Skip to main content

Games

The Games I've Made

I have made several games ranging from platformers to puzzle games to simple tap based games.
I have been releasing games on the Google Play store under Bit Shift Productions.
Below are a couple of games that have been made by me and are live on the play store right now.

Orbital Shield : Save The Planet
is a game which is simple and a great time waster.
orbital shield logoIn Orbital Shield you control the one and only thing that protects your planet from utter destruction.
You have to use your skills to destroy those incoming asteroids before they take a chunk out of your planet.
In this visually pleasing and challenging game compete with your friends on the leader board, Collect space rocks to unlock new upgrades and improve your capabilities to defend against the onslaught of asteroids.
Get ready for unlimited fun with Orbital Shield.
Simple mechanics and addicting game play is in store for you.

Turnt
is a game which is a visual treat and is very much relaxing.
turnt logo
In Turnt, bring your timing skills to center stage and turn at the right time to score victory over your friends.
A lot of cool unlockables are there in the in-game shop which will keep you hungry for more for a long time.

Compete with your friends on the leaderboard, unlock all the goodies and share your score on social media.
This is a game that does one-tap right and for all you tappers out there, this is a must have.

Astro Rush : A Tap Jumper  was released under Impractical Productions.
The game is an endless adventure into the deep abyss of space.
You as the player have to guide your alien through the emptiness of space by placing platforms that the alien can jump on.
Time your taps, help your alien traverse through the planets and avoid black holes.You have to upgrade your power-ups to last longer in the game.
The upgrade system will keep you engaged for a long time.
Challenge your friends to see who can go the distance in the leaderboards.
Hours of endless fun to be had while playing Astro Rush.

Quantum Maze : The charge was released under Paradigm Shift
quantum maze logo
The game is about navigating through mazes of increasing complexity and to reach your goal of retrieving your charge by avoiding enemies and blockades.
Quantum Maze utilizes your phone's accelerometer to navigate through mazes of increasing complexity
This a great puzzle game with a fair bit of strategy thrown in.
The faster you complete the maze and less the damage you take, the higher your score for that level. Try to reach the final level and get back your lost charge.

Comments

Post a comment

Assets Worth Checking Out

POPULAR POSTS

Curved Surface Shader [ Unity Implementation ]

Curved Surface Shader This is the shader that we will be having at the end of this tutorial.
 The curved surface shader is capable of achieving really varied visual effects from showing space-time curve due to gravity to a generic curved world shader that is seen in endless runners like Subway Surfers.
The concepts that you learn here can open you up to a new way of looking at shaders and if you didn't think they were the coolest thing ever already, hopefully let this be the turning point.😝.

Both the examples show above use the same exact material is just that different values have been passed to the shader.
Start by creating a new unlit shader in Unity and we will work our way from there.
First we define what the properties are:
_MainTex("Texture", 2D) = "white" {} _BendAmount("Bend Amount", Vector) = (1,1,1,1) _BendOrigin("Bend Origin", Vector) = (0,0,0,0) _BendFallOff("Bend Falloff", float) = 1.0 _BendFallOffStr("Falloff s…

Introduction To Replacement Shaders & Shader Keywords

What is a replacement shader? A replacement shader is a shader that gets applied to every object being rendered.
Since the camera determines what objects end up being shown on screen, The functionality for setting up replacement shaders are in the camera class as well.

A good use case of a replacement shader would be in making effects like SSAO.
Here we need access to the normals and the depth information so a replacement shader that displays only the normals can be rendered ( stored in a render texture ) and then another shader that displays the depth information ( stored in a render texture ) and then the final image is rendered with the SSAO effect by taking the two render textures as input and doing a bunch of calculations.

Another use case would be to visualize the environment differently for various reasons like how they did in City Skylines.

The function that performs shader replacement is:
Camera.SetReplacementShader( Shader shader, string replacementTag ) Takes in a shader as …

Toon Liquid Shader - Unity Shader

Toon Liquid Shader This is how the shader will end up looking :
This shader is pretty neat and somewhat easy to implement as well as to understand. Since we will be adding some basic physics to the toon water as it is moved about we will have to support that in the vertex shader as well.
So let's start by looking at the properties :
Properties { _Colour ("Colour", Color) = (1,1,1,1) _FillAmount ("Fill Amount", Range(-10,10)) = 0.0 [HideInInspector] _WobbleX ("WobbleX", Range(-1,1)) = 0.0 [HideInInspector] _WobbleZ ("WobbleZ", Range(-1,1)) = 0.0 _TopColor ("Top Color", Color) = (1,1,1,1) _FoamColor ("Foam Line Color", Color) = (1,1,1,1) _Rim ("Foam Line Width", Range(0,0.1)) = 0.0 _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0,10)) = 0.0 } Just the usual stuff that we are used to. The only thing that may stand out is the [HideInInspector] tag, This works j…

Access Reflection Probe Data For Custom Shaders

The Unity shader documentation regarding reflection probes is pretty minimal and not at all comprehensive.
This short tutorial is intended to bring reflection probe functionalities to the forefront your future shader writing endevors which is a fancy way of saying "Look at this cool stuff and go and use it somewhere" 😏
Here we will try just the bare minimum of making a shader that reflects the cubemap data from reflection probe and displays it on the object.

These reflection probes are basically objects that store a complete image of the environment surrounding it into a cubemap which then can be read by shaders to create various effects.
More information on how reflection probes work in Unity can be found here :
Using Reflection Probes In Unity

I am not going over how to set up Reflection Probes here only how to access them inside our custom shaders.
So this is what we will be making:
The reflection probe takes in the cubemap only if it is within it's range otherwise i…

How To Animate A Fish Swimming With Shaders

Animate Fish Swimming With Shaders We are going to make swimming animation by using only shader code.
By the time we are done, it's going to look like this.
You will probably need the fish model used in this tutorial, that can be found HERE. Can use your own model but the shader code might have to be modified accordingly because of the orientation of the model that you might be using ( issues with whether the X axis & Z axis is flipped ).
The shader used way out performs a similar scene with skeletal animations applied on the fish models.
On a previous benchmark I did comparing the shader animation with the skeletal animation there was a difference of 28 FPS( on average ) with 50 fish.
The shader we are going to make is really powerful and flexible and don't think that it's limited to making fishes swim😀.


So this mesh oriented like this when imported into unity and this is important to understand because this means that the model's vertices have to be moved along the X-…