Hello there. I'm looking for some paid job now, so I decided to post my portfolio here.
I accept any programming related jobs: coding entire game, wrirting separate systems, implementing some existing stuff to your projects, etc. I'm fine with just consulting if you don't really need for everything to be written for you.
I got over 10 years of experience coding with GML, a bit less with other programming languages like Object Pascal, C++, C#, JS and some others. I'm searching for programming work, but since I was solo developing games before - I have some experience with drawing and general game design as well (especially with fighting games).
What I'm able to do:
1.I can freely work with almost all GM features. I don't have experience only with mobile phone stuff like ads since I don't even have a smartphone. Also, not really used networking yet, but I read some articles about it for learning purposes.
2. Started making shader when they first appeared in GM. I made a lot of neat stuff with them so far.
3.Got experience making DLLs for Game Maker.
4. I'm good at optimizing stuff.
5.Can give some advice about pixel art if you insists.
Stuff I done so far:
1. Animation system.
My most neat stuff. Game maker seriously lacks some good system for frame-based animations. You can't specify how much each frame should stay on the screen. That's why I made it. I rewrote it few times already, now it's Animation System Mark III already! If you even used MUGEN fighting engine - you will get how it basically works. Though, starting from version 3 - it now have something similiar to Unity's components system. You can add some additional stuff to your animations: collision boxes, sound playing events, point coordinates, text and number data, even subimages with parenting and depth ordering. I made special separate animation editor for this, that creates and modifies animations' GML files. Though, it's still in Beta state.
2. Platforming engine.
There are a lot of such on GMC, but mine is not pixel based. It's math based one. It's not lightning fast, but it can pretty easily handle around 50-100 characters on the screen without YYC.
3. State machine system.
Basically, lets you change object's behaviour based on the current state. Mostly used for fighting and platformer games though. I used as base Ace's state machine codes, but I mostly rewrote and improved it a lot.
4. Cut-scene and dialogue system
Made it for my own game. At first I used it only for dialogues, but now it supports a lot of features, such as choices, IF-coditions and a lot of other stuff. You can even play few scenes at the same time with it. Pretty neat.
5. Multi-room loading system
With this you can load multiple rooms at once. For example, you can load nearby location when you're near the border of the current room, and both rooms will be on the screen. It can also load subrooms, like interiors of bulding. Though, it's not some system that can be easily separated from my engine.
6. Pixel-based dynamic lighting
Looks neat, but needs some optimizations. For now it got properly working point lights, and a bit buggy directional lights. But main near stuff is not this, but advanced bloom. It's based on special textures, where you specify specular levels, bloom radius, self-lighting level and trasparency to the light (with last one you can make background lights to be visible through images). This system use MRT Shaders, that work on DirectX only though. I got some thoughs about optimizing it after YYG will fix bugs that gets in the way.
Made a lot of them so far:
- animated trees;
- super-neat 2D water shader with reflections, refractions and waves from when objects touch the water. With my lighting system it looks even better that you can imagine;
- did I mention shader-based lighting system before?
- palette-swap shader (newest version of this one was made by me)
- dithering shader. Was based on this PS tutorial. It does exactly same thing. Results are completely the same. I tried it for 3D models - looks pretty neat too;
- screen distortion shaders: shockwave, bend, blur, heat;
8. Cloth simulation DLL
Can't beat nVidia, but still... video
9. That stuff in mine signature
10. I bet there are some other stuff I forgot to mention
Some screens from mine WIP games:
Game 1 - 1
Game 1 - 2
I prefer to be paid hourly or by result. Better discuss such stuff personally with PM, mail or Skype.
Edited by GamerXP, 06 April 2015 - 10:37 AM.