Experience all of the joy and excitement of the Christmas season with Christmas Tree Simulator.
Snowflakes contain special Christmas magic! The more snowflakes you collect, the more decorations you will be able to put on your Christmas tree. Christmas tree decorations make everyone happy and bring joy to the world!
Below are the goodies that you can place on your tree by exchanging magic snowflakes!
Ornament, round and shiny!
Candy cane, sweet and will give your teeth cavities!
SmileBreaker is a game where you use the paddle to deflect the smiley ball and break the bricks. This was the first game that I developed in Unreal Engine. Please see my Unreal Engine First Impressions post for my thoughts on the development environment. SmileBreaker was developed for the MiniLD #58 and the theme was “Pong”. I don’t find Pong very exciting for one player, so I decided to make a Breakout clone instead which is based on the same basic premise of Pong. The objective of the game is to use your paddle to deflect the smiley faced ball towards the blocks at the top of the screen. As the ball touches the blocks, the blocks will be destroyed. Win the game by destroying all of the blocks on the screen. This game was created with Unreal Engine 4, Gimp, Inkscape, Audacity, and Garage Band. Builds were created for HTML5 which can be played in a web browser and for Windows desktop.
Oiram features classic platforming action, backwards! Record your gameplay, and then play it in reverse for a special surprise! This game was created for MiniLD #57 and the theme was “Reversed”.
In this game, everything is backwards. The ending screen is shown at the start of the game. You walk backwards towards the beginning of the level. The background music is played in reverse. The sound effects are reversed. Avoid or stomp on the enemies, or else you will have to start over at the end of the level. If you make it all the way to the beginning of the level, then you will reach the title screen.
The player and enemy models were created in Sculptris and then exported into FBX format. Using those meshes, the armatures were created in Blender along with the run and jump animations. All of the level design was created with the Tiled editor tool. I used a script in a package called UnityHelper that I had developed which can read in XML files that are stored as TextAssets in the Unity project. The script takes prefabs as parameters, and it will instantiate those objects in the game world according to the layout defined in the XML file that is generated by Tiled. The classic theme was recreated in GarageBand using the sheet music style editor. Then the song was imported in to Audacity where I applied the reverse effect. Audacity was also used to reverse the hopping sound effects as well.