Projects (non-professional)

Battle Karts (Mar 2015) - This was heavily inspired by the original Super Mario Kart "battle mode". Also my first game incorporating multiplayer. I've had a lot of fun playing this with friends.

google play

iTunes (Apple will likely remove this soon)

github


Letterals (Aug 2014) - The idea popped into my head one night so I decided to publish it after failing to find anything exactly like it on either app store. While I find it less novel than Touchonauts, and certainly lacking in depth, it seems that it's actually a better game from a "fun" perspective.

google play

iTunes (Apple will likely remove this soon)

github


Touchonauts (Jul 2013) - My first "real" published game in the mobile space. It occurred to me that I hadn't yet seen a game that combined traditional Asteroids-like evasion game with an all-touch based set of controls. The game itself isn't strictly an Asteroids clone, and I'm really pleased with the end result. Also, I was delighted to find out how much fun it was to incorporate multi-touch.

google play

iTunes (Apple will likely remove this soon)

github


Go Go Gravity (April 2013) - I wrote this game to get the hang of Unity3D and experience the complete process of publishing a mobile app. I've since decided to remove this game from both app stores, as I wasn't proud of it as an actual game. It's a clone of a clone of a clone and not all that interesting.

github


Fluid Canvas (Sep 2012) - While creating Summoners Convention, I was unable to find a suitable tool for creating HTML5 canvas objects that would autofill to their container sizes. I wrote this library to allow for the creation of configurable canvas objects that lended themselves to Javascript apps that desire to be all or a portion of the screen's size.

github


Strife Basin (Mar 2013) - Written in Java, using 2D libraries, I wanted to recreate the Starcraft II custom map Nexus Wars. The game is currently designed as a two player game, connecting to an opponent over the internet. Although it currently exists as a fully working game, I haven't been actively developing on this project lately. If I pick this project back up, it will likely be in the form of porting it to a polished mobile version.

github


Puzzler (Aug 2013) - This project was a utility I wrote to turn any image into a jigsaw puzzle with randomly generated pieces. Both sample images are links to their full-size version with more detail.

github


JMacro (2011) - A tool to script human input. Development of this project is likely complete, as it's currently stable within the feature set it was designed for.

site

github


Summoners Convention (Dec 2012) - Written in node.js, this project was mostly an introduction to node.js and websockets, allowing multiple players to connect to the same instance. Once I had a fully working prototype, I decided the actual gameplay itself wasn't captivating enough to warrant further development.

github


Darkfall Gear Optimizer (Jun 2012) - The original Darkfall Online (not its successor, Darkfall: Unholy Wars) had a very customizable gear system where you could equip any type of armor, however you were incentivized to gear towards a specific role. Essentially, the heavier your gear (ie: plate armor instead of leather), the more penalties you received to actions like casting spells or firing a bow. Heavier armor would cause you to suffer from encumbrance, and there were specific encumbrance levels you would aim for in a given player role. This tool would allow you to select the absolute best set of armor for your character. This required churning through millions of possible combinations to produce the subset of ideal gear sets. This was possible in about a minute through heavy use of custom hashing functions. The tool is no longer of use, as Darkfall Online was taken down to make way for its successor, but I keep it around as a good example of the type of number crunching achievable in Java.

github


ATOL Data Visualizer (Dec 2007) - This is a data visualization application I wrote while working at NASA's Air Traffic Operations Laboratory (ATOL). Written in Java and using Java3D, it takes data gathered from our laboratory test runs and allows us to "replay" the run and visualize exactly what happened. While I can't post the source code and distribution package here for anybody to freely download, I would be more than happy to provide either upon request. If interested, just send me a line at RossAllenBell at gmail.


Toaster Tales (Apr 2008) - A three level, side-scroller game for the Game Boy Advance. This game was created by my team for a game programming class in the final semester of my undergraduate career. The source is entirely C, 95% of which was written by myself.

binary

gba emulator


Puyo-Puyo (2009) - Very similar to Tetris, the player lines up same-colored pieces to "break" them. Puyo-Puyo was programmed in Java and uses the Java 2D libraries.

binary


Parkaos (2009) - I was curious how a platformer game would play in a browser using Javascript and HTML5. There's no actual game to play, but click the link to see how the platformer framework handles in this prototype.

site

github


Snake (2011) - Just like what you used to play on those old Nokia phones. I wanted to see what using the HTML5 canvas API was like.

site

github