Omiod Games

All the games I made, playable or not

  • FastKat neutrinos2021
    A simple version of FastKat running inside a SVG file!
    Read more about it
    Browser
    Javascript, SVG, NFT
    available
  • FastKat remastered2020
    The fourth and last FastKat version, a total rewrite of the original Fastkat, this time made in WebGL nstead of 2D canvas, and with a 3D sound that further improves the speed effect.
    Read more about it
    Browser
    Javascript, WebGL
    available
  • FastKat NEON2014
    The third FastKat version, colorful and groovy.
    Read more about it
    Browser
    Javascript, WebGL
    available
  • minielite2013
    A very simple sci-fi management text adventure based on the core game-play of Elite.
    Browser
    Javascript
    available
  • FastKat 22012
    The FastKat follow up.
    Read more about it
    Browser
    Javascript, WebGL
    available
  • FastKat Adroid2011
    Managed to make a simple demo with basic gameplay, but developing in Java is not really my thing.
    Android
    Java
    a video, maybe sources
  • FastKat2010
    A simple and successful browser game about dodging 3D objects.
    Read more about FastKat
    Browser
    Javascript, Canvas
    available
  • Subsforever2002
    Depth charge game, with chain reactions and nice details.
    Read more about Subsforever
    Browser
    Flash
    available
  • Top-down maze explorer1995 circa
    Made a tile engine that implemented Gouraud shading to have a somewhat realistic lighting. More a tech demo than a game actually... Should have the EXE somewhere
    PC
    C
    maybe lost
  • Unnamed Asteroids clone1994 circa
    First attempt to make a game on PC while learning C, worked in the classic 320x200 VGA display, the 256 colors available were able to simulate explosions, smoke and various effects.
    PC
    C
    lost
  • Unnamed Racing game1993 circa
    Using the 'engine' made for FMS, a top view raging game inspired by Skidmarks. My first attempt ever to make 'intelligent' adversaries, I found the defining a dozen of checkpoints along the track was enough to have them move naturally and be good adversaries.
    Amiga
    Blitz Basic 2
    sources
  • FMS - Full Metal Smasher1993 circa
    Made with my friend Andrea Modenese, you move a tank in a top-down scrolling screen. You had three tanks to chose from, and you wandered around avoiding turrets shooting at you. All the graphics were made in 3D using Lightwave and edited with a custom-made editor.
    Amiga
    Blitz Basic 2
    sources
  • Blitzeroids1993
    Made for the Amiga Format Blitz Basic Competition, sent in a floppy drive via mail and never heard back until I stumbled on it recently on the web.
    Graphics were made with 3D Studio 3 on PC by my friend Livio Rossani and Deluxe Paint on Amiga by myself and the help of Tommaso DabalĂ 
    Here is a gameplay video.
    Amiga
    Blitzbasic 2
    video, source code
  • Unnamed tank game1992 circa
    Here you move a tank in an area filled with walls. Walls are slowly 'growing' and you have to collect items along the way, until the wall grow too much. A mix of Bulderdash and Tank Force
    Amiga
    Amos
    lost
  • Joust II1992
    A Joust clone made in the then popular Amos basic language. At the time I didn't know an official follow-up with the same name really existed...
    Just about a dozen of people has seen it, and sadly I have no idea where it is now...
    Amiga
    Amos
    lost
  • FastKat1988
    A top-down game where you had to avoid 'items' falling down from the screen. It was totally made in ASM and to visualize the sprite I was using a routine extracted from The Arrow, a project of my friend Claudio Mazzuco.
    In this case the code is not exactly lost, I have it printed in a long paper sheet.
    22 years later I remade it in 3D (see above)
    ZX Spectrum
    ASM
    source code only
  • Laby 3D1987
    A 3D maze with third person view, made to be sold to an italian cassette magazine. It was accepted, but a few months later the magazine quit and never heard from them.
    The '3D' graphics was made in ASM while the controls where in BASIC, and it boosted 1 bit sampled sounds too.
    ZX Spectrum
    Basic, ASM
    lost

In most cases, along with each game I used to make editors to handle graphics, maps and all the needed extras. I never used any external framework.