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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." =)
Brand new site!
Thursday Aug 28th, '08 @ 10:54pm
I've changed everything for the much better!

Welcome to the new PsyguyGames.com. The surface of the new site will belie the time and effort I spent architecting this new version, but nonetheless I think and hope that you will find it easily navigable and visually stimulating.

Check out the new Gallery system for some screenshots of the multitude of available themes. Simply register an account and you have access to nine of them! =) If you had an account before, it will still work!

I also have a newly-coded forum as part of the new site. I will be adding some more themes for it in the future; as of this moment, it has two theme options.

You might also notice the option to comment on journal updates as well. Feel free to leave a comment on what you think about the new design.

Keep an eye open for future updates; I will actually be working on some more games soon!
Happy 2008
Saturday Jan 19th, '08 @ 10:17pm
I'd like to wish everyone a belated happy 2008. =)

I've lately been working on a new project in which I use ASCII characters to create all of the graphics. You can see a screenshot of the game in the Screenshots section. I also posted a short demo of the game on the forum in the 'Other Games' forum if you'd like to see how it's progressing so far. (Well, I might say! =))

In addition to serving as the engine to the current ASCII game, I will have the opportunity to use this engine for other games as well; this should help to shorten development time on future projects that I work on.
Linux text editor plugins
Thursday Nov 22nd, '07 @ 12:52am
I added a couple of plugins to the site for a linux text editor called GEdit. I find they improve my experience when using said text editor.

If by chance you downloaded them in the last week or so, note that I've posted slightly-updated versions of two of them. I had to change something that was slowing down the program and causing other processor-intensive programs (such as games) to run at a slower speed.

In a quick update on 'Dozer, I am still working on the game but I haven't made a lot of significant advancement. I have a couple of issue to resolve with the multiplayer, and I still need to create levels for the game. I hope to finish the game before too much longer. =)
'Dozer status update
Sunday Oct 14th, '07 @ 5:25pm
I've continued to work on various aspects of 'Dozer in the last few days. I've needed to spend a bit of time (still) polishing up and adding bits of functionality here and there to the GUI system. That work will pay off in future and other current projects also, though. I added scroll bars to multi-line text boxes this evening. (Previously I only used them for editing tasks, so I held off adding the scroll bar.)

I'm finishing up most of the user interface business and I'll soon be starting on creating more levels for the single player mode. After that, I'll probably be ready to release the game. :)