Hangman

So continuing with classic games made in C++, another of my assignments was making a version of hangman in C++.
hangman

The game uses a large pool of words to randomly pick from and display, all letters are clickable and highlight (correct or not) after use. After 6 incorrect guesses you lose and the game restarts.

Tetris

So as part of my TAFE course I completed versions of several classic games using C++
One of these games is tetris

tetris

It includes 7 different pieces, which appear in a random order. The game has all the features of the classic tetris, fast drop, piece rotation and movement and line clearing

tetrisRowClear

This code checks if a row needs to be cleared, works out which row is full and passes the first row to clear to the function which clears the row.
It accomplishes this by checking it there are any empty positions on the X axis at each position on the Y axis, moving from top to bottom

Achievements

pa_pausepa_achievement
As part of working with the UI, part of my job was to make the achievements.
In the 5 minute game, we have 4 distinct achievements with different tiers in all but one.

Kills – 10, 25, 50
Shotgun Kills – 5, 10
Sniper Kills – 5, 10
Get the Palladium

The code is the UnrealScript to display the Palladium achievement HUD icon, talking to a flash file.

Force Gun

So aside from User Interface, I also created the signature weapon for Palladium Absolution, the Force Gun.

This weapon is a simple physics weapon, with a primary and secondary fire mode
The primary fire mode is a single target fling, throwing enemies from one side of the map to the other with one shot.
Then we have an Area of Effect fire on the secondary, a smaller range, less powerful knock back centered on the player knocks all nearby enemies back out of attack range

PA_forceWeapon

Using InstantHitMomentum in UDK allows the single target fire to blast individuals away with extreme force.

PA_forceCharge

And this shows the projectile fire, the AoE mode for this weapon, there is no direct damage done, however the radius and MomentumTransfer allow a large knock back over a specified area. The lifespan of this projectile is how it is centered on the player, causing the projectile to explode almost as soon as it is fired.

Gamemaker Project

Earlier on in my course, I was the lead programmer on a game maker project. In groups of 3 we made a full game in gamemaker 8.1. My group made a kind of Metroid remake

gamemaker1

I coded the most of this game, with a few features added by other people.
The main features that I worked on was the different upgrades and the enemies, including the boss
One of the upgrades was a double jump. I used the inbuilt GameMaker Drag and Drop to make this upgrade

gamemaker2

This part of the code checks if a double jump is feasible, using can_double to ensure that only 1 airborne jump is possible.

User Interface

So i figured I would start out by posting what I’ve been working on for the last 6 months or so, the game Palladium Absolution, and as the title implies, specifically the User Interface.

Within the user interface there are a couple of different parts, firstly, the Heads-Up-Display (HUD).

PA_HUD

And Secondly, the menu system, consisting of the main menu and the pause menu.

PA_MainMenu

These parts have different functionality to them, the menus are a simple frame animation on button press, however the HUD is more complex, doing things such as modifying health bars and changing weapons correctly, even keep track of achievements

This section of code is responsible for checking the current weapon of the player, and appropriately handling changes

PA_WeaponSwap

If you havn’t seen anything about Palladium Absolution before please check out the blog and Facebook page, linked below.

http://palladiumabsolution.wordpress.com/about/

http://facebook.com/PalladiumAbsolution