A student org for game makers and fans. Join our Facebook group or Slack chatroom (new!) and say hi!
Meetings are in the MLK Library's Mezzanine, every Thursday at 7:15pm. Stop by! You don't have to be a member or anything.

Never made a game before? Tell  sortingh.at what you want to make. It'll give you tools and tutorials!


+ Add a Game

Jun 1, 2008

Paint Flinger

Paint Flinger is a game developed in collaboration with Cogswell Polytechnical College. Edgar Miranda (SJSU) was the project lead and programmer, Jon Hoekstra (Cogswell) was the Art Lead, Kevin Speer (Cogswell) and Joyce Ng (Cogswell) provided character art, and Blake McChristian (Cogswell) designed the menu art.



Paint Flinger is a two player game in which each player must try and fling sheep, cows, and ducks onto the other player's sides, in which the animals will proceed to paint the ground when they collide with it . The player to fling the most animals onto the other player's side wins! Extra points are awarded the further an animal is flung. But be warned, trucks and cars sometimes come down the road which makes it difficult to fling animals to the other side!

Paint Flinger (instant-play version)

Apr 1, 2008

Ultimate Online Checkers

Ultimate Online Checkers is a Flash game developed by Edgar Miranda (lead programmer and designer) and many others (see in game credits). It won 7th place in the Mochi Media "Become a Rock Star" Flash Game Contest.


Wow, the checkerboard is blue.

Ultimate Online Checkers is based on the popular board game, but it adds power-ups, such as the ability to purchase a king early in the game.
This polished game features online multiplayer gameplay and original artwork. It is complete and fully playable.

Ultimate Online Checkers (instant-play version)
Author's description of the game

Mar 4, 2008

Upcoming meeting!

Meeting on Thursday 13th, 6pm - 7pm at the Student Union(Pacheco Room). Will be showing off two games, both developed in just one month! Will also be putting teams together for a Game Competition.

Feb 20, 2008

Game Maker Tutorial this Friday!

The Game Development Club be will giving a tutorial on how to use Game Maker this Friday.

Place: Engineering Building 376

Time: 5:00pm

What to bring: A desire to make games and a laptop

Hope to see all of you there!

Feb 11, 2008

Gen. Meeting on Monday

General info meeting this next Monday from 6:00 ~ 7:00 in the Guadalupe Room. Discussion of future events and open forum/brainstorming session on upcoming projects.

Please let me know or email sjsugamedev@gmail.com if you cannot make this meeting.

Hope to see all of you there!

Feb 4, 2008

Code-a-thon this Friday!

There will be another code-a-thon this Friday(Jan 9). Same place same time, Engineering building room 376(third floor), 3pm to 10pm.

Jan 31, 2008

First Code-a-thon! (1)

The first code-a-thon of the semester! Bring your laptops and get ready to make some games. You're free to stop by and leave between the times of 3pm and 10pm. We'll be pitching in for pizza at around 5pm. The location for the code-a-thon is the engineering building in room 376(third floor). Even if you have no experience making games, YOU'RE HIGHLY ENCOURAGED TO STOP BY. The one and only requirement is to possess a drive and passion for making video games! We are here to give you the tools, resources, and networking to help you achieve your goals!

Code-a-thons are a great place to collaborate with other game developers and share ideas. They will be held in the Engineering building in room 376 every Friday and they promptly start at 3pm and end at 10pm. Everyone is welcome to stop by and leave whenever they like. Code-a-thons are not just for coders/programmers, everyone from graphic design to sound engineering is welcome. Hope to see everyone there!

Jan 27, 2008

Our First Meeting

The first Game Development club meeting will be this Thursday. It will be held in the Student Union at 6pm in the Pacifica room. Planning on keeping the meeting short, 20 min to 30min. Feel free to bring friends!

Posted: Jan. 27 2008


Random Games


A sort of boss rush game I made in the middle of high school with an ol' version of Game Maker (GM7, IIRC). Music is absent, and the sound effects are rather crude, but this was one of my first efforts of making a shmup back in the day. Controls are as follows: ↑ ←↓→ to move around Z to fire your ship X to slow down your ship C to release a bomb The scoring system may take some explaining, seeing that it's a bit complex how scoring works in this game. Each turret is worth the amount of base points below your current score. You raise this by collecting coins that are released by the turrets when their health is critical (as indicated by a flashing red turret). After a while in critical condition, the turret will self-destruct, granting you the amount of points indicated below your current score. Coins are attracted to you when you're not shooting and fall freely when you are. You can shoot at a turret again while it's at its critical state to reset its self-destruct timer. This is helpful in milking turrets; however, keep in mind that each stage is timed, so it's best to be reasonable when milking the turrets. Also, the longer you stall time, the more powerful the turrets' attacks become, so proceed with caution (and get bonus multipliers as well for it, too). Raising the base value of coins requires that you collect all of the coins on the screen before letting another coin appear. The next coin that appears when all the coins are collected will have a base value raised by 10, up to 150 per coin. You can easily do this by getting dangerously close to one critical turret and raising the value like that. You also have bombs at your disposal as well. You gain 2 bombs per level you reach and 2 bombs per death. Bombing clears all bullets AND 150pt. coins on the screen, in which said bullets and coins are converted into light blue bonus medals that are automatically attracted to your ship. Said medals grant you your base shot value, which means that every bullet that hits an enemy will grant you that many points. If you get more of these after you max out at 10,000, the value goes towards the turret's base points. Using bombs is essential for getting a really high score.

This Month's Games