from pygame import Color, Surface, draw, PixelArray

from xenographic_wall.pgfw.GameChild import GameChild

class Ring(GameChild, Surface):

    transparent_color = Color("magenta")

    def __init__(self, parent, index):
        GameChild.__init__(self, parent)
        self.index = index

    def init_surface(self):
        config = self.get_configuration("scope")
        ring_count = config["ring-count"]
        width = config["diameter"] / ring_count * (ring_count - self.index)
        Surface.__init__(self, (width, width))
        color = self.transparent_color
        rect = self.get_rect() =
        self.rect = rect

    def draw_circle(self):
        radius = self.get_width() / 2, self.get_neutral_color(), (radius, radius), radius)

    def get_neutral_color(self):
        return Color(self.get_configuration("scope", "neutral-color"))

    def set_color(self, color):
        pixels = PixelArray(self)
        center = self.get_rect().center
        current = pixels[center[0]][center[1]]
        pixels.replace(current, color)
        del pixels

    def get_alpha(self):
        return self.alpha

    def set_alpha(self, alpha):
        self.alpha = alpha
        Surface.set_alpha(self, int(alpha))

    def update(self):

    def draw(self):
        self.parent.parent.parent.blit(self, self.rect)
from xenographic_wall.pgfw.GameChild import GameChild
from xenographic_wall.creatures.Creature import Creature

class Creatures(GameChild, list):

    def __init__(self, parent):
        GameChild.__init__(self, parent)

    def reset(self):
        list.__init__(self, [])
        for creature in self:

    def populate(self):
        self.append(Creature(self, 3, 1))
        self.append(Creature(self, 3, 2))
        self.append(Creature(self, 3, 3))
        self.append(Creature(self, 3, 4))
        self.append(Creature(self, 3, 5))
        self.append(Creature(self, 3, 6))

    def update(self):
        for creature in self:
from re import search
from os import listdir
from os.path import join, basename
from glob import glob
from time import time
from random import randrange
from math import atan, sin, cos, sqrt, copysign

from pygame import Surface, image, Color

from xenographic_wall.pgfw.GameChild import GameChild

class Creature(GameChild, Surface):

    transparent_color = Color("magenta")
    def __init__(self, parent, genus_id, species_id):
        GameChild.__init__(self, parent)
        self.genus_id = genus_id
        self.species_id = species_id
        self.current_frame_index = 0
        self.last_advance = 0

    def load_frames(self):
        frames = []
        root = self.build_species_dir()
        for path in sorted(glob(join(root, "*.png"))):
            frames.append(Frame(self, path))
        self.frames = frames
        self.rect = frames[0].get_rect()

    def build_species_dir(self):
        root = self.get_resource("creature", "root")
        genus_dir = glob(join(root, "{0}*".format(self.genus_id)))[0]
        return glob(join(genus_dir, "{0}*".format(self.species_id)))[0]

    def read_stats(self):
        path = join(self.build_species_dir(),
                    self.get_configuration("creature", "stat-file"))
        duration, food, speed = file(path).read().split()
        self.eat_duration = int(duration) = int(food)
        self.speed = float(speed)

    def init_surface(self):
        Surface.__init__(self, self.frames[0].get_size())

    def reset(self):

    def finish_eating(self):
        self.eat_start_time = None

    def update_nearest_mushroom(self):
        mushrooms = self.get_mushrooms()
        food =
        available = mushrooms[food]
        nearest = None
        for mushroom in available:
            if not mushroom.eaten:
                distance = self.get_distance_to_mushroom(mushroom)
                if not nearest or distance < nearest_distance:
                    nearest = mushroom
                    nearest_distance = distance
        if not nearest:
            nearest = mushrooms.add_mushroom(food)
        self.nearest_mushroom = nearest

    def get_mushrooms(self):
        return self.parent.parent.mushrooms

    def get_distance_to_mushroom(self, mushroom):
        start =
        end =
        return sqrt((end[0] - start[0]) ** 2 + (end[1] - start[1]) ** 2)

    def set_path(self):
        speed = self.speed
        start =
        end =
        x_distance = end[0] - start[0]
        y_distance = end[1] - start[1]
        if not x_distance and not y_distance:
            dx, dy = 0, 0
        elif not x_distance:
            dx, dy = 0, speed
        elif not y_distance:
            dx, dy = speed, 0
            angle = atan(float(x_distance) / y_distance)
            dx = sin(angle) * speed
            dy = cos(angle) * speed
        self.dx = abs(dx) * copysign(1, x_distance)
        self.dy = abs(dy) * copysign(1, y_distance)
        self.x_travelled = 0
        self.y_travelled = 0
        self.path_start = start

    def place(self):
        area = self.parent.parent.get_rect()
        self.rect.topleft = randrange(area.w), randrange(area.h)

    def update(self):

    def clear(self):

    def advance_frame(self):
        current_time = time()
        duration = (current_time - self.last_advance) * 100
        if duration > self.get_current_frame().duration:
            index = self.current_frame_index + 1
            if index >= len(self.frames):
                index = 0
            self.last_advance = current_time
            self.current_frame_index = index

    def get_current_frame(self):
        return self.frames[self.current_frame_index]

    def confirm_nearest_mushroom(self):
        if not self.is_eating() and self.nearest_mushroom.eaten:

    def eat_mushroom(self):
        location = self.nearest_mushroom.rect
        if not self.is_eating() and self.rect.colliderect(location):
            self.eat_start_time = time()

    def is_eating(self):
        return self.eat_start_time is not None

    def continue_eating(self):
        if self.is_eating():
            duration = (time() - self.eat_start_time) * 1000
            nearest = self.nearest_mushroom
            limit = self.eat_duration
            if duration > limit:
            elif duration >= limit / 2 and not nearest.bitten:

    def move(self):
        if not self.is_eating():
            rect = self.rect
            destination = self.nearest_mushroom
            remaining = self.get_distance_to_mushroom(destination)
            if remaining < self.speed:
                self.x_travelled += self.dx
                self.y_travelled += self.dy
                start = self.path_start
                rect.centerx = start[0] + self.x_travelled
                rect.centery = start[1] + self.y_travelled

    def contain(self):
        rect = self.rect
        area = self.parent.parent.get_rect()
        if rect.bottom > area.bottom:
            rect.bottom = area.bottom
        elif <
        if rect.right > area.right:
            rect.right = area.right
        elif rect.left < area.left:
            rect.left = area.left

    def draw(self):
        self.blit(self.get_current_frame().image, (0, 0))
        self.parent.parent.blit(self, self.rect)

class Frame(GameChild):

    def __init__(self, parent, path):
        GameChild.__init__(self, parent)
        self.path = path

    def set_image(self):
        self.image = image.load(self.path).convert_alpha()

    def set_duration(self):
        separator = self.get_configuration("creature", "field-separator")
        self.duration = int(search(separator + "(.*)\.",

    def get_rect(self):
        return self.image.get_rect()

    def get_size(self):
        return self.image.get_size()
March 3, 2021

Video 📺

Computers are a gun. They can see the target; they can pull the trigger. Computers were made by the military to blow people's brains out if they stepped out of line. Google Coral is the same technology that pollutes the oceans, and so is the computer I'm using, and so are the platforms I'm using to post this.

Game 🎲

Games are a context in which all play is purposeful. Games expose the fundamentally nihilistic nature of the universe and futility of pursuing any path other than the inevitability of death and the torture of an evil that knows and exploits absolute freedom. Games are not educational; they are education.

Propaganda 🆒

Education is propaganda — ego driven by-product conveying nothing that would enable us to expose that vanities made for gain subject us further to an illusion created by those in control: the illusion that quantity can represent substance and that data or observation can replace meaning. And why say it, or how, without contradicting yourself, that everything, once registered, no longer exists, and in fact never did, exists only in relation to other non-existent things, and when you look, it's not there, not only because it's long vanished, but because where would it be?

fig. 2: Gamer goo is a lubricant — not for your skin, but for facilitating your ability to own the competition (image from Gamer goo review)

As a result of video games, the great Trojan horse 🎠 of imperialist consumerist representationalism, people are divided in halves to encourage them to act according to market ordained impulses, to feign assurance, penetrating themselves deeper into a tyranny from which every action signals allegiance, confusing the world with definitions and borders, constantly struggling to balance or brace themselves against forces that threaten the crumbling stability of their ego.


or example, a cup 🥃 is designed and built to hold something, maintain order and prevent chaos. It keeps water from spilling back to where it belongs, back where it wants to go and gravity wants it to go. The cup is a trap, and it is used to assert dominance over nature, to fill with thoughts about existence, time and self, thoughts regarding dissimilarity between equal parts and patterns that manifest in variation. These ruminations disguised as revelations boil away to reveal isolated and self-aggrandizing thoughts about an analogy fabricated to herald the profundity of one's campaign's propaganda. You have no authentic impulse except to feed a delusion of ultimate and final supremacy. That is why you play games. That is your nature. That is why you eventually smash the cup to bits 💥 or otherwise watch it disintegrate forever because it, by being useful, threatens your facade of ownership and control.

fig. 3: worth1000

The cup is you; it reflects you; it is a lens through which you see yourself; it reassures you, confirming your presence; it says something, being something you can observe. When you move, it moves, and it opens after being closed. You can use it as a vessel for penetration fantasies, keeping you warm and fertile, a fine host for the plague of consciousness, you reptile, you sun scorched transgressor that not only bites the hand that feeds, but buries it deep within a sterile chamber where nothing remains for it as a means of escape except the corpses of others that infringed upon your feeding frenzy.

January 23, 2021

I wanted to document this chat-controlled robot I made for Babycastles' LOLCAM📸 that accepts a predefined set of commands like a character in an RPG party 〰 commands like walk, spin, bash, drill. It can also understand donut, worm, ring, wheels, and more. The signal for each command is transmitted as a 24-bit value over infrared using two Arduinos, one with an infrared LED, and the other with an infrared receiver. I built the transmitter circuit, and the receiver was built into the board that came with the mBot robot kit. The infrared library IRLib2 was used to transmit and receive the data as a 24-bit value.

fig. 1.1: the LEDs don't have much to do with this post!

I wanted to control the robot the way the infrared remote that came with the mBot controlled it, but the difference would be that since we would be getting input from the computer, it would be like having a remote with an unlimited amount of buttons. The way the remote works is each button press sends a 24-bit value to the robot over infrared. Inspired by Game Boy Advance registers and tracker commands, I started thinking that if we packed multiple parameters into the 24 bits, it would allow a custom move to be sent each time, so I wrote transmitter and receiver code to process commands that looked like this:

multiply by 64 to get duration of command in ms
multiply by 16 to get left motor power
multiply by 16 to get right motor power
left sign
0 = left wheel backward, 1 = left wheel forward
right sign
0 = right wheel forward, 1 = right wheel backward
robot id
0 = send to player one, 1 = send to player two
negate motor signs when repeating command
number of times to repeat command
multiply by 128 to get time between repeats in ms
swap the motor power values on repeat
fig 1.2: tightly stuffed bits

The first command I was able to send with this method that seemed interesting was one that made the mBot do a wheelie.

$ ./ 15 12 15 1 0 0 0 7 0 1
sending 0xff871fcf...

fig 1.3: sick wheels

A side effect of sending the signal this way is any button on any infrared remote will cause the robot to do something. The star command was actually reverse engineered from looking at the code a random remote button sent. For the robot's debut, it ended up with 15 preset commands (that number is in stonks 📈). I posted a highlights video on social media of how the chat controls turned out.

This idea was inspired by a remote frog tank LED project I made for Ribbit's Frog World which had a similar concept: press a button, and in a remote location where 🐸 and 🐠 live, an LED would turn on.

fig 2.1: saying hi to froggo remotely using an LED

😇 The transmitter and receiver Arduino programs are available to be copied and modified 😇

March 22, 2020

The chicken nugget business starter kit is now available online! Send me any amount of money through Venmo or PayPal, and I will mail you a package which will enable you to start a chicken nugget business of your own, play a video game any time you want, introduce a new character into your Animal Crossing village, and start collecting the chicken nugget trading cards.

The kit includes:

  • jellybean
  • instruction manual
  • limited edition trading card

By following the instructions you'll learn how to cook your own chicken or tofu nugget and be well on your way to financial success. I'm also throwing in one randomly selected card from the limited edition trading card set. Collect them, trade them, and if you get all eighteen and show me your set, I will give you an exclusive video game product.

All orders are processed within a day, so you can have your kit on your doorstep as quickly as possible. Don't sleep on this offer! Click the PayPal button or send a Venmo payment of any amount to @ohsqueezy, and in a matter of days you'll be counting money and playing video games.

PayPal me

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 it's 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)

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.

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!