from re import match
from os.path import join
from tempfile import gettempdir

from pygame import Surface
from pygame.font import Font
from pygame.draw import aaline
from pygame.locals import *

from GameChild import GameChild
from Sprite import Sprite
from Animation import Animation

class Interpolator(list, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.gui_enabled = self.check_command_line("-interpolator")
        if self.gui_enabled:
            self.gui = GUI(self)

    def set_nodesets(self):
        config = self.get_configuration()
        if config.has_section("interpolate"):
            for name, value in config.get_section("interpolate").iteritems():
                self.add_nodeset(name, value)

    def add_nodeset(self, name, value, method=None):
        self.append(Nodeset(name, value, method))
        return len(self) - 1

    def is_gui_active(self):
        return self.gui_enabled and

    def get_nodeset(self, name):
        for nodeset in self:
            if == name:
                return nodeset

    def remove(self, outgoing):
        for ii, nodeset in enumerate(self):
            if ==

class Nodeset(list):

    LINEAR, CUBIC = range(2)

    def __init__(self, name, nodes, method=None):
        list.__init__(self, []) = name
        if isinstance(nodes, str):
            self.interpolation_method = method

    def parse_raw(self, raw):
        raw = raw.strip()
        if raw[0].upper() == "L":
            self.set_interpolation_method(self.LINEAR, False)
            self.set_interpolation_method(self.CUBIC, False)
        for node in raw[1:].strip().split(","):
            self.add_node(map(float, node.strip().split()), False)

    def set_interpolation_method(self, method, refresh=True):
        self.interpolation_method = method
        if refresh:

    def add_node(self, coordinates, refresh=True):
        x = coordinates[0]
        inserted = False
        index = 0
        for ii, node in enumerate(self):
            if x < node.x:
                self.insert(ii, Node(coordinates))
                inserted = True
                index = ii
            elif x == node.x:
                return None
        if not inserted:
            index = len(self) - 1
        if refresh:
        return index

    def parse_list(self, nodes):
        for node in nodes:

    def set_splines(self):
        if self.interpolation_method == self.LINEAR:

    def set_linear_splines(self):
        self.splines = splines = []
        for ii in xrange(len(self) - 1):
            x1, y1, x2, y2 = self[ii] + self[ii + 1]
            m = float(y2 - y1) / (x2 - x1)
            splines.append(LinearSpline(x1, y1, m))

    def set_cubic_splines(self):
        n = len(self) - 1
        a = [node.y for node in self]
        b = [None] * n
        d = [None] * n
        h = [self[ii + 1].x - self[ii].x for ii in xrange(n)]
        alpha = [None] + [(3.0 / h[ii]) * (a[ii + 1] - a[ii]) - \
                          (3.0 / h[ii - 1]) * (a[ii] - a[ii - 1]) \
                          for ii in xrange(1, n)]
        c = [None] * (n + 1)
        l = [None] * (n + 1)
        u = [None] * (n + 1)
        z = [None] * (n + 1)
        l[0] = 1
        u[0] = z[0] = 0
        for ii in xrange(1, n):
            l[ii] = 2 * (self[ii + 1].x - self[ii - 1].x) - \
                    h[ii - 1] * u[ii - 1]
            u[ii] = h[ii] / l[ii]
            z[ii] = (alpha[ii] - h[ii - 1] * z[ii - 1]) / l[ii]
        l[n] = 1
        z[n] = c[n] = 0
        for jj in xrange(n - 1, -1, -1):
            c[jj] = z[jj] - u[jj] * c[jj + 1]
            b[jj] = (a[jj + 1] - a[jj]) / h[jj] - \
                    (h[jj] * (c[jj + 1] + 2 * c[jj])) / 3
            d[jj] = (c[jj + 1] - c[jj]) / (3 * h[jj])
        self.splines = [CubicSpline(self[ii].x, a[ii], b[ii], c[ii],
                                    d[ii]) for ii in xrange(n)]

    def get_y(self, t, loop=False, reverse=False, natural=False):
        if loop or reverse:
            if reverse and int(t) / int(self[-1].x) % 2:
                t = self[-1].x - t
            t %= self[-1].x
        elif not natural:
            if t < self[0].x:
                t = self[0].x
            elif t > self[-1].x:
                t = self[-1].x
        splines = self.splines
        for ii in xrange(len(splines) - 1):
            if t < splines[ii + 1].x:
                return splines[ii].get_y(t)
        return splines[-1].get_y(t)

    def remove(self, node, refresh=True):
        list.remove(self, node)
        if refresh:

    def resize(self, left, length, refresh=True):
        old_left = self[0].x
        old_length = self.get_length()
        for node in self:
            node.x = left + length * (node.x - old_left) / old_length
        if refresh:

    def get_length(self):
        return self[-1].x - self[0].x

class Node(list):

    def __init__(self, coordinates):
        list.__init__(self, coordinates)

    def __getattr__(self, name):
        if name == "x":
            return self[0]
        elif name == "y":
            return self[1]
        return list.__get__(self, name)

    def __setattr__(self, name, value):
        if name == "x":
            list.__setitem__(self, 0, value)
        elif name == "y":
            list.__setitem__(self, 1, value)
            list.__setattr__(self, name, value)

class Spline:

    def __init__(self, x):
        self.x = x

class CubicSpline(Spline):

    def __init__(self, x, a, b, c, d):
        Spline.__init__(self, x)
        self.a = a
        self.b = b
        self.c = c
        self.d = d

    def get_y(self, t):
        x = self.x
        return self.a + self.b * (t - x) + self.c * (t - x) ** 2 + self.d * \
               (t - x) ** 3

class LinearSpline(Spline):

    def __init__(self, x, y, m):
        Spline.__init__(self, x)
        self.y = y
        self.m = m

    def get_y(self, t):
        return self.m * (t - self.x) + self.y

class GUI(Animation):

    S_NONE, S_LEFT, S_RIGHT = range(3)

    def __init__(self, parent):
        Animation.__init__(self, parent, unfiltered=True) = self.get_audio()
        self.display = self.get_game().display
        self.display_surface = self.get_display_surface()
        self.time_filter = self.get_game().time_filter
        self.delegate = self.get_delegate()
        self.split = self.S_NONE
        self.success_indicator_active = True
        self.success_indicator_blink_count = 0
        self.font = Font(None, self.label_size)
        self.prompt = Prompt(self)
        self.set_buttons() = False
        self.subscribe(self.respond_to_mouse_down, MOUSEBUTTONDOWN)
        self.subscribe(self.respond_to_key, KEYDOWN)
        self.register(self.show_success_indicator, interval=100)
        self.register(self.save_temporary_file, interval=10000)

    def load_configuration(self):
        config = self.get_configuration("interpolator-gui")
        self.label_size = config["label-size"]
        self.axis_label_count = config["axis-label-count"]
        self.margin = config["margin"]
        self.curve_color = config["curve-color"]
        self.marker_size = config["marker-size"]
        self.marker_color = config["marker-color"]
        self.label_precision = config["label-precision"]
        self.template_nodeset = config["template-nodeset"]
        self.template_nodeset_name = config["template-nodeset-name"]
        self.flat_y_range = config["flat-y-range"]

    def set_temporary_file(self):
        self.temporary_file = open(join(gettempdir(), "pgfw-config"), "w")

    def set_background(self):
        surface = Surface(self.display_surface.get_size())
        surface.fill((0, 0, 0))
        self.background = surface

    def set_success_indicator(self):
        surface = Surface((10, 10))
        surface.fill((0, 255, 0))
        rect = surface.get_rect()
        rect.topleft = self.display_surface.get_rect().topleft
        self.success_indicator, self.success_indicator_rect = surface, rect

    def set_plot_rect(self):
        margin = self.margin
        self.plot_rect = self.display_surface.get_rect().inflate(-margin,

    def set_marker_frame(self):
        size = self.marker_size
        surface = Surface((size, size))
        transparent_color = (255, 0, 255)
        line_color = self.marker_color
        aaline(surface, line_color, (0, 0), (size - 1, size - 1))
        aaline(surface, line_color, (0, size - 1), (size - 1, 0))
        self.marker_frame = surface

    def set_buttons(self):
        self.buttons = buttons = []
        text = "Duplicate", "Write", "Delete", "Linear", "Cubic", "Split: No"
        x = 0
        for instruction in text:
            buttons.append(Button(self, instruction, x))
            x += buttons[-1].location.w + 10

    def set_nodeset_index(self, increment=None, index=None):
        parent = self.parent
        if index is None:
            if not increment:
                index = 0
                index = self.nodeset_index + increment
                limit = len(parent) - 1
                if index > limit:
                    index = 0
                elif index < 0:
                    index = limit
        self.nodeset_index = index

    def set_nodeset_label(self):
        surface = self.font.render(self.get_nodeset().name, True, (0, 0, 0),
                                   (255, 255, 255))
        rect = surface.get_rect()
        rect.bottomright = self.display_surface.get_rect().bottomright
        self.nodeset_label, self.nodeset_label_rect = surface, rect

    def get_nodeset(self):
        if not len(self.parent):
        return self.parent[self.nodeset_index]

    def set_y_range(self):
        width = self.plot_rect.w
        nodeset = self.get_nodeset()
        self.y_range = y_range = [nodeset[0].y, nodeset[-1].y]
        x = 0
        while x < width:
            y = nodeset.get_y(self.get_function_coordinates(x)[0])
            if y < y_range[0]:
                y_range[0] = y
            elif y > y_range[1]:
                y_range[1] = y
            x += width * .01
        if y_range[1] - y_range[0] == 0:
            y_range[1] += self.flat_y_range
        if self.split:
            self.adjust_for_split(y_range, nodeset)

    def get_function_coordinates(self, xp=0, yp=0):
        nodeset = self.get_nodeset()
        x_min, x_max, (y_min, y_max) = nodeset[0].x, nodeset[-1].x, self.y_range
        rect = self.plot_rect
        x = float(xp) / (rect.right - rect.left) * (x_max - x_min) + x_min
        y = float(yp) / (rect.bottom - * (y_min - y_max) + y_max
        return x, y

    def adjust_for_split(self, y_range, nodeset):
        middle = nodeset[0].y if self.split == self.S_LEFT else nodeset[-1].y
        below, above = middle - y_range[0], y_range[1] - middle
        if below > above:
            y_range[1] += below - above
            y_range[0] -= above - below

    def set_axis_labels(self):
        self.axis_labels = labels = []
        nodeset, formatted, render, rect, yr = (self.get_nodeset(),
                                                self.plot_rect, self.y_range)
        for ii, node in enumerate(nodeset[0::len(nodeset) - 1]):
            xs = render(formatted(node.x), True, (0, 0, 0), (255, 255, 255))
            xsr = xs.get_rect()
   = rect.bottom
            if not ii:
                xsr.left = rect.left
                xsr.right = rect.right
            ys = render(formatted(yr[ii]), True, (0, 0, 0), (255, 255, 255))
            ysr = ys.get_rect()
            ysr.right = rect.left
            if not ii:
                ysr.bottom = rect.bottom
            labels.append(((xs, xsr), (ys, ysr)))

    def get_formatted_measure(self, measure):
        return "%s" % float(("%." + str(self.label_precision) + "g") % measure)

    def deactivate(self): = False = self.saved_mute_state

    def respond_to_command(self, event):
        compare =
        if compare(event, "toggle-interpolator"):
            if compare(event, "reset-game"):
            elif compare(event, "quit"):

    def toggle(self):

    def activate(self): = True
        self.saved_mute_state =
        self.saved_mouse_state = self.display.set_mouse_visibility(True)

    def respond_to_mouse_down(self, event):
        redraw = False
        if and not
            nodeset_rect = self.nodeset_label_rect
            plot_rect = self.plot_rect
            if event.button == 1:
                pos = event.pos
                if nodeset_rect.collidepoint(pos):
                    redraw = True
                elif self.axis_labels[0][0][1].collidepoint(pos):
                    text = "{0} {1}".format(*map(self.get_formatted_measure,
                    self.prompt.activate(text, self.resize_nodeset, 0)
                elif self.axis_labels[1][0][1].collidepoint(pos):
                    text = "{0} {1}".format(*map(self.get_formatted_measure,
                    self.prompt.activate(text, self.resize_nodeset, -1)
                    bi = self.collide_buttons(pos)
                    if bi is not None:
                        if bi == self.B_WRITE:
                        elif bi in (self.B_LINEAR, self.B_CUBIC):
                            nodeset = self.get_nodeset()
                            if bi == self.B_LINEAR:
                            redraw = True
                        elif bi == self.B_DUPLICATE:
                            self.prompt.activate("", self.add_nodeset)
                        elif bi == self.B_DELETE and len(self.parent) > 1:
                            redraw = True
                        elif bi == self.B_SPLIT:
                            redraw = True
                    elif plot_rect.collidepoint(pos) and \
                             not self.collide_markers(pos):
                        xp, yp = pos[0] - plot_rect.left, pos[1] -
                            self.get_function_coordinates(xp, yp))
                        redraw = True
            elif event.button == 3:
                pos = event.pos
                if nodeset_rect.collidepoint(pos):
                    redraw = True
                elif plot_rect.collidepoint(pos):
                    marker = self.collide_markers(pos)
                    if marker:
                        redraw = True
        elif and and \
                 not self.prompt.rect.collidepoint(event.pos):
            redraw = True
        if redraw:

    def resize_nodeset(self, text, index):
        result = match("^\s*(-{,1}\d*\.{,1}\d*)\s+(-{,1}\d*\.{,1}\d*)\s*$",
        if result:
                nodeset = self.get_nodeset()
                x, y = map(float,, 2))
                if (index == -1 and x > nodeset[0].x) or \
                       (index == 0 and x < nodeset[-1].x):
                    nodeset[index].y = y
                    if index == -1:
                        nodeset.resize(nodeset[0].x, x - nodeset[0].x)
                        nodeset.resize(x, nodeset[-1].x - x)
                    return True
            except ValueError:
                return False

    def collide_buttons(self, pos):
        for ii, button in enumerate(self.buttons):
            if button.location.collidepoint(pos):
                return ii

    def store_in_configuration(self):
        config = self.get_configuration()
        section = "interpolate"
        for nodeset in self.parent:
            code = "L" if nodeset.interpolation_method == Nodeset.LINEAR else \
            for ii, node in enumerate(nodeset):
                if ii > 0:
                    code += ","
                code += " {0} {1}".format(*map(self.get_formatted_measure,
            if not config.has_section(section):
            config.set(section,, code)

    def toggle_split(self):
        self.split += 1
        if self.split > self.S_RIGHT:
            self.split = self.S_NONE
        self.buttons[self.B_SPLIT].set_frame(["Split: No", "Split: L",
                                              "Split: R"][self.split])

    def add_nodeset(self, name):
        nodeset = self.get_nodeset()
            name, nodeset, nodeset.interpolation_method))
        return True

    def collide_markers(self, pos):
        for marker in self.markers:
            if marker.location.collidepoint(pos):
                return marker

    def set_markers(self):
        self.markers = markers = []
        for node in self.get_nodeset()[1:-1]:
            markers.append(Marker(self, node))
            markers[-1] = self.get_plot_coordinates(*node)

    def get_plot_coordinates(self, x=0, y=0):
        nodeset = self.get_nodeset()
        x_min, x_max, (y_min, y_max) = nodeset[0].x, nodeset[-1].x, self.y_range
        x_ratio = float(x - x_min) / (x_max - x_min)
        rect = self.plot_rect
        xp = x_ratio * (rect.right - rect.left) + rect.left
        y_ratio = float(y - y_min) / (y_max - y_min)
        yp = rect.bottom - y_ratio * (rect.bottom -
        return xp, yp

    def draw(self):
        display_surface = self.display_surface
        display_surface.blit(self.background, (0, 0))
        display_surface.blit(self.nodeset_label, self.nodeset_label_rect)

    def draw_axes(self):
        display_surface = self.display_surface
        for xl, yl in self.axis_labels:

    def draw_function(self):
        rect = self.plot_rect
        surface = self.display_surface
        nodeset = self.get_nodeset()
        step = 1
        for x in xrange(rect.left, rect.right + step, step):
            ii = x - rect.left
            fx = nodeset.get_y(self.get_function_coordinates(ii)[0])
            y = self.get_plot_coordinates(y=fx)[1]
            if ii > 0:
                aaline(surface, self.curve_color, (x - step, last_y), (x, y))
            last_y = y

    def draw_markers(self):
        for marker in self.markers:

    def draw_buttons(self):
        for button in self.buttons:

    def respond_to_key(self, event):
            prompt = self.prompt
            if event.key == K_RETURN:
                if prompt.callback[0](prompt.text, *prompt.callback[1]):
            elif event.key == K_BACKSPACE:
                prompt.text = prompt.text[:-1]
            elif (event.unicode.isalnum() or event.unicode.isspace() or \
                  event.unicode in (".", "-", "_")) and len(prompt.text) < \
                prompt.text += event.unicode

    def show_success_indicator(self):
        if self.success_indicator_blink_count > 1:
            self.success_indicator_blink_count = 0
            if self.success_indicator_active:
            if self.success_indicator_active:
                self.success_indicator_blink_count += 1
            self.success_indicator_active = not self.success_indicator_active

    def save_temporary_file(self):
        fp = self.temporary_file

    def rearrange(self):

class Marker(Sprite):

    def __init__(self, parent, node):
        Sprite.__init__(self, parent)
        self.node = node

class Button(Sprite):

    def __init__(self, parent, text, left):
        Sprite.__init__(self, parent)
        self.location.bottomleft = left, \

    def set_frame(self, text):
        self.add_frame(self.parent.font.render(text, True, (0, 0, 0),
                                               (255, 255, 255)))

class Prompt(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.font = Font(None, self.text_size)

    def deactivate(self): = False

    def load_configuration(self):
        config = self.get_configuration("interpolator-gui")
        self.size = config["prompt-size"]
        self.border_color = config["prompt-border-color"]
        self.border_width = config["prompt-border-width"]
        self.character_limit = config["prompt-character-limit"]
        self.text_size = config["prompt-text-size"]

    def reset(self):

    def set_frame(self):
        surface = Surface(self.size)
        width = self.border_width * 2
        surface.fill((0, 0, 0), surface.get_rect().inflate(-width, -width))

    def place(self): = self.display_surface.get_rect().center

    def activate(self, text, callback, *args): = True
        self.text = str(text)
        self.callback = callback, args

    def draw_text(self):
        surface = self.font.render(self.text, True, (255, 255, 255), (0, 0, 0))
        rect = surface.get_rect() =
        self.display_surface.blit(surface, rect)
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!

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