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Javier Calet Toledo – Portfolio PDF 2014 English
PDF CONTENT This PDF contains several projects that I have made as game programmer. If you continue reading you can know details about each project, and you can download some demos or see videos:
- Battle of Heroes: Land of Immortals for iOS / Android (http://www.ubi.com/ ) - Galaxy Life: Pocket Adventures for iOS / Android (http://www.ubi.com/ ) - CSR Racing for iOS / Android (http://www.naturalmotion.com/ ) - Clumsy Ninja for iOS / Android (http://www.naturalmotion.com/ ) - Lords of Football for PC / X360 / PS3 (http://www.geniaware.com/ ) - Galaxy Breakout for Android - Deferred Shading Engine PC DX9.0c - Planet Rescue : Animal Emergency for Nintendo DS (http://www.virtualtoys.net/ ) - Ener-G Horse Riders for Nintendo DS (http://www.virtualtoys.net/ ) - XNA Engine for X360 and PC - Fear No More Project (Master Degree in Videogames Creation at UPF University) - Heightmaps project - Sudoku & Kakuro Game Series for Android - Movistar Racing 3 (www.digitalchocolate.com ) - 3D Interactive World (final thesis project at the Barcelona University) - Artificial Intelligence Test - Pacman in Python - Other Projects : King’s Valley 3 and Crazy Tetris
You can visit my personal portfolio web at: http://www.caletbak.com/ In my web you can see more screenshots and HD videos of my projects. You can click at “Read more…” in each project for further information. My e-mail is: [email protected]
Javier Calet Toledo – Portfolio PDF 2014 English
Battle of Heroes: Land of Immortals - iOS / ANDROID http://www.caletbak.com/professional-projects/boh
Battle of Heroes: Land of Immortals is a FreeToPlay cross-platform game published by Ubisoft for Android and iOS.
Developed using VS C++ 2013, Android NDK, Xcode Obj-C and OpenGLES 2.0.
Date and Technology
The game was published by Ubisoft Barcelona the 6th of November 2014 for iOS and Android platforms. Using
the next technology:
Programmer Tasks
• Tech Programmer
• Complete building system from scratch for iOS, Android and Windows. Auto generation of all the necessary
projects in XCode, VS2013 and Eclipse/MakeFiles in Android
• Codebase engine programming: cross-platform native code for all mobile platforms
• VS 2013, XCode, Assimp, Freetype, Tortoise SVN
Project Summary
Lead your heroes to victory! Discover a new fantasy world in the struggle to Evagar.
Game features:
• Play in an online persistent world with thousands of players.
• Attack other players with your own army and specially trained hero.
• Climb up the top of the multiplayer's leagues.
• Build and manage your own fortress.
• Defend your city with all sort of defences.
• Compare your score and achievements on Game Center, Google Play Services or Amazon GameCircle.
Javier Calet Toledo – Portfolio PDF 2014 English
Galaxy Life: Pocket Adventures – iOS / ANDROID http://www.caletbak.com/professional-projects/glpa
Galaxy Life: Pocket Adventures is a FreeToPlay cross-platform game published by Ubisoft for Android and iOS.
Developed using VS C++ 2013, Android NDK, Xcode Obj-C and OpenGLES 2.0.
Date and Technology
The game was published by Ubisoft Barcelona in 2012 for iOS platforms and in 2014 for Android. Using the next
technology:
Programmer Tasks
• Tech Programmer
• Complete building system from scratch for iOS, Android and Windows. Auto generation of all the necessary
projects in XCode, VS2013 and Eclipse/MakeFiles in Android
• Codebase engine programming: cross-platform native code for all mobile platforms
• VS 2013, XCode, Assimp, Freetype, Tortoise SVN
Project Summary
The funniest massively multiplayer online space strategy game on smartphones and tablets! Game features:
• Play in an online persistent world with thousands of players.
• Attack other players in real time battles with more than 14 different types of units.
• Build and manage your own star colonies.
• Defend your colonies with 8 different types of defenses.
• Explore the persistent galaxy for rivals and virgin planets to colonize.
• Communicate with other players with an in game message system.
• Find friends and cooperate with them by sharing defenses.
• Customize your avatar.
• Craft incredible items for battles and defenses.
• Stay connected with your star bases with Push Notifications.
• Compare your score and achievements on Game Center, Google Play Services or Amazon GameCircle.
Javier Calet Toledo – Portfolio PDF 2014 English
CSR RACING – iOS / ANDROID http://www.caletbak.com/professional-projects/csr-r acing
CSR Racing is a FreeToPlay cross-platform game published by NaturalMotion Games LTD for Android, iOS and
MACOS. Developed using VS C++ 2010, Android NDK, Xcode Obj-C and OpenGLES 2.0.
Date and Technology
The game was published by NaturalMotion Games LTD in iOS and MACOS the 28th June 2012 and it has been
released for Android the 15th of April 2013. Using the next technology:
Programmer Tasks
• Tech Programmer for Mobile (Android / iOS) - (Oxford Studio)
• Codebase engine programming: cross-platform native code for all mobile platforms.
• GLES2.0 shaders programming: graphics engine, shadows and self-shadowing code.
• Specific Android implementations: GLSL optimizer, Facebook, Twitter, Marketing APIs, etc
• VS 2010, VS_Android, XCode, FMOD, Tortoise SVN
Project Summary
Race your dream car in the ultimate test: a drag race along deserted city streets. CSR Racing combines stunning,
high-fidelity graphics with addictive gameplay and stunning multiplayer head-to-head competition to create a new type of
racing experienceMeet Clumsy Ninja, the most hapless ninja ever to grace a touchscreen!
Upgrade your Audi R8, BMW M3 or Chevy Corvette with turbos, nitrous injection and aerodynamic tweaks to beat
tougher and tougher opponents. And when you’re ready, it’s time to challenge the crews that rule the city.
Featuring a breakthrough in graphics fidelity, CSR Racing smashes the barriers between consoles and your
iPhone or iPad. Full retina resolution and next-gen lighting combine to beat any 1080p console racing game on the
market.
Javier Calet Toledo – Portfolio PDF 2014 English
CLUMSY NINJA – iOS / ANDROID http://www.caletbak.com/professional-projects/clums y-ninja
Clumsy Ninja is a FreeToPlay cross-platform game published by NaturalMotion Games LTD for Android and iOS.
Developed using VS C++ 2010, Android NDK, Xcode Obj-C and OpenGLES 2.0.
Date and Technology
The game was published by NaturalMotion Games LTD in iOS the 21th November 2013. Using the next
technology:
Programmer Tasks
• Tech Programmer for Mobile (Android / iOS) - (Oxford Studio)
• Codebase engine programming: cross-platform native code for all mobile platforms.
• GLES2.0 shaders programming: graphics engine, shadows and self-shadowing code.
• Specific Android implementations: GLSL optimizer, Facebook, Twitter, Marketing APIs, etc
• VS 2010, VS_Android, XCode, FMOD, Tortoise SVN
Project Summary
Meet Clumsy Ninja, the most hapless ninja ever to grace a touchscreen!
Train him, throw him, tickle him, and even tie balloons to him. Everything you do will make Clumsy Ninja more
skilful, and help him find his missing friend, Kira.
Clumsy Ninja is the next generation of interactive characters! He can sense, feel, move, and react uniquely every
time. Prepare to be amazed…oh, and please take good care of him!
Javier Calet Toledo – Portfolio PDF 2014 English
LORDS OF FOOTBALL - PC/X360/PS3 http://www.caletbak.com/professional-projects/lords -of-football
Lords of Football is the last professional project in which I have been working. It is a cross-platform title to be released
for PC, X360 and PS3. Developed using VS C++ 9.0, DX, OpenGL, SpeedTree, Scaleform and Gamebryo.
Date and Technology
The game will be published soon and I have been working using the next tools and technology:
Programmer Tasks
• Core Programmer for PC / X360 / PS3
• Gamebryo Animation System Wrapper for adding animation sounds and creating the game match replay
• SpeedTree/SpeedGrass 5.2 and Scaleform integration within our Gamebryo rendering system
• Audio Engine using FMOD Designer and FMOD Ex
• I have also done some tasks in order to improve and maintain the Gamebryo Scene Designer
• VS 9.0 C++, Gamebryo Scene Designer, SpeedTree Modeller, FMOD Designer, Adobe Flash CS5, Mantis, XML,
AS2.0, Tortoise SVN
Project Summary
In Lords of Football you take on the role of first team manager in a strategic game of exploration, creativity and
balancing human resources. For the first time ever the gameplay sees you manage footballers in every aspect of their
lives from time out socializing at the pub to team tactics and on-pitch performance.
Played in first person ‘God’ mode, gameplay includes the day-to-day planning and maintaining of the club's
training sessions. You also manage the psychological aspects of each individual footballer nurturing a more realistic
relationship that comes with being a professional football manager. The advanced AI system delivers lifelike character
types and face-to-face dialogue with your players. These exchanges can take place throughout the 3D world and during
matches.
Lords of football offers revolutionized gameplay and customization tools to simulate life on and off the pitch. You
can lead a team of footballers and live the dream with true-to-life football personalities who demand training, leadership
and recreational entertainment to keep them motivated.
You must create tactical strategies, keep press and supporters satisfied, track each footballer’s lifestyle habits,
deal with the chairman's transfer market issues and much more. Lords of Football will demonstrate what effectively
happens during the life of a club with all of the people involved.
Javier Calet Toledo – Portfolio PDF 2013 English
GALAXY BREAKOUT – ANDROID http://www.caletbak.com/professional-projects/galax y-breakout
Galaxy Breakout is my third game for Android devices (Android OS >= 2.2). Developed using Eclipse Java, Android,
NDK and Box2D.
Date and Technology
This game was developed since May 2010 to July 2010 using the next tools and technology:
Project Summary
Galaxy Breakout is a high quality arkanoid-style game:
• 6 complete planets, a great final boss for each planet, and 3 difficulty levels.
• Each planet has an appearance and 3 enemies with 3 different behaviors.
• Several Power-Ups: Life-Up, Total Ball Control, Reset Ball Speed, Multiple Balls X 3, Fireball, Ship enlarge
and reduce, and Laser Shoot.
• Rankings for each planet and level.
• Complete planet and stages editor: you can create your own planets and save them in the device ROM or in
SDCARD. Play them with the appearance of the game planet you choose and share them with friends or the
internet.
• Bosses Game Mode: once you finish each game planet, you can defeat the planet boss again whenever you
want.
• 4 available controls: Touch, D-Pad, TrackBall or Accelerometer.
• High quality sounds and music.
THE PROJECT CENTAUR HAS BEEN A
SUCCESS. AFTER YEARS OF DEVELOPMENT,
CENTAUR WAS ABLE TO ESTABLISH CONTACT
WITH THEM. WE ARE NOT ALONE. THERE IS
INTELLIGENT LIFE IN OTHER GALAXIES.
UNFORTUNATELY...
NOW, WE ARE ABOUT TO DIE. THEY ARE
HOSTILE. WE HAVE REVEALED OUR PLANET
POSITION TO AT LEAST THREE DIFFERENT ALIEN
SPECIES. OUR ONLY HOPE IS THE PROJECT
SYGMA, THE UNIQUE AND MOST POWERFUL
SPACE SHIP WE HAVE EVER DESIGNED.
WE MUST KILL THEM BEFORE THEY FINISH
WITH US. IT IS THE ONLY WAY TO CUT THE
CONTACT. WE WANT TO BE IN SILENCE AGAIN...
FOR EVER....
Javier Calet Toledo – Portfolio PDF 2013 English
DEFERRED SHADING ENGINE – PC http://www.caletbak.com/personal-projects/deferred- shading-engine
Deferred Shading Engine is a rendering engine for creating games with enhanced graphics in a very easy way.
Developed using VS C++ 9.0, DX9 and MaxScript.
Date and Technology
The engine is still in development and it is using the next tools and technology:
Project Summary
Deferred Shading Engine is a complete rendering engine with multiple 2D and 3D functionalities. It includes a
complete Max Exporter for models and scenes and let the programmer to use several post-processing effects
without compromising the performance. The main engine characteristics are:
• Multi-threaded environment. Dynamic content
loading and destruction of scenes, models and
textures.
• G-Buffer Information (3 RTs, 32bits each one).
• Stencil Culling Light Volumes. Direct, Point and
Spot model lights implemented.
• Normal and displacement mapping implemented.
• Multi Sampling Anti-Aliasing (MSAA).
• High Dynamic Range natural effects (HDR).
• Materials with: diffuse, specular color,
normalmap, heightmap, opacity, lightmap and
glowmap.
• Data packing for scenes, models and textures.
Javier Calet Toledo – Portfolio PDF 2013 English
PLANET RESCUE: ANIMAL EMERGENCY - NINTENDO DS http://www.caletbak.com/professional-projects/plane t-rescue
Planet Rescue: Animal Emergency is my second commercial and professional game for Nintendo DS as Senior
Programmer in Virtual Toys BCN. Developed using Codewarrior C++, Nitro-SDK, Nitro-System and NetBeans Java.
Date and Technology
The game was published by Ubisoft on November 2008 and it is using the next tools and technology:
Programmer Tasks
• Senior Programmer for Nintendo DS.
• UI, Wi-Fi communications, game flow, 3D engine and gameplay.
• I created a secure Wi-Fi communications interface for sharing data between DS consoles.
• I also programmed a complete and useful tool for creating UI. The designers were able then to use it for creating
better content in an easier way. It was necessary to understand the Nitro graphics format for retrieving the graphics
• Codewarrior C++, Nitro-SDK, Nitro-System, Nitro-Debugger, NetBeans Java, Tortoise SVN, Syncro SVN and XML.
Project Summary
As a young vet, you’re opening your animal clinic. You take care of your neighbours’ domestic pets and also
of exotic baby animals which was your specialization during your studies. Diagnose, cure, keep in observation and
heal the animals to gain your clients’ confidence and respect.
Live a great adventure to discover what could drive all animals to become sick. Investigate to find out if the
town factory could be polluting the rivers and thus is responsible for the animals' diseases. Real challenges are
waiting you. Become a great vet and you may be able to join the most prestigious NGO at the end!
Javier Calet Toledo – Portfolio PDF 2013 English
ENER-G HORSE RIDERS - NINTENDO DS http://www.caletbak.com/professional-projects/energ -horse-riders
Ener-G Horse Riders is my first commercial and professional game for Nintendo DS as Senior Programmer in Virtual
Toys BCN. Developed using Codewarrior C++, Nitro-SDK, Nitro-System and NetBeans Java.
Date and Technology
The game was published by Ubisoft on October 2008 and it is using the next tools and technology:
Programmer Tasks
• Senior Programmer for Nintendo DS.
• UI, Wi-Fi communications, game flow, 3D engine and gameplay.
• I created a secure Wi-Fi communications interface for sharing data between DS consoles.
• I also programmed a complete and useful tool for creating UI. The designers were able then to use it for creating
better content in an easier way. It was necessary to understand the Nitro graphics format for retrieving the graphics
• Codewarrior C++, Nitro-SDK, Nitro-System, Nitro-Debugger, NetBeans Java, Tortoise SVN, Syncro SVN and XML.
Project Summary
In Ener-G Horse Riders (Imagine Champion Rider / Alexandra Ledermann) take care of your horses & foals
and live a great adventure where you’ll discover & tame wild horses. Game Features:
• Develop a strong relationship with your own unique horse and choose its personality (shy-sensitive, active-
athletic and happy-playful).
• Take care and nurture your own unique foal then take him to competitions and on a great adventure!
• Tame & save wild horses.
• Ride through wide open spaces
• Access the interactive guide at any time, making the game easy to access for anyone.
• Collect cards and share them with your friends via the DS wireless connection.
Javier Calet Toledo – Portfolio PDF 2013 English
XNA ENGINE – PC / X360 http://www.caletbak.com/personal-projects/xna-engin e
XNA Engine is an engine for creating games with enhanced graphics in a very easy way for X360 and PC. Developed
using VS C# 9.0, XNA Api and MaxScript.
Date and Technology
The engine was ready to use on November 2009. It is using the next tools and technology:
Project Summary
XNA Engine is a port to C# and XNA API of the graphics engine from the Fear No More project and adding
some new features. It is a complete graphics engine with several additional features making possible and easy to
create a game for PC and X360 using the XNA technology. The code itself is absolutely compatible between PC
and X360, taking into account the peculiar constraints of the console, and it is optimized in order to get the best
frame rate in X360. The main engine characteristics are:
• Full HD resolution (720p) ready.
• 3D MAX Studio 8 Model and Scenes Exporter/XNA Importer.
• Dynamic loading of scenes, models and textures.
• Normal and displacement mapping implemented.
• Graphics engine based on Shaders: materials with multiple maps (diffuse, lightmap, noise, normal, specular,
emissive and environment).
• Postprocessing effects (bloom, blur, tone mapping, etc.)
• Custom Fonts and complete 2D graphics library.
• Input from keyboard, mouse and X360 joystick.
• 3D surround sound engine.
Javier Calet Toledo – Portfolio PDF 2013 English
FEAR NO MORE PROJECT – PC http://www.caletbak.com/personal-projects/fear-no-m ore
Fear No More is the final thesis project of the Master Degree in Videogames Creation given by the Pompeu Fabra
University. Developed using VS C++ 9.0, DX9, LUA and MaxScript.
Date and Technology
This game was developed since January 2007 to October 2007 using the next tools and technology:
Project Summary
Fear No More is a 3D adventure-action game in where you are Victor O'Rein, a 17 years old boy who seems
to be living into a nightmare. The game uses a powerful DX9 3D engine, allowing to the player to solve several
puzzles and fight against dangerous enemies.
Fear No More has succeeded to be finalist in the Sony Playstation game competition of Art Futura 2007. I was
absolutely responsible for all the programming game creation part: rendering engine, collisions, mathematics,
physics, game logic and UI systems.
The game is divided into 3 acts:
• ACT I The House. Here, the player must solve several puzzles that let him go out. He can also discover some
clues and read some books from the library in order to understand future game events.
• ACT II Park Part I. The player will learn some new movements for surviving like using a bat as a weapon or to
do elusive somersaults. Victor will also face one of the most challenging puzzles in the game: the labyrinth.
• ACT III Park Part II. The player will find new dangerous enemies and will solve new puzzles in the park
church. Finally, Victor will fight against the most fearsome of his enemies...
Download
http://www.caletbak.com/downloads/SetupFearNoMoreEN G.zip (164MB)
WinXP/WinVista/Win7/DX9.0c English Version
http://www.caletbak.com/downloads/SetupFearNoMore.z ip (163MB)
WinXP/WinVista/Win7/DX9.0c Spanish Version
Javier Calet Toledo – Portfolio PDF 2013 English
HEIGHTMAPS PROJECT – PC http://www.caletbak.com/personal-projects/heightmap s-project
Heightmaps project is a graphic demonstration about heighmaps generation, run-time vertices compression and for the
creation of realistic grounds for any kind of game. Developed using VS 9.0 C++ and DX 9.0.
Date and Technology
I programmed this project the summer of 2006 and it is using the next tools and technology:
Project Summary
Heightmaps Project shows 3D realistic terrains for any kind of game. It can load heightmaps in the next formats:
• .TGA (8 bits).
• .TER (16 bits Terragen files).
• .R32 (32bits RAW files)
Once the terrain is loaded, the program will calculate his average normal vectors to maintain a realistic
physical aspect to lighting effects. Moreover, it is prepared to show the ground compressed or uncompressed,
saving unnecessary polygons studying the land morphology. The terrain may be textured or non-textured, and it
has a second layer of color that can be changed easily and can be applied according to terrain heights.
Download
http://www.caletbak.com/downloads/SetupHeightmapsPr oject.zip (36MB)
WinXP/WinVista/Win7/DX9.0c
Javier Calet Toledo – Portfolio PDF 2013 English
SUDOKU & KAKURO GAME SERIES – ANDROID http://www.caletbak.com/professional-projects/sudok u-kakuro
Sudoku Game Series and Kakuro Game Series are my first two Android games for the Android Market >= 1.5.
Developed using Eclipse and Android.
Date and Technology
Sudoku Game Series is in Android Market since October, 9 2009 and Kakuro Game Series since October, 14
2009. They are using the next tools and technology:
Programmer Tasks
• Android Programmer and Artist
• Complete 2D Engine, gameplay and gameflow, music composition and graphics
• I needed to create some tools for Android like font generators and data packers for improving data security
• NDK programming for supporting Box2D physics library
• Android 2.2, NDK, Box2D, Eclipse Java and Tortoise SVN
Project Summary
Sudoku & Kakuro Game Series present two high quality games for Android devices. They have two game modes:
• Challenge mode : you must overcome 50 Sudokus or Kakuros of up to 5 difficulty levels. If you are able to do
this, the game will unlock for you new Sudokus or Kakuros and features.
• Practice mode : with a complete Sudoku and Kakuro generator, the games are able to generate any kind of
Sudoku or Kakuro in only a moment. You can generate and play the Sudoku or Kakuro you want and always
different.
The games include a complete tutorial for those people who never have played these games before, and support
up to 4 languages: Spanish, Catalonian, French and English.
Javier Calet Toledo – Portfolio PDF 2013 English
MOVISTAR RACING 3 - MOBILE DEVICES http://www.caletbak.com/professional-projects/movis tar-racing-3
Movistar Racing 3 is my first professional as game programmer in Microjocs Mobile (Digital Chocolate nowdays).
Developed using Eclipse, J2ME, Ant, XML and Netbeans.
Date and Technology
This game was developed since December 2005 to June 2006 and published by Telefonica-Movistar. It is using
the next tools and technology:
Programmer Tasks
• Junior Programmer for Mobiles.
• Gameplay, 3D Engine programming, 2D vector graphics engine for fast racing games, game flow, FX Effects, AI,
Java and i-Mode game porting and Tools.
• It was necessary to create a complete racing design tool for creating circuits with multiple quality settings.
• Eclipse and NetBeans Java, Mascot Capsule V3, JSR184, Mantis, Ant, XML, SVG file importer, Tortoise CVS.
Project Summary
Movistar Racing 3 is a motorcycle videogame, so driving/speed genre, in which the player can challenge into 6
street races in very different world cities. MR3 (called MotoRage initially), is a videogame for mobile devices in which
highlights the 2D engine graphics capacity implemented based in vectorial graphics.
The player starts playing with a basic motorcycle and can improve it buying new and better pieces or improving
the already adquired components. To earn the money the player must win races and the income quantity depends of
the final position in the race: only 3 will have a prize in cash, after that position the player will lose the necessary bet for
participating.
The cities in which the player can race are: Tokio, Madrid, Ciudad del Cabo, Barcelona, Sydney and Río de
Janeiro. The time attack mode is a great complement to the game as it stores the ghost of the best lap for each circuit.
Later, the player can overcome his best lap playing against the ghost.
Javier Calet Toledo – Portfolio PDF 2013 English
3D INTERACTIVE WORLD – PC http://www.caletbak.com/personal-projects/3d-intera ctive-world
3D Interactive World is the final thesis project of the Computer Science Engineer Degree at the Barcelona University.
Developed using VS 6.0, C, OpenGL and XML.
Date and Technology
This project was developed since September 2004 to February 2005 using the next tools and technology:
Project Summary
3D Interactive World presents to the user a complete 3D scene editor including some functionality for attaching
different behaviors to the scene objects. The final idea is to have a 3D game editor in which you can create your own
games. The most similar to that project could be 3D Construction Kit adding the way to edit the behaviors from the Stunt
Island game.
The development process of the project was 3 months with 1 more month for writing the documentation. Although
it could be a pity that the documentation is in Spanish, I would recommend making a look to it for understanding and
checking all the analysis stages that a programming project could need.
The project has succeeded the maximum score possible with a court formed by graphics and mathematics
doctors.
Download
http://www.caletbak.com/downloads/SetupTFC2005.zip (11.3MB)
WinXP/WinVista/Win7/DX9.0c
http://www.caletbak.com/downloads/TFC2005_DOC.PDF ( 14.8MB)
Spanish
Javier Calet Toledo – Portfolio PDF 2013 English
ARTIFICIAL INTELLIGENCE TEST – PC http://www.caletbak.com/personal-projects/ai-test
Artificial Intelligence Test is a small programming test where two sides controlled by the computer will try to conquer the
flag position defended by the opposing side. Developed using VS 6.0, C and OpenGL.
Date and Technology
This project was developed since March 2005 to April 2005 using the next tools and technology:
Project Summary
Artificial Intelligence is an AI programming test done for a company several years ago. The objective was to
confront two sides for conquering the flag of the opposite side.
The test presents a randomly generated node table with 1-4 random paths each node, where each of the sides is
positioned in a table corner. In order to get the rival flag, each side will move by turns, using an A* pathfinding algorithm,
all the "soldiers" for finding the shortest path to the destination. The only rule was the killing constraint: only the RED
soldiers can kill GREEN ones, only GREEN soldiers can kill BLUE ones and only BLUE soldiers can kill RED ones.
In this way, each colored soldier will search the correct path to the flag trying to avoid the rival soldiers whose
could kill him and trying to attack the colored soldiers he can kill.
Download
http://www.caletbak.com/downloads/SetupAITest.zip ( 980KB)
WinXP/WinVista/Win7/GL
Javier Calet Toledo – Portfolio PDF 2013 English
PACMAN IN PYTHON – PC http://www.caletbak.com/personal-projects/pacman-in -python
Pacman in Python was a programming test in which I tried to make an exact copy of the original Pac-man game.
Developed using Python.
Date and Technology
This project was developed since September 12, 2007 to September 16, 2007 using the next tools and
technology:
Project Summary
Pacman in Python is a 3 days programming test done for a company in which a Pacman game had to be
programmed using only Python scripting language. Then I decided to create a Pacman game the most similar possible
to the original one.
It was necessary then to create 4 different AI behaviors (one for each color ghost), and each ghost had its own 2
states for chasing the player or simply patrol the corresponding area. Other constraints were important for the ghosts:
they cannot go up for all the paths into the map and they run slower when trying to go through the path in the middle of
the map. But for each level the player accomplishes they are faster and more intelligent.
An A* algorithm was necessary for finding the fastest path for the red ghost because it is the only intelligent one.
But there is a place in the map, like in the actual Pacman machine game, where the player can stay without being seen.
Download
http://www.caletbak.com/downloads/SetupPacmanInPyth on.zip (2.61MB)
WinXP/WinVista/Win7
Javier Calet Toledo – Portfolio PDF 2013 English
OTHER PROJECTS – PC http://www.caletbak.com/personal-projects/other-pro jects
King's Valley 3 was a non-finished project based in one of the best Konami games for the MSX system. Developed
using Visual Basic 6.0 and DirectX 7
Crazy Tetris was a nice tetris clone running over MS-DOS systems (that is the reason for the controls malfunctioning in
the video). Developed using Div Games Studio 2..
Date and Technology
King's Valley 3 was created on 2003 and Crazy Tetris on 2000 and they are using the next tools and technology:
Download
http://www.caletbak.com/downloads/SetupKingsValley3 .zip (628KB)
WinXP/WinVista/Win7
http://www.caletbak.com/downloads/SetupCrazyTetris. zip (2.27MB)
WinXP/WinVista/Win7