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I'm Florian Brönnimann, also known as Brunni and I'm a software engineer. You might have stumbled upon me on a development forum such as yAronet, PlayerAdvance, ps2dev.org, etc. This page presents a quick outline of some of the projects I have been working on during my spare time and am the most proud of. Note that my professional projects are of a different kind, check the link below. Scroll down or use the top menu bar to navigate. |
VDP-16 (WIP)
Tool (SDK) (2019)
Fantasy Console based on a fictional 16-bit arcade board. Show details ▾
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Developing games in the 8 and 16-bit era used to be a lot of fun because the simple graphics architecture allowed to do great things with little effort, the only problem was development with very limited tools and programming languages. VDP-16 vows to marry the best of both worlds; it takes a powerful 16-bit graphics processor, simplifies it from some hardware quirks, and pairs it with a modern programming language (Javascript). You can develop great games from scratch, with a guaranteed retro feeling (not just "big pixels"), have fun and learn how games are made from zero.
Experiment with parallax scrolling, palette rotation, mode 7 (perspective ala Super Nintendo), unique transparency effects and more!
Project highlights:
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Highway Runners
Game (2016)
Retro racing game for iOS and Android. Show details ▾
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Highway Runners is a retro-inspired racing game for iOS and Android, aiming to provide players the same sense of freedom that Outrun did, while offering challenges adapted to this era's way of playing and platform specificities. It is my current project along with Steeven Flores. I'm basically doing the coding, some of the animations and UI design and we share the game design. We plan to release it by end of june on the AppStore, and more information will come (along with an official site and so on).
Project highlights:
Stonebond
Game (2015~2016)
Multiplayer fighting couch game. Show details ▾
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Stonebond is a 4-player couch gothic versus game made during the i3 game jam, which aims to gather many people (artists, developers, game designers, …), some of which worked in the gaming industry, in order to make an indie game with "AAA"-style development processes. The result of a few weeks of work is Stonebond.
Project highlights:
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Aling to the past
Game (2015)
3D Platformer for the Oculus Rift. Show details ▾
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Aling to the past is a game made during the Lvlup Game Jam which occured in Fribourg in February 2015. A demo is currently available on the site of the competition itself. Although you will need an Oculus Rift to enjoy it (was done with the DK2 back at the time), feel free to give it a try.
→ Project page and competition entry
Project highlights:
Hokuto no neko
Game (2016)
2D Fighting game. Show details ▾
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Another Game Jam entry from 2016, but which is still being developed. Made by a team of five Swiss people, some of which worked in the gaming industry, this game tells the story of two Cat-fu brothers who try to survive as long as possible against the hoard of ennemies who want to destroy there freshly-built chinese-styled bridge. Each cat has his own techniques and must choose wisely as to which kind of enemy to hit.
Project highlights:
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Corsairs
Game (2015)
2D Platformer in C++ with painted graphics. Show details ▾
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Corsairs is a platformer made by 3 people in the beginning of 2015. It counts the tales of Samuel Sharp in a platformer which plays quite similar to Aladdin on the Mega Drive. Jump, collect coins as a good pirate would, wall jump, ride slopes, jump even further to reach his beloved treasure.
→ Project page and download link
Project highlights:
Implant Viewer
Application (2012)
3D viewer for iOS targeted at biomedical implants. Show details ▾
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This application was realized with a friend for the company Yellowsteps, who wanted a modern way to showcase its products. It is basically a 3D model viewer showing some of their orthopedic implants. On top of zooming/rotating the models with your fingers, icons on the top allow to select predefined views, which highlight interesting areas that you can click to obtain more information.
Project highlights:
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Tools
Various (2001~2016)
Various tools that I made available on my Github account. Show details ▾
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I love making tools and scripts to simplify tasks that I use everyday or customize my workstation environment to improve efficiency.
Here is a few of them:
iMasterGear
Console emulator (2010)
Sega Master System Emulator for iOS with a neat User Interface. Show details ▾
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iMasterGear is a Master System emulator for iOS distributed on Cydia. It featured an innovative user interface for the time, both elegant and usable with the thumb, as well as finely tuned controls that allowed to play games much more comfortably. It also offered smooth performance and a pixel doubling filter, to provide the best possible experience.
Project highlights:
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OldSchool Library
Dev tools for Sony PSP (2007)
Using the power of the Sony PSP to easily create visually-appealing 2D games. Show details ▾
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The OSLib is a C library that I started back in 2006 as we were reverse engineering the PSP hardware on ps2dev.org. It allowed beginners to use the power of the PSP to develop awesome 2D games, with a programming model similar to that of 16-bit consoles. It was used by several "homebrew" games of the time and has been forked by other developers. I made an equivalent for the Nintendo DS: µLibrary.
Project highlights:
Sonic Engine
Game (2002-2004)
Remake of a Sonic game like on the Mega Drive, for the Game Boy Advance. Show details ▾
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As a fan of Sonic -- especially the Mega Drive versions, I set on to create a copy of the game, writing it from scratch. It has taught me a lot about game programming, animation and physics, and also on the tool department.
Project highlights:
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GBA Graphics
Dev tools (2003)
Platform-agnostic graphics converter and map editor. Show details ▾
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As a community of coders for the Game Boy Advance was forming on PlayerAdvance, the need for a graphics converter became obvious. Thus, as I was starting development in Win32, I started to develop a tool to do this job. I later added a map editor, and designed a scripting language, which made it the main graphics tool for some projects of the time.
Project highlights:
Heig-Boy
Console emulator & tools (2006-2009)
Colorize and play your Game Boy games exactly the way you imagined them. Show details ▾
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Heig-Boy is a Game Boy emulator with tools to fully colorize your favorite game on a scene basis. It usually takes only a few hours of work to colour a full game.
We organized a competition around game colorization, with colorful samples shown here:
Project highlights:
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School Map
Application (2006)
Application and tools to create a guided tour on Game Boy Advance. Show details ▾
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During my technical school, I had the idea of using Game Boy Advance units to create a guided tour (such as in museums), and we did it with classmates for the Open Days of the school. It showed a scrolling map of the school with details on the projects presented in the various rooms as you highlighted them. It featured RTF-style text view, sound playback and was provided with tools to create your map on Windows. The document which accompanied the project disclosed many details about the GBA discovered with reverse engineering.
Project highlights:
Ch'tit Canon
Game (2008)
Multiplayer game for PC. Show details ▾
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This game was actually built during my studies with classmates. It is a turn by turn multiplayer game, in which you need to use your artillery wisely to break the walls and find a way to beat your opponent. Crates will drop regularly, allowing to get additional ammunition if you shoot at them.
It may look a bit rough at first glance, but that is because the focus was put on the technical challenge instead of the looks (and we are not graphists either ;D). Everything was made from scratch though, from the physics engine to the netcode. This has been a great opportunity to learn about higher level game concepts.
Project highlights:
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Jingle Ball
Game (2009)
PC game created to celebrate winter holidays on our forums. Show details ▾
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On PlayerAdvance.org, we had a tradition on Christmas: some members designed a challenge, which people had the whole 25th of December to complete. The winner was the one who succeeded in the smallest amount of time. It usually consisted of small games featuring all forum members.
That year, I helped other members to create a game featuring a snowball, trying to find all forum members scattered across a large maze. It featured a gameplay similar to Chip's Challenge, with keys and other elements blocking your path, for a total of one to two hours of gameplay.
Project highlights: