from os import walk, remove
from os.path import sep, join, exists, normpath
from re import findall, sub
from distutils.core import setup
from distutils.command.install import install
from pprint import pprint
from fileinput import FileInput
from re import sub, match

from Configuration import *

class Setup:

    config = Configuration()
    manifest_path = "MANIFEST"

    def __init__(self):

    def remove_old_mainfest(self):
        path = self.manifest_path
        if exists(path):

    def build_package_list(self):
        packages = []
        config = self.config.get_section("setup")
        locations = [config["package-root"]] + config["additional-packages"]
        for location in locations:
            if exists(location):
                for root, dirs, files in walk(location, followlinks=True):
                    packages.append(root.replace(sep, "."))
        return packages

    def build_data_map(self):
        include = []
        config = self.config.get_section("setup")
        exclude = map(normpath, config["data-exclude"])
        for root, dirs, files in walk("."):
            dirs = self.remove_excluded(dirs, root, exclude)
            files = [join(root, f) for f in self.remove_excluded(files, root,
            if files:
                                              root)), files))
        return include

    def remove_excluded(self, paths, root, exclude):
        removal = []
        for path in paths:
            if normpath(join(root, path)) in exclude:
        for path in removal:
        return paths

    def translate_title(self):
        config = self.config.get_section("setup")
        title = config["title"].replace(" ", config["whitespace-placeholder"])
        return sub("[^\w-]", config["special-char-placeholder"], title)

    def build_description(self):
        description = ""
        path = self.config.get("setup", "description-file")
        if exists(path):
            description = "\n%s\n%s\n%s" % (file(path).read(),
        return description

    def translate_changelog(self):
        translation = ""
        path = self.config.get("setup", "changelog")
        if exists(path):
            lines = file(path).readlines()
            package_name = lines[0].split()[0]
            for line in lines:
                line = line.strip()
                if line.startswith(package_name):
                    version = findall("\((.*)\)", line)[0]
                    translation += "\n%s\n%s\n" % (version, "-" * len(version))
                elif line and not line.startswith("--"):
                    if line.startswith("*"):
                        translation += line + "\n"
                        translation += "  " + line + "\n"
        return translation

    def setup(self, windows=[], options={}):
	print "running setup..."
        config = self.config.get_section("setup")
	scripts = []
	if config["init-script"]:
        setup(cmdclass={"install": insert_resource_path},

class insert_resource_path(install):

    def run(self):

    def edit_game_object_file(self):
        config = Configuration().get_section("setup")
        for path in self.get_outputs():
            if path.endswith(config["main-object"]):
                for line in FileInput(path, inplace=True):
                    pattern = "^ *{0} *=.*".\
                    if match(pattern, line):
                        line = sub("=.*$", "= \"{0}\"".\
                                   format(config["installation-path"]), line)
                    print line.strip("\n")
from os import sep, getcwd
from os.path import join, exists, basename, dirname, expanduser
from sys import argv
from re import match
from pprint import pformat

from ConfigParser import RawConfigParser

class Configuration(RawConfigParser):

    default_project_file_rel_path = "config"
    default_resource_paths = [".", "resource"]

    def __init__(self, project_file_rel_path=None, resource_path=None,
        self.project_file_rel_path = project_file_rel_path
        self.resource_path = resource_path
        self.modifiable = {}
        self.order = []

    def set_type_declarations(self, type_declarations):
        if type_declarations is None:
            type_declarations = TypeDeclarations()
        self.type_declarations = type_declarations

    def translate_path(self, path):
        new = ""
        if path and path[0] == sep:
            new += sep
        return expanduser("{0}{1}".format(new, join(*path.split(sep))))

    def set_defaults(self):
        add_section = self.add_section
        set_option = self.set
        section = "setup"
        set_option(section, "package-root", basename(getcwd()), False)
        set_option(section, "additional-packages", "", False)
        set_option(section, "title", "", False)
        set_option(section, "classifiers", "", False)
        set_option(section, "resource-search-path", "./, resource/", False)
        set_option(section, "installation-dir", "/usr/local/share/games/",
        set_option(section, "changelog", "changelog", False)
        set_option(section, "description-file", "", False)
        set_option(section, "init-script", "", False)
        set_option(section, "version", "", False)
        set_option(section, "summary", "", False)
        set_option(section, "license", "", False)
        set_option(section, "platforms", "", False)
        set_option(section, "contact-name", "", False)
        set_option(section, "contact-email", "", False)
        set_option(section, "url", "", False)
        set_option(section, "requirements", "", False)
        set_option(section, "main-object", "pgfw/", False)
        set_option(section, "resource-path-identifier", "resource_path", False)
        set_option(section, "special-char-placeholder", "_", False)
        set_option(section, "whitespace-placeholder", "-", False)
        set_option(section, "windows-dist-path", "dist/win/", False)
        set_option(section, "windows-icon-path", "", False)
        set_option(section, "lowercase-boolean-true", "yes", False)
        section = "display"
        set_option(section, "dimensions", "480, 360", False)
        set_option(section, "frame-duration", "40", False)
        set_option(section, "wait-duration", "2", False)
        set_option(section, "caption", "", False)
        set_option(section, "centered", "yes", False)
        set_option(section, "icon-path", "", False)
        set_option(section, "skip-frames", "no", False)
        set_option(section, "fullscreen", "no", False)
        set_option(section, "windowed-flag", "wi", False)
        set_option(section, "show-framerate", "no", False)
        set_option(section, "framerate-display-flag", "fr", False)
        set_option(section, "framerate-text-size", "16", False)
        set_option(section, "framerate-text-color", "0, 0, 0", False)
        set_option(section, "framerate-text-background", "255, 255, 255", False)
        section = "input"
        set_option(section, "release-suffix", "-release", False)
        section = "sprite"
        set_option(section, "transparent-color", "magenta", False)
        section = "screen-captures"
        set_option(section, "rel-path", "caps", False)
        set_option(section, "file-name-format", "%Y%m%d%H%M%S", False)
        set_option(section, "file-extension", "png", False)
        section = "video-recordings"
        set_option(section, "enable", "no", False)
        set_option(section, "rel-path", "vids", False)
        set_option(section, "directory-name-format", "%Y%m%d%H%M%S", False)
        set_option(section, "file-extension", "png", False)
        set_option(section, "frame-format", "RGB", False)
        set_option(section, "framerate", "100", False)
        section = "mouse"
        set_option(section, "visible", "yes", False)
        set_option(section, "double-click-time-limit", ".5", False)
        section = "keys"
        set_option(section, "up", "K_UP, K_w", False)
        set_option(section, "right", "K_RIGHT, K_d", False)
        set_option(section, "down", "K_DOWN, K_s", False)
        set_option(section, "left", "K_LEFT, K_a", False)
        set_option(section, "capture-screen", "K_F9", False)
        set_option(section, "toggle-fullscreen", "K_F11", False)
        set_option(section, "reset-game", "K_F8", False)
        set_option(section, "record-video", "K_F10", False)
        set_option(section, "mute", "K_F12", False)
        set_option(section, "toggle-interpolator", "K_F7", False)
        section = "joy"
        set_option(section, "advance", "7", False)
        set_option(section, "pause", "7", False)
        set_option(section, "select", "6", False)
        section = "event"
        set_option(section, "user-event-id", "USEREVENT", False)
        set_option(section, "command-id-offset", "1", False)
        set_option(section, "command-key", "command", False)
        set_option(section, "cancel-flag-key", "cancel", False)
        section = "audio"
        set_option(section, "sfx-path", "aud/fx/", False)
        section = "interpolator-gui"
        set_option(section, "margin", "80", False)
        set_option(section, "marker-color", "255, 0, 0", False)
        set_option(section, "marker-size", "11", False)
        set_option(section, "curve-color", "0, 255, 0", False)
        set_option(section, "label-size", "16", False)
        set_option(section, "label-precision", "2", False)
        set_option(section, "axis-label-count", "8", False)
        set_option(section, "prompt-size", "380, 60", False)
        set_option(section, "prompt-border-color", "255, 0, 0", False)
        set_option(section, "prompt-border-width", "3", False)
        set_option(section, "prompt-character-limit", "21", False)
        set_option(section, "prompt-text-size", "42", False)
        set_option(section, "template-nodeset", "L 0 0, 1000 1", False)
        set_option(section, "template-nodeset-name", "template", False)
        set_option(section, "flat-y-range", "1", False)

    def add_section(self, name):
        if name not in self.order:
        RawConfigParser.add_section(self, name)

    def set(self, section, option, value, modifiable=True):
        if modifiable:
            if section not in self.order:
            if section not in self.modifiable:
                self.modifiable[section] = []
            if option not in self.modifiable[section]:
        RawConfigParser.set(self, section, option, value)

    def read_project_config_file(self):
        path = self.locate_project_config_file()
        if path:
            fp = open(path)
            self.print_debug("No configuration file found")

    def locate_project_config_file(self):
        rel_path = self.project_file_rel_path
        if not rel_path:
            rel_path = self.default_project_file_rel_path
        if exists(rel_path) and not self.is_shared_mode():
            return rel_path
        if self.resource_path:
            installed_path = join(self.resource_path, rel_path)
            if exists(installed_path):
                return installed_path

    def set_order(self, fp):
        self.order = order = []
        for line in file(self.locate_project_config_file()):
            result = match("^\s*\[(.*)\]\s*$", line)
            if result:

    def set_modifiable(self, fp):
        config = RawConfigParser()
        modifiable = self.modifiable
        for section in config._sections:
            if section not in modifiable:
                modifiable[section] = []
            for option in config._sections[section]:
                if option != "__name__" and option not in modifiable[section]:

    def is_shared_mode(self):
        return "-s" in argv

    def print_debug(self, statement):
        if self.is_debug_mode():
            print statement

    def is_debug_mode(self):
        return "-d" in argv

    def modify_defaults(self):

    def set_installation_path(self):
        self.set("setup", "installation-path",
                 join(self.get("setup", "installation-dir"),
                      self.get("setup", "package-root")), False)

    def set_resource_search_path(self):
        section, option = "setup", "resource-search-path"
        search_path = self.get(section, option)
        if self.resource_path:
            search_path.append(self.get("setup", "installation-path"))
        self.set(section, option, search_path, False)

    def get(self, section, option):
        value = RawConfigParser.get(self, section, option)
        if value is None:
            value = self.get_substitute(section, option)
        return self.cast_value(section, option, value)

    def get_substitute(self, section, option):
        if section == "display":
            if option == "caption":
                return self.get("setup", "title")

    def cast_value(self, section, option, value):
        pair = section, option
        types = self.type_declarations
        if type(value) == str:
            if pair in types["bool"]:
                if value.lower() == self.get("setup", "lowercase-boolean-true"):
                    return True
                return False
            elif pair in types["int"]:
                return int(value)
            elif pair in types["float"]:
                return float(value)
            elif pair in types["path"]:
                return self.translate_path(value)
            elif pair in types["list"]:
                if value == "":
                    return []
                    return map(str.strip, value.split(types.list_member_sep))
            elif pair in types["int-list"]:
                return map(int, value.split(types.list_member_sep))
            elif pair in types["float-list"]:
                return map(float, value.split(types.list_member_sep))
        return value

    def set_screen_captures_path(self):
        section, option = "screen-captures", "path"
        if not self.has_option(section, option):
            self.set(section, option, join(self.build_home_path(),
                                           self.get(section, "rel-path")),

    def build_home_path(self):
        return join("~", "." + self.get("setup", "package-root"))

    def set_video_recordings_path(self):
        section, option = "video-recordings", "path"
        if not self.has_option(section, option):
            self.set(section, option, join(self.build_home_path(),
                                           self.get(section, "rel-path")),

    def set_data_exclusion_list(self):
        section, option = "setup", "data-exclude"
        exclude = []
        if self.has_option(section, option):
            exclude = self.get(section, option)
        exclude += [".git", ".gitignore", "README", "build/", "dist/",
                    "", "MANIFEST", "PKG-INFO",
                    self.get("setup", "changelog"),
                    self.get("setup", "package-root")]
        for location in self.get("setup", "additional-packages"):
        self.set(section, option, exclude, False)

    def set_requirements(self):
        section, option = "setup", "requirements"
        requirements = []
        if self.has_option(section, option):
            requirements = self.get(section, option)
        if "pygame" not in requirements:
        self.set(section, option, requirements, False)

    def get_section(self, section):
        assignments = {}
        for option in self.options(section):
            assignments[option] = self.get(section, option)
        return assignments

    def __repr__(self):
        config = {}
        for section in self.sections():
            config[section] = self.get_section(section)
        return pformat(config, 2, 1)

    def items(self, section):
        items = []
        for option in self.options(section):
            items.append((option, self.get(section, option)))
        return items

    def write(self, fp=None):
        modifiable = self.modifiable
        use_main = fp is None
        if use_main:
            path = self.locate_project_config_file()
            if not path:
                path = join(self.resource_path or "",
            fp = open(path, "w")
        break_line = False
        for section in self.order:
            if section in modifiable:
                break_line and fp.write("\n")
                fp.write("[%s]\n" % section)
                for option in modifiable[section]:
                    if self.has_option(section, option):
                        value = self.get(section, option)
                        fp.write("%s = %s\n" % (option,
                break_line = True
        if use_main:

    def get_raw_value(self, value):
        if isinstance(value, list):
            raw = ""
            for ii, value in enumerate(value):
                if ii:
                    raw += ", "
                raw += str(value)
            raw = str(value)
        return raw

    def clear_section(self, section):
        if self.has_section(section):
            for option in self.options(section):
                self.remove_option(section, option)

class TypeDeclarations(dict):

    list_member_sep = ','

    defaults = {

        "display": {"int": ["frame-duration", "wait-duration",

                    "bool": ["centered", "skip-frames", "fullscreen",

                    "int-list": ["dimensions", "framerate-text-color",

        "screen-captures": {"path": ["rel-path", "path"]},

        "video-recordings": {"path": ["rel-path", "path"],

                             "int": "framerate",

                             "bool": "enable"},

        "setup": {"list": ["classifiers", "resource-search-path",
                           "requirements", "data-exclude",

                  "path": ["installation-dir", "changelog", "description-file",
                           "main-object", "icon-path", "windows-dist-path",

        "mouse": {"float": "double-click-time-limit",

                  "bool": "visible"},

        "keys": {"list": ["up", "right", "down", "left"]},

        "joy": {"int": ["advance", "pause", "select"]},

        "audio": {"path": "sfx-path"},

        "event": {"int": "command-id-offset"},

        "interpolator-gui": {"int": ["margin", "marker-size", "label-size",
                                     "axis-label-count", "label-precision",
                                     "prompt-text-size", "flat-y-range"],

                             "int-list": ["marker-color", "curve-color",


    additional_defaults = {}

    def __init__(self):
        dict.__init__(self, {"bool": [], "int": [], "float": [], "path": [],
                             "list": [], "int-list": [], "float-list": []})

    def add(self, cast, section, option):
        self[cast].append((section, option))

    def add_chart(self, chart):
        for section, declarations in chart.iteritems():
            for cast, options in declarations.iteritems():
                if type(options) != list:
                    options = [options]
                for option in options:
                    self.add(cast, section, option)
June 23, 2019

is pikachu dead

yes and how about that for a brain tickler that what you're seeing all along was a ghost. we used a digital stream of bits that in the future we call blood to recreate everything as a malleable substance that is projected through computers over a massive interstellar network that runs faster than the speed of light in order to simultaneously exist at every moment in time exactly the same way effectively creating a new dimension through which you can experience the timeless joy of video games. you can press a button and watch the impact of your actions instantaneously resonate eternally across an infinite landscape as you the master of a constantly regenerating universe supplant your reality with your imagination giving profoundly new meaning to the phrase what goes around comes around as what comes around is the manifestation of the thoughts you had before you were aware of them. thoughts before they were thought and actions before they were done! it's so revolutionary we saved it for 10,000 years from now but its all recycled here in the past with you at the helm and the future at the tips of your fingers

June 7, 2018

May 17, 2018

Line Wobbler Advance is a demake of Line Wobbler for Game Boy Advance that started as a demo for Synchrony. It contains remakes of the original Line Wobbler levels and adds a challenging advance mode with levels made by various designers.

f1. Wobble at home or on-the-go with Line Wobbler Advance

This project was originally meant to be a port of Line Wobbler and kind of a joke (demaking a game made for even lower level hardware), but once the original levels were complete, a few elements were added, including a timer, different line styles and new core mechanics, such as reactive A.I.

f2. Notes on Line Wobbler

I reverse engineered the game by mapping the LED strip on paper and taking notes on each level. Many elements of the game are perfectly translated, such as enemy and lava positions and speeds and the sizes of the streams. The boss spawns enemies at precisely the same rate in both versions. Thanks in part to this effort, Line Wobbler Advance was awarded first prize in the Wild category at Synchrony.

f3. First prize at Synchrony

Advance mode is a series of levels by different designers implementing their visions of the Line Wobbler universe. This is the part of the game that got the most attention. It turned into a twitchy gauntlet filled with variations on the core mechanics, cinematic interludes and new elements, such as enemies that react to the character's movements. Most of the levels are much harder than the originals and require a lot of retries.

Thanks Robin Baumgarten for giving permission to make custom levels and share this project, and thanks to the advance mode designers Prashast Thapan, Charles Huang, John Rhee, Lillyan Ling, GJ Lee, Emily Koonce, Yuxin Gao, Brian Chung, Paloma Dawkins, Gus Boehling, Dennis Carr, Shuichi Aizawa, Blake Andrews and mushbuh!

You will need an emulator to play. Try Mednafen (Windows/Linux) or Boycott Advance (OS X)

September 26, 2017

I made a video about my game Picture Processing for Out of Index 2017! Here is the video along with a transcript.

To save memory, video games are designed to repeat graphics. In raster-based games, image files like textures, tiles and sprites are loaded once into memory and drawn repeatedly by the program to create environments, characters, animations and text. In my puzzle game, 8 by 8 pixel tiles are used to create scenes the player has to recreate. For level 1, the tiles are a cloud, a tree, a mushroom, a character, sky, ground and rock.

An algorithm scrambles the tiles so that each tile is in the wrong memory address at the beginning of a level and the screen looks like a graphics glitch. When level 1 begins, the clouds may be where the trees should be, the mushrooms may be floating in the sky and the character may be switched with rock or the ground. The player's task is to put the tiles where they belong by swapping each tile with a tile in another memory address.

There are five levels, in order of difficulty, based on classic video games or classic video game genres.

The name of this game is taken from the Picture Processing Unit, a microprocessor designed by Nintendo for the Nintendo Entertainment System. The PPU is the hardware component responsible for translating image data into video signals for televisions and screens. It does this with a memory of 8 by 8 pixel tile data, which, along with palette and sprite attribute memory, generates each frame of a video game.

Companies often create lofty, evocative titles for hardware and products. What does the name Picture Processing Unit mean if we consider pictures something independent of a video screen? The phrase picture processing evokes the phrase image processing, a technique used to create applications such as automatic facial and emotion recognition. We often anthropomorphize electronic devices, infusing them with intelligence and souls, forgetting how much more infinitely complex the human mind is compared to a digital processor.

The game is named as a reference to Nintendo's microprocessor because the graphics are tile based, but it is also a reference to the players who are image processors, interpreting a picture from something deterministic into something non-deterministic.

The prototype of this game was created for a game jam called A Game By Its Cover where designers created video games based on imagined Nintendo game cartridges created by visual artists for an exhibition called My Famicase.

Picture Processing is based on one of the imagined cartridges from that exhibition. The cartridge's cover depicts a grid of unordered tiles and is described as a game where one inserts a game cartridge, sees a glitching screen, and meditates about the concept of beauty in imperfection. I added the idea that the player meditates into a state of transcendence until they are able to fix the game's graphics by accessing the memory telepathically.

July 19, 2017

f1. BOSS

Games are corrupt dissolutions of nature modeled on prison, ordering a census from the shadows of a vile casino, splintered into shattered glass, pushing symbols, rusted, stale, charred, ultraviolet harbingers of consumption and violence, badges without merit that host a disease of destruction and decay.

You are trapped. You are so trapped your only recourse of action is to imagine an escape route and deny your existence so fully that your dream world becomes the only reality you know. You are fleeing deeper and deeper into a chasm of self-delusion.

While you're dragging your listless, distending corpus from one cell to another, amassing rewards, upgrades, bonuses, achievements, prizes, add-ons and status boosts in rapid succession, stop to think about what's inside the boxes because each one contains a vacuous, soul-sucking nightmare.

Playing can be an awful experience that spirals one into a void of harm and chaos, one so bad it creates a cycle between the greater and lesser systems, each breaking the other's rules. One may succeed by acting in a way that ruins the world.

June 5, 2016
September 30, 2015

Edge of Life is a form I made with Babycastles and Mouth Arcade for an event in New York called Internet Yami-ichi, a flea market of internet-ish goods. We set up our table to look like a doctor's office and pharmacy and offered free examinations and medication prescriptions, a system described by one person as "a whole pharmacy and medical industrial complex".

Diagnoses were based on responses to the form and observations by our doctor during a short examination. The examination typically involved bizarre questions, toy torpedoes being thrown at people and a plastic bucket over the patient's head. The form combined ideas from Myers-Briggs Type Indicators, Codex Seraphinianus and chain-mail personality tests that tell you which TV show character you are. In our waiting room, we had Lake of Roaches installed in a stuffed bat (GIRP bat). It was really fun!

The icons for the food pyramid are from Maple Story and the gun icons are from the dingbat font Outgunned. I'm also using Outgunned to generate the items in Food Spring.

January 28, 2014


December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?

Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.

Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.

November 9, 2013

Food Spring - Watermelon Stage

Getting the fruit as far as possible is the object of each level, collecting bigger, more valuable guns. The final result is determined by the size of the fruits' collection when the monkey arrives in North America and either survives or perishes in the fruits' attack.

Watermelon Peach
Pineapple Grapes
September 13, 2013

from array import array
from time import sleep

import pygame
from pygame.mixer import Sound, get_init, pre_init

class Note(Sound):

    def __init__(self, frequency, volume=.1):
        self.frequency = frequency
        Sound.__init__(self, self.build_samples())

    def build_samples(self):
        period = int(round(get_init()[0] / self.frequency))
        samples = array("h", [0] * period)
        amplitude = 2 ** (abs(get_init()[1]) - 1) - 1
        for time in xrange(period):
            if time < period / 2:
                samples[time] = amplitude
                samples[time] = -amplitude
        return samples

if __name__ == "__main__":
    pre_init(44100, -16, 1, 1024)

This program generates and plays a 440 Hz tone for 5 seconds. It can be extended to generate the spectrum of notes with a frequency table or the frequency formula. Because the rewards in Send are idealized ocean waves, they can also be represented as tones. Each level has a tone in its goal and a tone based on where the player's disc lands. Both play at the end of a level, sounding harmonic for a close shot and discordant for a near miss. The game can dynamically create these tones using the program as a basis.

I'm also building an algorithmically generated song: Silk Routes (Scissored). Here is an example of how it sounds so far:

August 12, 2013

I've been researching tartan/plaid recently for decoration in my updated version of Ball & Cup, now called Send. I want to create the atmosphere of a sports event, so I plan on drawing tartan patterns at the vertical edges of the screen as backgrounds for areas where spectator ants generate based on player performance. I figured I would make my own patterns, but after browsing tartans available in the official register, I decided to use existing ones instead.

I made a list of the tartans that had what I thought were interesting titles and chose 30 to base the game's levels on. I sequenced them, using their titles to form a loose narrative related to the concept of sending. Here are three tartans in the sequence (levels 6, 7 and 8) generated by an algorithm I inferred by looking at examples that reads a tartan specification and draws its pattern using a simple dithering technique to blend the color stripes.



Spice Apple

It would be wasting an opportunity if I didn't animate the tartans, so I'm thinking about animations for them. One effect I want to try is making them look like water washing over the area where the ants are spectating. I've also recorded some music for the game. Here are the loops for the game over and high scores screens.

Game Over

High Scores

June 29, 2013

A few weeks ago, for Fishing Jam, I made a fishing simulation from what was originally designed to be a time attack arcade game. In the program, Dark Stew, the player controls Aphids, an anthropod who fishes for aquatic creatures living in nine pools of black water.

Fishing means waiting by the pool with the line in. The longer you wait before pulling the line out, the more likely a creature will appear. Aside from walking, it's the only interaction in the game. The creatures are drawings of things you maybe could find underwater in a dream.

The background music is a mix of clips from licensed to share songs on the Free Music Archive. Particularly, Seed64 is an album I used a lot of songs from. The full list of music credits is in the game's README file.

I'm still planning to use the original design in a future version. There would be a reaction-based mini game for catching fish, and the goal would be to catch as many fish as possible within the time limit. I also want to add details and obstacles to the background, which is now a little boring, being a plain, tiled, white floor.

If you want to look at all the drawings or hear the music in the context of the program, there are Windows and source versions available. The source should work on any system with Python and Pygame. If it doesn't, bug reports are much appreciated. Comments are also welcome :)

Dark Stew: Windows, Pygame Source

I wrote in my last post that I would be working on an old prototype about searching a cloud for organisms for Fishing Jam. I decided to wait a while before developing that game, tentatively titled Xenographic Barrier. Its main interactive element is a first-person scope/flashlight, so I'd like to make a Wii version of it.

I'm about to start working on a complete version of Ball & Cup. If I make anything interesting for it, I'll post something. There are a lot of other things I want to write about, like game analyses, my new GP2X and arcades in Korea, and there's still music to release. Lots of fun stuff coming!

May 19, 2013

Welcome! I will be posting here about open-source games and music I am making for free online distribution. Most recently, I made Ball & Cup for Ludum Dare 26, a game I will work on more in June. After finishing, if it's fun, I will build an arcade cabinet for it! Next week, I am joining the 7-Day Fishing Jam to develop an A-life prototype about searching a cloud of noise for organisms.

Before Ball & Cup, I was adding features like vehicle engines, new graphics and effects and detailed scoring to an updated version of E.S.P. Hadouken, currently a prototype about navigating five psychic hadoukens to save your Game Boy. The new version will be similar with a clearer story and more ways to judge your performance. I plan on finishing it after making a public version of Ball & Cup.

I will also upload some digital albums soon. One, Man's Womb, is a solo collection of chiptunes from Emoticon Vs. Rainbow, an online racing/rhythm game. The other, Tor Ghul/Spin Ghul is a guitar and synth record recorded with my friends last summer. The recording and sequencing are finished for both -- I just have to make their web pages and artwork and package them for downloading.

Later, I hope to write about games in their early stages, an abstract action-RPG called Panopticon: Swarm, a massively multiplayer exploration, voting, post-catastrophic city simulation, Vomit Inspector and a mobile mini-game compilation project that includes an external digital pet raising and social networking mode. I also plan to post analyses of games I'm playing as a design exercise and for fun.

I will write about more game stuff like arcade trips, game jams and electronics! Plus whatever I haven't thought of! If you use RSS, subscribe to my feed!