Friday, June 8, 2007


- DOWNLOAD: Rainpaper (7.5MB)

Also a game made during the same course in school as NFAB. I designed this game once many years ago as a child when it was raining outside. I was playing around with papers, scissors, some dice, pens and so on, and came up with this. Later on, I redesigned the game so that it only needed one die, pen and checkered paper. This is simply a computerized version of that version of the game. No scoring system or anything; it's just meant as a time killing game.

While studying in the swedish "gymnasium", I often played this on hard just to survive the boring math and physics lessons. Think of the game as part strategic and part random. Don't worry, I also hate games that are completely random.

NOTE: It is important that you read the game's description at the title screen. You may think you've played this game before, but if you haven't played Rainpaper, you haven't played Rainpaper, simply put.

As with NFAB, this game is also locked to 1280x1024 resolution. And yes, the screenshots are actually from different versions of the game taking during the work process. The first screenshot shows a round that took about an hour, using an early version of the game.

Naturally Friendly Air Bubbles

- DOWNLOAD: Naturally Friendly Air Bubbles (NFAB) (6.3MB)

NOTE: There is a stretched version at 1024x768 resolution for download too, that looks ugly but works for those monitors that doesn't support the game's original resolution.

DOWNLOAD: stretched 1024x768 version (6.3MB)

A fairly simple game made in Game Maker 6 during a course at school, where we were supposed to make 5 games in about 9-10 weeks. This is one of two games during that course that I got really satisfied with. Lots of things could be done better, particles could be optimized, and music could be added I guess, as well as lots of other things.

Even though it really is daunting with all the text; please read the description of the game on the title screen. It will help you. It's not complicated, it's just a different sort of game. Also note that the game is locked to 1280x1024 resolution. I know now that it's not optimal, but changing it now would mean rewriting large parts of the game.

Thursday, June 7, 2007

Introduction to this spot on the big bloggy dog

Welcome to my corner of the infinate webspace. This blog will contain downloads, thoughts and ideas, notes and works created by me for showcase/portfolio purposes.

I have been working with UnrealEd to create my own maps for Unreal Tournament 2004. I'm so far just a beginner, but I'm learning fast from experimenting, asking around on forums, and watching Buzz3D's tutorials that came with the Editor's Edition of UT2004.

So far, I've made two and a half maps. The first one is rather small and complex, and probably not that well balanced, but was just an attempt at learning the editor. The second map is more balanced and much larger, with several areas and strategic locations of interest, and it also has a nice feel to it. The third map is an experiment with skyboxes, particles and lights to create a good looking weather. So far, it is turning out pretty good, but it's far from complete yet.

I have yet to look into bot support as well as optimized collision, anti-portals if needed, and things like that.

I'm also working with Game Maker 7 from time to time, trying to make prototypes or just fun 2D games. It's really a great tool for me as a designer and hobbyist programmer. Despite its' corny name, it really allows for some advanced programming with its' scripting language (GML) which pretty much looks like a mix of Pascal and C++.

[EDIT] I have also been hired by the University of Skövde to teach the basics of Game Maker for a course in Experimental Game Mechanics, where the students were to create one game prototype per week for a couple of weeks using Game Maker. I was also a tutor for the class both in person and via online messaging for the duration of the course.

Worth mentioning; The games you can find on my site require Windows 95 or up in all probability.