NPBehave is a lightweight but flexible library for defining your AI's behavior tree from code. NPBehave is event driven, which makes it very performant and intuitive to use.
NPBehave is open source (MIT License).
Checkout the README file if you want to learn more.
The game is an innovative flying top to bottom game, where you'll never really hit the ground. It has many inspirations from classics like Rayman, Donkey Kong or Super Mario.
A gravity changing platforming game I made with a custom engine written on top of AS3/Starling. This was also my first real game and it took over one year to complete. The graphics were made by Daniel Farchmin and the music is from Thomas Zinnbauer.
A game made in about 3 days for the GDC Jam. We made this game in a team of 5 people, I was the programmer. Checkout the music by Vitali, it's great. We scored Place 24 out of 122.
A game made in about two days for the Community Jam. This time I acted as composer and sound designer and programmed only the procedural level generation. Main programming work was done by Vincius Brochetto, graphics were made by Cauã Picetti again. We scored Place 4 out of 19!.
A musical puzzle game made in 8 hours for the Ludum Dare 31 competition.
A competitive local multiplayer for two players, shooting each other on the strings of death. This was made in 4 hours for the Local Multiplayer Game Jam.
A kind of endless platforming runner with a burning mechanic. I made this in five days for a FGL Game Jam together with Stefan Müller. It is defintly the worst game I ever made. It was my first Unity game and Stefan Müller's first game overall.
PC/Linux/Mac/Browser (Gamejolt) Don't play this!