This piece of demoscene was created for my friend, Kasia Wasak, on her 22nd birthday. There were some typical demoscene effects included, like growing weeds and moving spheres with environment mapping using dynamic cube-mapping technique.
poniedziałek, 1 czerwca 2009
sobota, 25 kwietnia 2009
Metaballs 2D
Just a demoscene effect, kind of presentation. But nothing big. In this small project I created dynamic metaballs (isosurfaces) and synchronized it with Drum & Bass music in the background. There were also some fancy electrical breakdowns in this demo, that occured when one metaball was close to another, and the other was then attracted by the first one. One of the metaballs was controlled by input device (mouse). And there were also some equalizers in this demo ;) Everything was created in C++ and CG (all metaball stuff is calculated on the GPU, with some simple shader).
sobota, 28 marca 2009
Don't Kill The Babcia (Granny)
The game was created in 8 hours during 6th Conference of Games Engineering in Siedlce, Poland. Compo theme was "psychodelic game". Our team was: me (Sobol, most of the code), Słoń (code & gfx), Koshmaar (some code & gfx & sfx) and Artpoz (code & sfx & gfx).
Our entry was and MMO game (yeah, right - Massive Multiplayer Offline :P), because up to 24 people could could play on one keyboard. The goal of the game is NOT to kill grannies, that are talking some bullshit and swearing at you. Sometimes granny takes a white rabbit out of her pocket and throws it at you. You have to press your key then to block it, otherwise you loose frag. Sometimes granny tries to frighten you by taking the rabbit, but not throwing. If you press the key in such a moment, you loose frag, because granny dies. Once every couple of seconds, there is a keybord shuffle, and you have to find your new key.
We placed 8th out of 9 teams. That's not too good, I agree. But the main problem in my opinion is that we were not able to present our game to the public, because they didn't understand what we were doing. In my opinion this game was kind of fun :)
środa, 24 grudnia 2008
SA4011, Mirco Machines remake
This game was created as a term project for "Advanced C++" classes on WEiTI, Warsaw University of Science. The game was supposed to be a crazy variation over Codemasters Micro Machines. We created a game that several people could play over TCP/IP connection, and got the highest mark possible (5). You could choose between 6 unique vehicles (driven by me and my 5 friends). Unfortunately it's too bugy to release on the internet.
Our team was:
- Michał "Sobol" Sobiecki (me)
- Maciek "Słoń" Stefańczyk
- Kacper "Szkudi" Szkudlarek
niedziela, 18 maja 2008
Think, 4k intro
wtorek, 1 kwietnia 2008
Too fast, too rabie
"Too fast, too rabie" ("Szybcy i ze wścieklizną") is a 2D platform game created as a term project for Event Driven Programming classes. The first version was released after one week of development on gamedev.pl compo, where it took 2nd place. The game was created using J2SE, JOGL (OpenGL 4 Java) and Swing for map editor.
czwartek, 1 marca 2007
URPL28, sci-fi RTS game
Quote from original project site:
"URPL28 is a real time strategy game. Player can choose between two game modes - campaign and free play and three races (...) There are three times of day, and each race has supremacy during one of them. (...) It's a unique combination of fantasy and science fiction genres. (...)"
The game was created in 5 months (September 2006 - february 2007). The project was abandoned after releasing tech demo (the release was on time) due to the beginning of my Bachelor course.
Credits:
- Idea, Code & Design - me ("Sobol" , M.Sobiecki)
- 2D artist - "BlackHawk", P.Lenart
- Sounds & music - "Beleg", R.Wieczorek
- www - cRgh0sT
- Testing - Cenobium team (specialized in reversing and IRC :P)
Thanks guys for your help and support!
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