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The games, libraries, and test concepts from some games I developed in 2003-4

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HTS-Games

The games, libraries, and test concepts from some games I developed in 2003-4.

  • C++ for Win32
  • Visual Studio 6 (I think?) (Maybe it was called Developer Studio in those days?).
  • SDL for graphics and sound
  • rendering with Open GL even though everything is 2D

Two complete games

  1. Barrel Drop - a board clearing game in the same genre as Tetris or Candy Crush.
  2. Picture Puzzle - a jigsaw style puzzle game.

The game library and engine (GAMELIB_2)

  • coroutines
  • particle physics system
  • asset manager
  • UI tools for in game dialogs and screens
    • user interface controls like buttons and text fields
    • event handling
    • WISIWIG GUI builder

Some ideas, concepts, and prototypes that never made it into finished games

  • Industrial Golf
  • A hex-board space war game with path finding (AStar) and motion behaviors (flocking, chasing, etc.)
  • something called roundtris which I assume was an idea derivitive of Tetris

A bunch of tools that I developed or found at the time

  • Asset bundler
  • A BFont Maker

and a bunch of other odds and ends

FAQ

What does HTS stand for?

Highly Technical Sh!t - A synonym for 'magic'. The acronym started as a thing my friend Tim and I would use to describe something we didn't totally understand.

Does all this stuff still compile?

IDK

What are your plans for this code?

None really

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