All the games I made, playable or not
- FastKat NEON2014
The third and last FastKat version, colorful and groovy.
- FastKat 22012
The FastKat follow up.
- FastKat Adroid2011
Managed to make a simple demo with basic gameplay, but developing in Java is not really my thing.AndroidJavaa video, maybe sources
A simple and successful browser game about dodging 3D objects.
Depth charge game, with chain reactions and nice details.
Read more about SubsforeverBrowserFlashavailable
- 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 somewherePCCmaybe 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.PCClost
- 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' avversaries, I found the defining a dozen of checkpoints along the track was enough to have them move naturally and be good avversaries.AmigaBlitz Basic 2sources
- 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 wasndered around avoiding turrets shooting at you. All the graphics were made in 3D using Lightwave and edited with a custom-made editor.AmigaBlitz Basic 2sources
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.
Here is a gameplay video.AmigaBlitzbasic 2video, 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 ForceAmigaAmoslost
- Joust II1992
A top-down game where you had to avoid 'items' faling 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 SpectrumASMsource 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 SpectrumBasic, ASMlost
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 frameworks.