Mark Church portfolio
Pokemon Art Academy
I was one of three Designers on Pokemon Art Academy for the 3DS. I was responsible for scripting, laying out UI, creating animations, implementing audio and bug fixing.
Stealth Bastard/Stealth Inc Levels
Some of my level design work was used in Stealth Bastard Deluxe on PC and Stealth Inc on Vita/PS3. The game is a 2D stealth platformer that is made in GameMaker.
The game was originally free on PC, so when it was released on steam some of the previous levels were remixed so they were different for people who had played the original. I re-mixed one of these levels by using new features to create a new puzzle in the area in the bottom right. This was challenging as the size of the area couldn't change.
This is the original level:
This is the original level:
And this is the new one after my edit:
SCRIPTING Skyrim - Mine Ore - Glow mod
I really loved playing through Skyrim but never crafted any armor or weapons because I had no idea which rocks had ore in them. So when steam workshop support was added I wrote a script to make all the rocks in the world that are minable glow so they are easy to locate from a distance. Once the ore has been mined the glow will disappear, but when they can be mined again the glow re-appears.
I then had my full set of daedric armor!
I then had my full set of daedric armor!
Here's the script I wrote:
Scriptname OreGlow extends ObjectReference
EffectShader property UBG13Bright2FXSCOPY0000 auto
FormList Property MinedRockList Auto
bool Function HasBeenMined()
return MinedRockList.HasForm(self)
endFunction
bool Function HasNotBeenMined()
return !MinedRockList.HasForm(self)
endFunction
Function StartGlow()
UBG13Bright2FXSCOPY0000.Play(self)
EndFunction
Function StopGlow()
UBG13Bright2FXSCOPY0000.Stop(self)
EndFunction
Event OnCellAttach()
if HasNotBeenMined()
StartGlow()
Endif
EndEvent
Event OnCellDetach()
StopGlow()
EndEvent
Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
StopGlow()
MinedRockList.AddForm(self)
EndEvent
Event OnReset()
StartGlow()
MinedRockList.RemoveAddedForm(self)
EndEvent
Once the rock has been mined the rock is moved to a list and each time an area is loaded a check is performed whether the rock is in the list and if it is not an effect is applied.
The mod can be downloaded here: http://steamcommunity.com/sharedfiles/filedetails/?id=74290396
Its quite popular with over 28,000 unique views and over 11,000 current subscribers :-)
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