MurderDev - Developing Killer Software

General Project Info

This is a listing of all projects regardless if they are released or not. This page will focus on how they were made and technologies used to accomplish the projects. All the code for all of the projects listed below is available by inquiry. If you have any questions feel free to contact me.

Game: Cave Dweller : Dy-No-Mite!

Project Website Screenshots

Technologies

  • iOS
  • Objective-C
  • Cocos2D
  • OpenFeint

Description

Cave Dweller Dy-No-Mite! is a major overhaul of the iPhone game, Cave Dweller, that I made a couple years ago. The game is a puzzle platformer game centered around a single miner trapped in a series of caves. Each map(level) contains 2 key elements; dynamite and an exit. You simply gather all of the dynamite and get to the exit to beat the level and move on. The trick however is that each block you walk under falls behind you preventing you from going back. This means you need to build you path strategically without trapping yourself and losing.

The game also includes a built in map editor so that players can make their own maps. The map editor allows players to share maps with friends and even comes with an autosolver that will attempt to automatically determine if the map can be solved.

The overhaul adds a ton of new features to the game. Some of these are listed below.

  • All New Art with Retina Support
  • Lots of Polish
  • OpenFeint/OFX Support
  • (DLC) Downloadable Content
  • Share Custom Maps
  • Achievements
  • Leaderboards

Accomplishments

Cave Dweller was my first game I attempted to make on the iPhone. The first version took about 2-3 months and that is including my time of learning Objective-C and iPhone devopment without every really using a Mac beforehand. The game is one of my first projects that I actually sat down and polished for release and love knowing more than just my friends and I are playing something I created.

Cave Dweller : Dy-No-Mite!
Stax PRO/Classic

Game: Stax PRO/Classic

Project Website Screenshots

Technologies

  • iOS
  • Objective-C
  • Cocos2D
  • OpenFeint

Description

Stax is a game that I quickly made after asking some friends if they had any decent game ideas. One friend mentioned the Stacker Arcade game and so I took a look into that as I never heard of it before. I quickly made this game in a few days and spent a month finding an artist and polishing it. The game is a simple one touch game. You simply touch the screen and stack the blocks. It does have achievements and leaderboards as well using OpenFeint services.

Accomplishments

This game is the second game I released for the iPhone. It was polished very well and actually appeared in OpenFeint's Free Game Of The Day (FGOTD) program.

Game: Tower Commander

Screenshots Videos

Technologies

  • DarkBasic PRO
  • 3d Studio MAX
  • 3DS Max Scripting
  • Gile[s] Lightmapper

Description

Tower Commander is a tower defense game. My idea at the time was to create a tower defense game that had RPG elements. I love being able to upgrade my towers but I wanted more than just a level upgrade. I added the ability to upgrade a level and use experience points to also add to speed, damage and range. The game also had another aspect that makes it slightly different.

Each bomb (for lack of better art) had a special type such as nature, fire or water. This was displayed as a simple shader to give it an outer glow. Each tower also has this type and it became a rock paper scissors game. Nature beats water, water beats fire and fire beats nature.

The score for the game continuously counts down to account for time. Each kill adds to your score. I believe higher level enemies actually give a higher score.

Accomplishments

This game was one of my first. I made another game (FPS) using DarkBasic for a competition. That game is always funny to go see again and you can probably find it if you look hard enough. It was called "Clone Wars". Anyhow Tower Commander game was a step in the right direction. It was another game I worked on that was actually playable.

Tower Commander was made using the DarkBasic game engine but for me the real accomplishment was how the levels were created. I spent a lot of my time learning everything I had to do. I started by creating a script in 3DS Max that would take a series of level pieces such as a corner, a straight wall piece, a small thin wall, ect and then would use these pieces and a small bitmap image to generate a map. I could just draw on the bitmap and run it through 3DS Max. Once I had the level and it was all textured I ran it through Gile[s] to create the lightmap texture. The rest of the game was fairly simple and basic position management. My biggest problem with coding was keeping the game clean without having the use of an OOP language.

Tower Commander
Xenergy

Game Mod: Xenergy

Project Website Source Code Screenshots Videos

Technologies

  • C++
  • DirectX 9
  • DirectX Hooking
  • Reverse Engineering
  • C# .NET
  • SQLite

Description

I got the name Xenergy from synergy which means "the working together of two things (muscles or drugs for example) to produce an effect greater than the sum of their individual effects".

Xenergy is a program I made to alter the official GUI for a game that I used to play. It is a very simple online RPG game and I wanted to have more visible. The tool was designed to not provide any extra advantage over other players and it was released to the public.

It supported things such as an in game map, item compass(items on the ground are difficult to see), item sniffer (if valuable items are on the ground it notifies the player), GOLD/Experience calculators to estimate how fast you are leveling/gaining gold and other small features. Xenergy also has a config editor to help users setup item configurations, auto update memory locations after a game update and other settings. The mod also came in an installer to help install automatically for almost anyone.

You can view the project page for more info.

Accomplishments

I am particularly proud of my work in Xenergy. The tool had and still kind of does have lots of followers (even though the project is dead). I built this using DirectX hooks and overlaid my own GUI on top of the game. To find the values I needed for the information it required quite a bit of reverse engineering. The program even includes a packet decrypter so that I did not need to find many values from memory but rather I get them from the packet which is obtained from memory (vs packet sniffing). The work on Xenergy also spawned the XenMaps project. The source code for this was released to the public upon me leaving the game.

Website: Interactive Xenimus World Map

Project Website Screenshots

Technologies

  • C++
  • C# .NET
  • DirectX 9
  • DirectX Hooking
  • Reverse Engineering
  • Google Maps
  • HTML/Javascript

Description

This site uses many technologies to get to where it is now. This project stemed from the Xenergy project actually. First I had to generate 100's of gigabytes of images by scanning the entire map while in game. To do this is required some serious reverse engineering and design. The images were then processed using .NET and the zoom levels were created. Once these were created I uploaded them to a server and used Google Maps and Javascript to display them to the user. There is also an XML file that contains data on towns and merchants.

Accomplishments

This program was very fun to work on. It was actually accomplished before by other people. They required multiple machines and used networking to modify packets to scan the map. I took this a step further by not using any packet modifications and modifying the games memory instead. This proved to be much faster and more efficient requiring only one machine. I am now able to scan a single server in about 1 hr or less when the other methods took more than 12-24 hours. The part that takes a long time for me is creating the zoom levels. There are massive amounts of images that need to be processed and the hard drive becomes a bottleneck with so many reads/writes.

Interactive Xenimus World Map
MobileCellOut

Website: MobileCellOut

Project Website Screenshots

Technologies

  • ASP
  • C# .NET
  • SQL Server 2008
  • AJAX
  • HTML/Javascript

Description

This site was created in an attempt to make a better place for people to go to trade off their cell phone contracts. There is a few other sites that offer a similar service but I felt these sites were very unprofessional and lacked many features. Unfortunately this site never took off because I am unable to do any serious marketing for it and it really is a niche. Most people do not realize they are even capable of trading their contracts and others may feel nervous trying to do this safely even if the companies involved make it very easy and safe.

The site does use asp,.NET, SQL Server, and AJAX to make the user experience as clean and friendly as possible. I created the database primarily focusing on the use of stored procedures and connected these to the C# code using databinding techniques.

Accomplishments

This is one of my first full websites that I created from the ground up. I am responsible for every aspect of the site from the database all the way to the backend code.