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Errro reaches 50 levels
Friday Mar 27th, '09 @ 1:42pm
Well, the "Content Race" sure made a few length pit stops, but finally I have reached my target level count for Errro: 50 levels. I think I did a pretty good job on them; you'll certainly find yourself challenged to solve many of them!

Unfortunately, this does not quite yet signal the completion of Errro. I still have a decent number of tasks to complete.

For starters, I've been working on giving the game a graphical upgrade. Previously I rendered the game in a fairly diminutive 320 x 240 area; I'll be expanding that and also replacing the graphics that have appeared in past screenshots. I think it will look pretty good when I'm done.

However, I initially hard-coded the game for the previous dimensions. You'd think after all this time I'd have learned not to do that. You'd think! I actually spent some time a couple of weeks ago changing the code to use variables instead of hard-coded numbers, but I still have a few issues to resolve.

Elsewhere on the docket, I'll need to work on things such as the menu systems (makeshift at the moment) and some of the website integration of the game. The latter will include features like a page that tracks which levels you have and have not beaten; this will (a) help you keep track of which levels you need to beat (especially if you skip around), and (b) help you demonstrate your awesomeness to everyone else. :P
The Errro Content Race Begins
Tuesday Feb 10th, '09 @ 4:30am
Some time ago I introduced a new flash project called Errro; some time ago I considered the engine for Errro fairly close to complete. Only level creation remained, basically.

Much time passed.

Now, I have finally gotten to work on putting together some maddening levels for the game. I'm making fairly decent progress, but I'm not working to the point where I will become burnt out, either. =)

Through the course of making these levels, I decided to make a couple of minor changes to the way a couple of objects work. Unfortunately, I always seem to end up fixing up the code to support these minor changes. :P Then I of course end up worrying about what else might start working incorrectly after I change the code.

Despite such code concerns, everything looks to be moving along pretty well. I wouldn't dare to put a timetable on the game's release, but as long as I can stay focused on maintaining moderate, steady level production, I think you should have a chance to play the finished product sooner than later. =)
New ASCII Game Screenshots
Tuesday Jan 13th, '09 @ 2:18am
Now that I think about it, I don't think I ever officially introduced my ASCII game on my website.

I've been working for a while now (intermittently) on a game that uses letters and numbers (ASCII characters) for all of the graphics. Everything from the various worlds to the main character appears as an arrangement of ASCII characters. I do apply color to the characters, though. It would surely look glum otherwise!

I just added a couple of new screenshots to the game's section; these shots display a few new scenery objects that I've added to the game.

At this point, the game has a good code base. I still have plenty of coding to do, but it has certainly reached a playable state.
Errro Feature Complete
Monday Oct 6th, '08 @ 11:58pm
I haven't updated in a succession this short in some time! :P

Two or three weeks ago I completed the main code for Errro. It has a lot of interesting objects that will allow me to create all sorts of devious puzzles.

Speaking of puzzles, though: I need to make them. :P I only have a couple of levels done so far. In time I'll have the chance to expand on that number. The game will also feature a nice, easy-to-use level editor with easy in-game level submission. This will allow me (and other players I hope!) to continue to add to the longevity of the game with new levels after the initial release.

Notice that I added a new screenshot of a project I have had in hibernation for some time. I'll update in the coming days to discuss that project a little more verbosely. =)
Introducing Errro
Wednesday Sep 3rd, '08 @ 1:19am
A couple of years ago I made my first foray into the world of Flash. You know the result of that experiment as Snake.

I really like Snake a lot, but I ended up deciding against continuing with Flash development. (Finding Python helped to make that decision a lot easier. :P) I didn't really like the Flash IDE; I didn't like the movie clip approach to graphics rendering; and I didn't really have half a clue as to how to do anything. :P A shift to Linux (which obviously doesn't natively run the Flash IDE) seemed to ensure that I wouldn't work in Flash again.

A couple of years and a little bit of peer pressure later, I have taken a second attempt at Flash development. More interestingly (read: more frustratingly!), I've been developing in Linux with some open source Flash development tools. After a series of struggles to get seemingly simple tasks operating properly (e.g. transparency), I've finally started to gain some momentum on this second project: Errro.

The game Errro will pit you against only your wits as it presents to you a series of puzzles designed to torment every last unbrushed path in the most distant reaches of your soul! Well, I don't have any real levels yet, and technically you can't actually win a level yet, but I think that sounds like a good pitch! :P

As you might surmise from the name, Errro will place an emphasis on arrows. Chiefly, various blocks in the game will serve as transporters from one part of the screen to another part of the screen; you could call them elevators if you disregard that some of them move on the zeroly dot producted axis. Of course, I've worked to add several other interesting object types in the game to "help" you on your journey. I think the game is turning out pretty well so far.

Lastly, I added an early screenshot of a demonstration level. You can see it as the "Latest Image." =)