am following the excellent article by F. Permadi here: www.permadi.com/tutorial/raycast/index.html
Feel free to check out the project on GitHub, where you can download the latest version.
Here you can find my profile on GitHub. Feel free to check it out, clone some projects and mess around with the code.