Harold Brenes

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Games & Code

Fragger

      Fragger is a physics-based puzzle game created in Actionscript 3. The game uses the Box2D engine created by Erin Catto. It's art was created in Flash CS3/CS4, sounds were created in CoolEdit Pro and the project was compiled via the Flex SDK 4 beta mxmlc compiler.

      Absolutely all of the work concerning this project was created by myself. Including Art, Animation, Sounds, Design, Dev Tools and Programming. (Testing, however, involved several people.)

Click here to play Fragger.

The developer build features several debugging features including a very useful developer console who's API is extremely easy to use and only involves calling a function to expose any variable or function to the console. It is also designed so that is easily integratable with any project, I've used it in several previous projects as well.

Here, a developer mode command toggles drawing of physics shapes used by the Phys Actors and walls :

All levels were assembled in FlashCS4 by using JSFL extensibility and compiled components for easily editable entities. Here, some properties are being changed on an explosive crate:

click for full iamge

All code was created using FlashDevelop, in conjunction with an open source C-style preprocessor self-modified to fit Actionscript project development needs, as the mxmlc preprocessor proved to be buggy, slow and very limited.
The customized build process consists of a call to the preprocessor with custom commands to input a src folder with an entry point and a build include file. The processed output(extremely fast) is then fed to mxmlc with a custom config xml.
This process allows for greater control and optimization of the output, much more control and flexibility within development. It can greatly speed up the development process, and specialized builds can be easily created.

click for full iamge

Chaos Edge

      Chaos Edge is a fast-paced survival slasher viewed from a top-down perspective. It was developed in Actionscript2.0. All animation was done within ToonBoomStudio and Flash, Sounds/Music in CoolEditPro & Cubase and it was coded in FlashDevelop.

      The game draws inspiration from Crimsonland, however it focuses on mele combat rather than firearms. Unfortunately due to time constraints the game could not be taken to where I wanted to and settled for an endless-wave survival game.

Absolutely all work created by myself as well.

Click here to play Chaos Edge.

Waves are generated from an XML file containing spawn and other event commands. After the last pre-defined wave, an even command is fed to the WaveManager and it generates automatic waves based on the player's level, etc. Each wave successively generating higher-level enemies. Enemies & waves could also be dynamicly generated from the developer console.