Kris Asick @pixelmusement.com · 30/09/2026My controller icons are now implemented into the game, are autodetected appropriately based on the name of the device plugged in, and if by chance it's a Nintendo device the game swaps the A and B button functions in the user interface! (Gameplay buttons can be user-customized.) 040
Kris Asick @pixelmusement.com · 28/09/2026...IT IS DONE. ...and yes, they look tiny zoomed out to see the entire atlas, but keep in mind this is vector art with each icon designed to render at 64x64 native resolution on-screen at 1080p or 128x128 at 4K. 190
Kris Asick @pixelmusement.com · 27/09/2026At this point, developing strictly for PC, my only certification concerns would be Steam Deck and Steam Frame verification, but as you can see from what I've got so far I'm not going into this haphazardly! ;) 100
Kris Asick @pixelmusement.com · 27/09/2026Updated my sketch... way too many inputs to worry about but I gotta do 'em all... >_< 120
Kris Asick @pixelmusement.com · 27/09/2026Tonight's Task: Make the controller input symbols for my game. Before I can do that appropriately though, I needed to cross reference everything and come up with an appropriate map of which buttons go where for which controller brands... GAZE UPON MY MOUSE-WRITING SKILLS! XP 130
Kris Asick @pixelmusement.com · 24/09/2026Deluxe Paint 2E ...no seriously, making stuff in that was how I laid out a ton of my game ideas... NONE of these are real screenshots; all drawn in DP2E! :D (And are also all games I likely will never make, thus why I don't mind sharing them.) 121
Kris Asick @pixelmusement.com · 12/09/2026The beta build of my new DOS game: "LETTERGUN - The Run 'N Gun Board Game", written in over 3,000 lines of QBASIC code, is now up for my $4+ Patreon supporters to try out! :D For everyone else, the full game will go up as a free download on my website (with source code) one week from now! ;) 0159
Kris Asick @pixelmusement.com · 10/09/2026Equally Bad Idea: When you first boot the game there's no audio options. You have to unlock them first by finding an Earbuds item in the game and then each audio setting only adjusts by dB increments so it's impossible to re-balance things appropriately and... ...wait... I'm receiving a photo... 080
Kris Asick @pixelmusement.com · 24/08/2026OK! I have the shift/caps/alt states working for my on-screen keyboard! Hopefully I chose a good set of alternate characters and mapped them in a sensible way. The first screenshot is the alternate characters normally while the second is alt + shift. 360
Kris Asick @pixelmusement.com · 11/08/2026Text parsing of my special $ codes is working! :D The reason for doing it this way instead of allowing direct BBCode access is threefold: 1. Easier for players to learn/use. 2. I have total control over what rich text features can be used. 3. Security. Direct BBCode access can be VERY abused... :P 140
Kris Asick @pixelmusement.com · 01/08/2026I was playing PalmOS games in 2003... and even planning on making my own! ;) (I never made this one into a real game but I got as far as being able to write simple apps and load them onto my Palm device!) 030
Kris Asick @pixelmusement.com · 01/08/2026Who would've ever thought in a 3D/VR project with a layer of realism the hardest thing to make would be the freaking on-screen keyboard? >_>; Also, using @kenney.nl assets for the symbols on the side temporarily as I want to make my own but REALLY want to get this OSK freaking finished. :P 1110
Kris Asick @pixelmusement.com · 25/06/2026This is where I'm at with the on-screen keyboard in Project AB so far. Nothing works yet, this is just most of the elements arranged, positioned, and staged so I can make them function. I still need to set up key/button icons for the bottom labels and space them appropriately, among other things. :P 120
Kris Asick @pixelmusement.com · 16/06/2026I still use this little VisualBASIC program I wrote 22 years ago! :D 050
Kris Asick @pixelmusement.com · 16/05/2026For reference, here's what the effect originally looked like... I didn't look back at this until now and comparing to what I just accomplished all that's different is how deep the perspective effect is and the tileset itself. (I just grabbed tiles from very early in the original design.) 130
Kris Asick @pixelmusement.com · 16/05/2026Oooh... Anyone remember way back when I was trying to make my "Ivxscape" game idea and the tile mapping was done in such a way to produce a sort of additive-blended perspective effect? I just figured out how to easily reproduce it in Godot Engine! :D 240
Kris Asick @pixelmusement.com · 14/05/2026Actually, no, THIS NPC is probably the most obscure of them all, just by nature of what it takes to even be ALLOWED to find them! :o 150
Kris Asick @pixelmusement.com · 14/05/2026One thing I never did in Undertale until now, despite knowing the game did this, is go back and talk to the NPCs representing the monsters you show mercy to, as they don't actually show up until after clearing the boss for an area. This one's particularly easy to miss. :B 160
Kris Asick @pixelmusement.com · 22/04/2026EVERY. SINGLE. TIME. I start a new run of Undertale, I discover something I never knew about! This time: How to win FIFTY gold from the snowball game! :O 180
Kris Asick @pixelmusement.com · 16/04/2026Whoops! Looks like someone translated that one correctly. Here, I've fixed it for you. ;) 100
Kris Asick @pixelmusement.com · 08/04/2026So... how many people have noticed that the ADG-se logo uses the standard 16-colour EGA palette? ;) Dithering goes a long way when done right! 1233
Kris Asick @pixelmusement.com · 02/04/2026"Hail to the keys, baby!" ;D (Yes, I intentionally set this up to look like a gun; that's kinda Duke Nukem's thing...) (Also yes, I digitally altered the keys in both photos to remove their teeth.) 071
Kris Asick @pixelmusement.com · 02/04/2026Ah damnit, the fob for my keys which I've had since the 90s broke. :( ...WAITAMINUTE... I have a solution to this! Just hold on a moment... 150
Kris Asick @pixelmusement.com · 24/03/2026For awhile back in the mid-2010s I was considering making a bunch of games which ran at 160x120 resolution internally. ;) 250
Kris Asick @pixelmusement.com · 04/03/2026To be frank, I expect the eventual release of Windows 12 to be more like this... :P 150
Kris Asick @pixelmusement.com · 17/02/2026My thumb also goes WAY back; No one else in my family is like this. I have a sneaking suspicion this was caused by my many days of NES and Genesis gaming as a kid. :B 000
Kris Asick @pixelmusement.com · 08/02/2026Just as an example: Moraff's Dungeons of The Unforgiven supports a wide range of video modes and if you select a Super VGA mode you have to ALSO select a compatible chipset because NONE of them work the same! D: 350
Kris Asick @pixelmusement.com · 05/02/2026Took me a few attempts but finally got another board into a state it would crash from! This time though, the screen just went black following. :P 100
Kris Asick @pixelmusement.com · 05/02/2026So... can anyone guess what game I'm playing? >;) Hint #1: It's an NES game. Hint #2: Yes, the game has crashed. Hint #3: This is easily repeatable and I technically did not do anything out of the ordinary, other than using a built-in cheat to play the game in an unintended way. 141
Kris Asick @pixelmusement.com · 03/02/2026I had to learn more about Blender's rendering algorithms and material handling than I ever cared to, but in the end, I have made my OWN mid-day, HDR, cloudscape environment map! :) 140
Kris Asick @pixelmusement.com · 03/02/2026Getting there... Probably want to do a few more minor tweaks to get these clouds looking their best, then will do a final render, properly cap the HDR values manually, and see where it all ends up! :B 010
Kris Asick @pixelmusement.com · 01/02/2026Slowly figuring out the whole clouds thing. Blender allows for volumetrics which means being able to generate three-dimensional noise which produces cloud-like effects, though I need to get a little creative to really make it feel like proper clouds. Also, still have to work on the colours. :P 051
Kris Asick @pixelmusement.com · 01/02/2026Guess I'm gonna have to make this myself, hunh? :P After about 45 minutes of work I've got this so far. Still a long way to go but getting this far at all is promising that I MIGHT be able to do this myself using some noise textures and clever shader tricks in the Godot Engine. :B 150
Kris Asick @pixelmusement.com · 21/01/2026Just take a screenshot of the code and say, "Do you REALLY want me to explain this??" Like this! *ahem* ... "This is the node network for my shader which makes any object look like it has a galaxy inside it. Do you REALLY want me to explain this??" 120
Kris Asick @pixelmusement.com · 18/01/2026Portals are coming along. Next step is to integrate it into the existing editing system so I can move it and such, as well as make it possible to change the portal colour to whatever you want. There's also particles and the glow effect pulses in and out. :B 120
Kris Asick @pixelmusement.com · 17/01/2026Still working on the model for the portals in Project AB... I think I like this approach better, having the spires twist in place while connecting to a smaller ring up top. Also, each spire twists the exact same amount; It's an optical illusion that the leftmost twists more than the rightmost. ;) 130
Kris Asick @pixelmusement.com · 16/01/2026While I wait for 8:00 PM EDT to make the next ADG public I've been conceptualizing what the portals in Project AB will look like which link the various worlds together... Not completely liking the shape but not quite sure how to make it better...? The cylinder is a stand-in for a 6-foot-tall person. 110
Kris Asick @pixelmusement.com · 15/01/2026In this example, I have a checkerboard normal map. The first image shows what I get from the Normal Map node itself, but this output looks wrong in Godot Engine. The second image shows what I need to do to get it to look correct in Godot Engine. My silly question is: What is the discrepancy here? 110
Kris Asick @pixelmusement.com · 14/01/2026Don't mind me, just making some marble textures for my game. :B 040
Kris Asick @pixelmusement.com · 12/01/2026Material Rotator tool implemented! :D Again, due to weird ways I had to implement this for optimization sake it made more sense to have this on a separate tool compared to having the feature on the Creation Tool you normally use to create and texture the world. 010
Kris Asick @pixelmusement.com · 12/01/2026ANYWAYS, the LED screen and lights on the tool work now. ;) 040
Kris Asick @pixelmusement.com · 10/01/2026Not actually "ready" yet, just testing to make sure I have the colours right for the glow effect to make it look like there's a dot-matrix LED display in this thing. ;) 040
Kris Asick @pixelmusement.com · 10/01/2026All this work on a new model and tool just to rotate textures on walls and floors and stuff. :P I thought about incorporating texture rotation into the Creation Tool in Project AB, but there's a number of reasons why it made more sense to put that functionality into a separate tool. :B 140
Kris Asick @pixelmusement.com · 30/12/2025You know you're doing a good job when your gamedev work makes you think of candy. :3 (Screenshot is from an earlier game I was working on but am not presently pursuing.) 130
Kris Asick @pixelmusement.com · 06/12/2025And now that my galaxy shader is as good as it's gonna get, I went through and made as many distinct colour variations of it as I could, twelve in total! :D They all have proper space-themed names too like "Astro Red" and "Tacyhon Pink" to spoil just a couple of them. ;) 130
Kris Asick @pixelmusement.com · 01/12/2025I mean LOOK AT THIS... ...and a still image does not do this shader justice. The centre part stays in the middle as you move around the object and the stars rotate around both the inner AND outer edges, AND this is done in a single pass without touching the slow transparent rendering pipeline! :) 150