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If you're interested in just what I've been up to lately--here you go. This page contains all of the programming projects I have going on, whether just ideas or finished products.
If you have questions, comments, etc. on anything here, you can discuss anything in the molotov.nu Forum or through email.
Also, see my Graphics page for some graphical projects of mine.

Finished Projects - Current Projects - Abandoned/Unstarted Projects


(Mostly) Finished Projects

I've started a ton of projects, and finished only a handful. Some of these still have work being done on them, updates and such.. but are overall considered done and ready for public consumption.

SweepMiner

SweepMiner is a mostly completed Minesweeper clone. You can download it and play it here. It supports huge boards, multiplayer cooperative modes, skins (including some that give new play modes--like colors instead of numbers), game saving and loading, a timer accurate to 1/10 of a second, and a simple easy-to-use interface. Its the first released in what I hope to become a number of classic games for BYOND, with the intention of drawing a larger audience there.
It uses AbyssDragon.ChatSystem for chatting in-game.

On the to-do list:
Left-clicking to lay mines. This will be implemented as soon as BYOND allows it. Publication of the game outside of BYOND is waiting for this feature.
A high-score list. I'm uncertain whether to do this now, or wait until I can get around to doing the PHP Superhub (see below).
A game-solver command that solves a minefield. The reason for this is simply an interest in writing an algorithm to play Minesweeper (one of the reasons I first created this project), and not a really useful play feature.
Normal Mode hints. Cheat Mode is currently implemented, but it can give you things you don't have enough information to solve yourself.. Normal mode will be limitted to only knowing what you know.
Possibly one or more multiplayer competetive modes. This is unlikely unless requested.

AbyssDragon.Parser
[Requires a BYONDscape subscription to download and use]

AbyssDragon.Parser is a fully-featured parser that can be used for text games, MUDS, or just chatting (see AbyssDragon.ChatSystem for that). Also, see AbyssDragon.ParserFiles for a demo and several useful libraries that use AbyssDragon.Parser.
Defining new commands for my parser is no harder than defining verbs, and allows for considerable flexibility in several areas. Download it and see.

This project is basically complete. Bug-fixes and a handful of features are all that's planned at the moment. Requests are encouraged. however... so feel free to tell me what you'd like to see in a parser.

To-do list:
I'd like to create a basic MUD command set using this Parser. I think'd that help communicate how it can be used for that, as well as helping out some of the people who want to write a MUD but are new to programming. In addition, it'd help me find features that AbyssDragon.Parser might benefit from.

Current Projects

I have many projects that I currently intend to complete. I may continue to actively work on some or all of these, or I may just as easily let them fade away. This section contains what projects I have not yet finished (ha!) or lost hope on.

Mahjongg

Mahjongg solitaire (also called Taipei) is a popular computer game that has been created in hundreds of forms. This project is planned to support most of the features from Kyodai, a very popular version of the game (except for 3D of course). It may also support playing the original four-player version of Mahjongg, if I ever learn how.

Currently, the game is completely playable (with only one tileset and board layout), but has no interface work done. It's rather rough, but it works perfectly. Background images are a selection of traditional Chinese art.

When completed, Mahjongg will use AbyssDragon.ChatSystem.

SET 3.0
SET 2.0 is released and well-tested. In fact, it is used in an encryption library (BYOND Encryption Algorithm). However, its design ended up being a little sloppy. I'd like to redo it using some techniques I used in AbyssDragon.Parser, as well as add some functionality to it. The new version will be more completely object oriented (it no longer uses a global proc, but rather you must create a SET object to do your evaluation).

Progress on this is virtually nil so far, as I am a bit unsure on what to do in a few areas, and am waiting for an arbitrary precision library (I may end up making one myself if the one in progress doesn't suit SET).

DBZ Mega Bukkake
The power of Bukkake is in your hands (and hair) in this game--possibly the only one that treats the DBZ universe fairly. Coming soon to a BYOND hub near you!

Abandoned, Unstarted, and Ignored Projects

Some projects never get past the idea stage. Some I start, then quickly shelve. Most of my projects eventually end here. Most of these I intend to come back later and do something with, but they just aren't high priority right now.
If anyone were to offer to help on any of these projects, though, my priorities could change :-)

Scorched Metal
This is a sort of odd idea I've been toying with. It's inspired by the classic Scorched Earth, but it's top-down and has more of a tactical element, as you control multiple units. Like its source of inspiration, it will have a ton of customizable features and a large selection of different weapons and equipment to make use of in combat.
It'll also give me a chance to make a pixel-movement system in BYOND, along with a full degree-sensitive rotation system.

Paradroid "Tribute" Game
Okay, so this is a dreaded fan-game. I've never been against them, anyhow.
Currently in the idea/preliminary-work stage. I plan to use art from the Amiga version of Paradroid 90. I want to include the original gameplay, along with multiplayer styles--team play, competitive, and such... possibly even a mode where one player (or team) is the ship's droids and wants to protect the ship itself.
I also intend to expand what types of levels it can have (I'm going to keep how I plan to do this a secret for now), and include a level-editor.
The original was is an awesome game, and I have plenty of ideas that I think can make this even more fun to play.

Generic Space-Fighter Game
There was a dearth of fun games for the SNES where you flew through space blowing stuff up. Some scrolled to the side, others scrolled up. This game would work in rounds, you'd do three rounds flying and shooting through a random assortment of space-baddies, then appear in a bonus round. Bonus rounds would be drawn from classic gaming--a space invaders round, an asteroids round, etc. After a set of rounds the game would increase in difficulty.

Hex-based Strategy Game
Not much is currently done for this, except for graphics and the shell of the engine. Very little game planning has been done, so the game's rules are not well-defined. As is currently planned, you play the role of a spell-caster who summons creatures to his aid. There will be resources of some type to manage (perhaps just mana), and strategic uses of different units on different terrains.

I'm having some difficulty deciding strengths and weaknesses (and balancing) the many units to the game, and could use some help in this area. This game is currently low-priority, but that would change if help was received.

PHP Superhub
Currently in the idea stage, I hope to integrate all of my games with the molotov.nu webpage by writing a set of PHP scripts that each game communicates with. With this, players can check for games online, see high scores, etc. all in one central place. If I ever get around to writing this, it will be released as a library. Other features I hope to add include remote logging, savefile backups...
Basically, the idea is to create a customizable version of the BYOND hub that anyone with a webhost with PHP can make use of. The only thing currently preventing me from doing this right now is my lack of MySQL on this server... which I would most definately want to make use of.

Update: Word on the netfirms.com support email-thingy is that MySQL is going to be supported in the "very near future". Now, all I have to do is learn MySQL and I'll be ready to start on this!

Post-Apocalyptic Multiplayer Strategy/Action Game
This game has been replaced by Scorched Metal, above.
That title's not very good--but it's better than the title of my project's directory, which is "Squad". This is actually a fairly completed game, but it's really old... and truthfully, I don't know if it's very good. In addition, it uses all sorts of RPGMaker graphics.
This probably would have been awesome if I finished and released it when I first started, if only for the reasons that I did a lot of things that (as far as I know) no one else was doing at the time. This included things like floating HUDs (before client.screen!) and minimaps (before pixel_x and pixel_y!).
But getting back to the actual game: the idea was that the world was mostly destroyed, and everyone alive had banded into small groups to survive. The atmosphere was harsh, so everyone lived in mechanical suits. Since supplies were scarce, competition for them was fierece. In the game, players formed teams that represented one of the groups and engaged in warfare over territory/supplies/whatever. While it featured a lot of action elements, it was also played a lot like an RTS, only with multiple players per side. Each person could construct buildings and equipment, and perhaps more important to strategy they could dig trenches (which could fill with water, polluted water, or burning polluted water). There were all sorts of neat ways to lay traps using that.

Perhaps someday I'll redo this game using more modern BYOND techniques. I'm still interested in the idea, especially if anyone wants to offer some help (like icons!).

BYOND Compiler
Occasionally I get crazy ideas. While completely bored in my CSC 285 (Computer Architecture--assembly and whatnot) class, I daydream about how I could write a compiler that took BYOND code and output actual machine code. Obviously, this wouldn't included graphical stuff.. it'd basically be like writing command line programs. Still, I think it'd be neat to be able to write simple tools using DM and all of the neat features it has.
Whether this idea ever sees the light of day or not is an entirely different thing, though...
Removed
Removed for now..



your beauty on my skin, like oxyacetylene