An awesome puzzle/platformer I'm currently working on. Coming to Steam, 3DS, Wii U, and mobile!Website: http://pk.fouramgames.comDevlog: https://forums.tigsource.com/index.php?topic=52263.0
Cross-platform endless jumper written using the HaxeFlixel engine. Google Play: https://play.google.com/store/apps/details?id=com.fouramgames.monsieurmoustache Itch.io: http://ohmnivore.itch.io/monsieur-moustache Presskit: http://fouramgames.com/press/sheet.php?p=monsieur_moustache
Date: May 2015
Work in progress
GitHub repo here. Itch.io page here. This is my biggest project so far. It's a second re-write of an awesome game I've been trying to make for the past year and a half. The first version was Frenzy, the second version was HeadRush, and now the ultimate version is SkullRush. It runs on the HaxeFlixel engine and uses my HaxeNet wrapper for networking. In short, it's a 2D online multiplayer platformer shooter that is EXTREMELY moddable. The client acts as a canvas of sorts, and the server has almost complete control over the game's graphics, sounds, and logic. This means that there's out of the box support for custom game modes, custom game entities, custom graphics (that can even override the default game graphics if you want) and much more. Mod it enough and you can make into a completely different game! It uses OgmoEditor for mapping too.
Date: April 2014
This is the Adobe AIR predecessor to SkullRush. GitHub repo here. It's basically an online multiplayer platformer shooter. It's Quake ported to 2D. I want to make it extremely moddable. It also uses Streamy, my AS3 networking library. I have already included support for custom plugins, custom gamemodes, custom maps, and I'll soon be implementing a custom networked FlxSprite protocol. As you can see, it's very custom.
Date: November 2013