rbVessal/Glimpse
Augmented reality iOS app for finding similar people.
Discovered public repositories for rbVessal in the GitHub catalog.
Augmented reality iOS app for finding similar people.
Cat Bowling Ball Game
OpenGL rendering of Geometry Warz
An iOS app that allows you to find internships from different internship websites.
As part of a team project last spring quarter, we had to write a design document, construct a paper prototype from it, test the paper prototype with people from our game design and development II class and implement their feedback for the digital prototype, and finally build the digital prototype in Unity all under two weeks. In addition to this, we had to teach ourselves Unity and could not seek help from the professor as part of a game industry simulation experience. We had to learn how to make the menus, which ended up being different Unity scene files, and write C# scripts for all of the game objects in MonoDevelop. With a team of six people including me, we were able to successfully build three levels for our game and to polish our game multiple times since we finished our project a couple of days before the due date. My roles in this project include: writing the game elements section and producing art for the game design document. programming death scripts for the player, menu scripts, and instruction script. delegating tasks to people in the team and checking up on people to ensure we were making progress as a team. Feel free to check out our updated design document. Here is a link to our game made in Unity. If you don’t have Unity web player, you need to download it. Controls for the game: Use WASD or Arrow keys to walk Hold Shift and use WASD or Arrow keys to run Use the mouse to look around Space bar to jump Press E to interact with certain objects
Flash application of the game billiards.
A Flash application that shows the two steps of the Convex Hull Algorithm.
Creates a book trading database and uses inner and outer joins and subqueries.
Visual demonstration of Dijkstra's Algorithm written in XNA library of C#.
An interactive RIT campus map made in Flash that is deployed to iOS. You can type in the acronyms of a building or type in the building name and it will zoom into the building you are looking for and display the building information.
Here is a link to the demo of this game. SparkCrashers was the first game I designed and developed with a team. In the beginning, there were group conflicts, but they were quickly resolved as we came together and discussed each issue and solved them as a group. Also, this experience taught us how to work with other people’s code. Because of this, our game turned out to be one of the best games produced in our class. Collaboration proved to be a very powerful tool in the success of this game. We were able to teach each other different parts of the XNA API library and how to use other software for producing music and art outside of class by discussing our parts in this project. This is also the first game in which we created our own level editor so that we could easily design and implement multiple levels in our game.
First game I developed with a Windows Form GUI. Main objective of developing this game was to use collision detection, loading maps from a text editor, and get the players moving on the screen. Project done in four milestones beginning with stubbed code and a text version and ending with a GUI version. The two maps you can load from are simplemap.txt and basicmap.txt. Controls for first player: WASD for movement F to fire bullet Controls for second player: IJKL for movement H to fire bullet
Link to video of this game. I got a chance to work as an artist and game designer with a team of third year upper-classmen. As a first time participant, I got to experience what it feels like to compete against other teams in a span of two days of design and development. Unlike the other artists, I created all of my art assets in Flash CS5.5, because I have been playing around with Flash ever since ninth grade. Most of the artwork I produced had a lot of detail despite the simplicity of my style. Some of the details of the garbage, which are the game objects that the player collides with, were preserved when shrunk to a small size. All of the food provided by Microsoft and having a team to give me constant feedback and support allowed me to crank out artwork day and night. Since I was the only Flash artist in this competition, Andrew Parson, one of the judges at the competition, introduced me to the Expression Blend, which is very similar to Flash but provides more compatibility with XNA development for Windows Phone. Overall, I had a lot of fun participating in Imagine Cup with a team, learning more about cigarette and other types of pollution, and producing a fun game. Click here to run the setup that will download the necessary components to run the game. If you already have ran the setup before, then click here to download the game. The executable version has the .exe to run the game, while the source version has the source code and art assets for the game.
Here is a link to a video of this game. This game was an experiment for me to try out a new game mechanic in which the player must interact with a background element in order to change the dragon’s element. By doing this, the player will pay more attention to the background, as it adds another element to the puzzle of this game. For example, the player must touch the volcano to transform into a fire dragon to burn the chicken in order to retrieve the egg. The egg cannot be obtained by simply staying as a normal green dragon. I learned how to make sound channels that can loop throughout the game and sound effects that can be tweaked for certain periods of time by either using Flash’s built in audio channel or using Audacity. The XML file was used like a level editor by tweaking the attributes’ values. Instead of using the provided keyboard class, I created my own to better understand keyboard input in Flash. By developing and designing this game, I enforced the lessons taught in my Interactive Digital Media class. All of this was done as a solo project for a class. Even the art assets and animations were created by me. This game project took me approximately two weeks, which was done when I was learning the Flash API for Actionscript 3.0 for the first time. Because the levels are short, Dragon Berry Delivery is perfect for casual players. I always wanted to develop a mobile game, so I designed this game initially with considerations of a mobile processor and the screen size. What may appear to be normal size on a desktop would be too small when ported to the iTouch. Several tests between exporting the file to the iTouch and fixing it in Flash allowed me to get the right dimensions for all of the game objects and interfaces the player interacts with. Shape tweens, frame-by-frame animation, and gradual alpha changes were avoided at all costs, as I found those to put a strain on the processor. Another interesting thing I found out was that there is no debugger in mobile devices. If a program crashes in a mobile device, it simply freezes and doesn’t tell you the error. To my surprise, the game worked even better on the iTouch, as the controls were more smooth. Instead of the player moving by keyboard controls, the player would move by the his or her’s finger. The mobile version of this game was done outside of class as a personal project. The world of mobile devices is definitely a place to explore new game mechanics. This was a very fun experience for me overall. I hope to expand upon on the game to include a baking component where the player takes the ingredients he or she collected and bakes them to make a cake. Click here to download the game. This game can be played on a iTouch, iPhone, and iPad by double clicking on the .ipa file, which will place the game app in your iTunes. Make sure that the game app is synced to your device to see it appear on your app list. The game can also be played on the PC by running either the .swf or the .html file.
An interactive Flash app that allows you to decorate your cake.
A* path-finding algorithm.
Simple asteroids game made in Flash AS 3.0 with kitty UFOs.
Press Spacebar to turn the visibility of the flow field on and off. Refresh the page to replay the simulation. Essentially 6 groups of balls with colors of the rainbow are randomly spawned onto the screen with number of balls on the screen ranging from 13 to 70 and the ball’s diameter ranging from 20 to 30 pixels. The first ball created in its color group is assigned as the leader while the rest of the balls in that group are the followers. The followers find their leaders and once all of the followers of a particular color group find their leader, then they exhibit an orbiting behavior around their leader. Meanwhile the white ball seeks the center of the screen and stays there once it gets there. Once all of the followers have found their leaders, the first ring in the flow field is generated around the center of the screen and the first group in which the followers found their leader begins to steer themselves toward the center of the screen until they enter the first ring. After all of the followers of the first group enter the first ring, a second ring is generated counterclockwise and then another ring is generated clockwise after the second group of balls enter the second ring. This goes on until the last group of balls enter the last ring.
Controls for Kitty Land: Use WASD or Arrow Keys for movement, move around the mouse to change the view of perspective, and use Spacebar to accelerate at top speeds with a rainbow trail (which is activated after returning the lost kittens to the mother cat). Kitty Land is a game in which you play as Nyan Cat to find all of the lost kittens and return them to their mother cat. All of the cats are puffball shaped and were inspired by the Lubies stuffed animals. Once the player starts to chase after a lost kitten, the lost kitten seeks the nearest waypoint until it goes past that waypoint. Then it seeks the next waypoint until it reaches the last waypoint in the predefined path upon which the lost kitten respawn at the starting point near the first waypoint and the player respawns behind the lost kitten. Once the player collides with the lost kitten, the lost kitten engages in leader following by following the player, the leader. As the player captures more lost kittens, the lost kittens follow each other in a single line in the order they were captured. After the player returns all of the lost kittens to their mother, then the player can have a rainbow trail powers, which can be activated by using the Spacebar. With the rainbow trail powers, the player can go around with world at high speeds with an extended rainbow trailing extending from the cat’s tail.
Public repository.