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Wheel-Go-Splat
Wheel-Go-Splat is a game I made some years back that's based very much on an older game called Marshmallow Duel. The basic idea is to beat the other player by either knocking them of the bottom of the screen, or killing them in some other fashion. You can gather various power-ups to help you acheive this goal. To anyone who's seen this before but had issues with the speed, I've updated it to handle the timing properly under Windows XP. I've also made it slightly less confusing to start when you have no players created yet. Have fun, and go check out Marshmallow Duel, too!


Perlin Noise
This was for a class, but it was quite a bit of fun. It's a simple Perlin Noise generator written in Scheme. It even has a handy little GUI, and it can create looping animations. You can download it here, including the source code, but beware. I was trying to squeeze as much speed out of it as inhumanly possible, so some of it may seem sort of crazy. Anyway, you can see some images here that demonstrate the types of patterns it can create, but of course it's more fun messing around with the options yourself. Especially for animation. If you choose to, you can have it save a series of PNG images that when put together, create a nice looping animation through the noise. The trick is that it's actually generating this in three dimentions, so if you generate a couple of two dimentional slices, you get easy animation. Anyway, download it, and try it out yourself. All you have to do is choose a few functions and move some sliders around to get lots of different effects from it!


Holmes

My primary project at the moment. It's a logic game based on (very strongly on, and in fact, a clone of) Sherlock(careful, it's not XP friendly, but it will work), an old shareware game. I'm writing it in Scheme, using MrEd for the graphics, which for me, means yay, I get to use Scheme, and for you means, well... I suppose it means it'll be cross-platform compatible, if you're into that sort of thing. I've always been more interested in embedded systems, though.

Anyway, it's coming along alright, except that the next part I need to work on is the generation of clues so the player can actually start deducing. That's hard though, since it means I also need to make the game be able to solve the puzzles itself. Otherwise, how would it know what clues are best to include, or even if there were enough of them to complete the puzzle?

Current State :
Loads board and tile graphics, but not user defined, yet. All handling of the top-left board (where the player actually marks what things they believe are true and false) is in place. Undo and redo are both functional with infinite depth. Window can be moved by dragging it from any point that is not important in some other way. While no clues are yet created, the expected solution is generated.
 
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