Pixelmusement
Website Last Updated:
June 30th, 2009

Welcome to the Pixelmusement website!


News for June 30th, 2009:

      Just a quick update to let everyone know that progress is continuing on Space Fortress 2, but numerous things threw the schedule out of whack again. Since the game is already virtually half-way done, rest assured, unless the world ends the game will be completed sooner or later! ^_^;


News for June 15th, 2009:

      Well, Space Fortress 2 is up to v0.081a... it certainly took a lot longer to get that far than expected, but this is turning out to be a much larger project than I anticipated. PixelShips Retro is TINY compared to what's in store here!

      However, v0.08a was special in that it marked the completion of the gameplay! Every aspect of Space Fortress 2's gameplay is now finished, leaving title screens, selection screens, tutorials and other special features not directly related to the gameplay to be implemented. Basically, it means the hard part is done, now all that's left is dressing... but there's a lot of dressing to do so it may still be a couple months or so to get this game done. As I've proven numerous times in the past, I'm not very skilled at figuring out how long these things take. :/

      In the meantime, there's another development update to talk about some of the gameplay features not yet discussed, such as EMP effects.


News for June 9th, 2009:

      The usual bi-weekly update on Space Fortress 2 will be next week so that a few details can be finalized. As it stands, the current version is v0.079a.


News for May 26th, 2009:

      Apologies for the late update, but things have been hectic lately, so all I have to say at the moment is that Space Fortress 2 is up to v0.073a and should be at least v0.1a by the next update!


News for May 10th, 2009:

      Just a quick update this time around. Space Fortress 2 is only up to v0.067a thanks mostly in part to Mother Nature who's been casting down numerous thunderstorms over the past couple weeks, one of which resulted in a strike just a few METERS from home. (Neighbours had their computer and a phone fried.)

      Suffice it to say, v0.1a is getting closer, at which point, all that will remain is mostly interface stuff. (Which is a lot easier to program than gameplay stuff! ;)


News for April 27th, 2009:

      Although Space Fortress 2 is only up to v0.063a from the past couple weeks, consider that the jump from v0.06a and v0.07a is actually pretty big, and that once v0.1a is reached, the actual gameplay component will be virtually COMPLETE, all that will be left are the menus, game selections, tutorials and such.

      Not to mention another fundamental change was made, this time to the timing system in order to allow the game to run at the maximum potential of the player's system without burning a huge amount of processor power. (Which will be especially good for laptop users!) If you want more details, head on over to the Development Details for Space Fortress 2. ;)


News for April 14th, 2009:

      Not to sound like a broken record, but progress on Space Fortress 2 has been delayed yet again. x_x;;;

      Unlike in a big company, the temporary loss of but one individual in the production of a shareware product can bring development to a standstill. Roughly 10 days of development were missed in the past couple weeks for a variety of personal reasons, though things are finally getting back to normal around here.

      That said, there has been some development, and Space Fortress 2 has reached v0.06a. With any luck, life won't throw any MORE surprises our way. Because developments made in the last version are primarily to the inner workings there's not much to show. Nevertheless, there's still a new development update to talk about the recent additions. ;)


News for March 31st, 2009:

      Progress on Space Fortress 2 has been slightly delayed thanks to food poisoning. x_x;

      That said, the current version is 0.055a and by the next development update in a couple weeks the version number should be much closer to 0.1a! ;)


News for March 17th, 2009:

      Yeah, I'm a day late with the development update for Space Fortress 2... progress the past couple weeks has been slower than usual, but with version 0.05a done, attention can finally turn away from the player interface and focus on things like enemy AI, weapon resistances and such.

      Other than the new bit of development info, not much else to say at the moment. ;)


News for March 2nd, 2009:

      Yep, more development info is up for Space Fortress 2! The intention is to update the development info at least every two weeks or sooner depending on the speed of development.

      It seems everyone wants to see the overhead shooter, so that will probably be the next game... though Space Fortress 2 is taking a lot longer to make than anticipated. So rather than try to guess when it will be done, the main Space Fortress 2 index page now has a development chart at the bottom, showing what needs to be done for each version and where exactly the development is at.

      Once the game reaches a beta state, THEN it will be possible to figure out how much longer it will take to release. Until then, anything said would be merely speculation. If anyone would rather hear speculative dates than see progress charts, or if you like the idea of having progress charts instead and want to make sure they're provided with all future games, send us an E-Mail! ;)


News for February 16th, 2009:

      More development info has been posted for Space Fortress 2! Today, you get to see some of the weapons in action!

      Also, in case anyone is curious, so far the fans want to see the overhead shooter of the three game ideas I previously mentioned. I've re-evaluated the first person shooter as a year-long project, at least, so it's no longer an option until 2010. If anyone who visits this corner of the net would rather I make the platformer instead of the overhead shooter, you'd better speak up before it's too late! ;)


News for February 4th, 2009:

      More info has been posted on the development of Space Fortress 2! Alas, it is taking much longer to make than anticipated, but is actually coming along very nicely. The expected release date at present will be around the end of March or early April at the current rate of development.

      We're already looking ahead at our next project too and we're curious what the fans would like to see next. It's been narrowed down to three choices:

* An overhead 360° shooter with a storyline, hand-made levels and bosses.
* A platforming adventure inspired by Super Mario Bros. 3 by Nintendo.
* A retro first person shooter with no mature content, a storyline and dialogue trees.

      Fire off an E-Mail off to gemini@pixelships.com and voice your opinion of what you want to see next from Pixelmusement... once Space Fortress 2 is out of course! ;)

      And no, PixelShips 2 isn't one of the games in that list. There's a ton of work to do on the concept still since it won't be a true sequel unless it's EPIC.


News for January 15th, 2009:

      Our first development screenshot of Space Fortress 2 is up, fresh from v0.01a, along with some notes on the development process for all those interested into what goes into one of our games. Check it out! ;)

      It's also looking like we're gonna see a March release date, not a February one, as there's still planety to do.


News for December 31st, 2008:

      Yeah, it took long enough, but we're ending the year by finally announcing our next game!

Space Fortress 2

      For more details, click on the image, or right here. The earliest the game will be ready is mid-February, though it could take a month or so longer. Keep checking back for updates and development screenshots! ;)


News for December 10th, 2008:

      Some people may be having trouble getting in touch through our E-Mail addresses. Please be aware that Pixelmusement receives 1000 to 3000 SPAM messages every week. Every valid E-Mail is responded to so if you do not hear a response it may very well be that your E-Mail to us, or our E-Mail to you, was blocked by SPAM filters. If you do not hear a response within 48 hours don't hesitate to try again with a simpler message to avoid getting caught by SPAM filters.


News for November 7th, 2008:

      We're currently juggling two projects, trying to decide which to focus on, so announcing one or the other may take a bit longer. Sorry for the wait, everyone. ^_^;


News for September 25th, 2008:

      An issue with incorrect colours has been discovered when running PixelShips Retro full-screen on some Microsoft Windows Vista systems. If you have this issue, the workaround for now is to press F9 to switch to windowed mode. You can press F9 multiple times to increase the size of the window.

      We're currently busy with our next shareware game, which should be ready to go before this year is through. Once we've investigated the Vista side of development we will be updating ALL of our software to avoid future issues like the one above.

      We'll be announcing our next project soon, likely towards the end of October, possibly sooner. Keep an eye out for it! ;)


News for April 21st, 2008:

      WE ARE NOT DEAD!! ...yet. Actually, things have been really slow from a development standpoint. Production of our game engine has slowed to a standstill and other obligations have been preventing the usual amount of development, though we're still keeping tabs on any issues which arise.

      Part of the reason for the lack of development is we're looking to upgrade our development systems and begin producing XP/Vista native applications, along with converting our existing software to the standards desired by these operating systems.

      In the interim, lead designer Kris Asick has been doing some stuff on the side, including producing a new series of videos dubbed "Ancient DOS Games", which can be watched on the GameTrailers website.

      Things are still pushing along. In the past, updates could be countless months apart, but there has always been at least one a year ever since this was still "Gemini000's Programming and Game's Page" back in 2000. Unless everyone who maintains this page dies, there will always be updates! ;)




      Pixelmusement is a shareware game developing company, owned by Kris Asick. Everything you see here is the cumulation of a dream that started many years ago in 1990. While most seven year olds would rather play games, Kris would rather make them, ranging from board games, dice games and card games, soon enough reaching the realm of computers only three more years later.

      At present, Pixelmusement has two shareware products available, PixelShips Retro and Super Minesweeper, and four freeware products from years ago, PixelShips, Space Fortress, Jade Fighter Arena, and Star Gladiators 2. Perhaps some of these games are simple in nature, but all will keep you hooked for many, many hours of fun!

      To download and purchase the shareware and freeware games, click on the Products link at the top of the page. For news items and press releases, visit the News / PR page. For more information on how to play the games here, visit the Guides page. Or, if you're having difficulties with the games, visit the Support/FAQs page.

      Please enjoy your stay and check back frequently for news and other exciting updates!


DISCLAIMER: All material on this website is Copyright ©1995-2009 Pixelmusement, All Rights Reserved. Only HTML files may be linked to. No other files or images may be linked to without permission. No images (excluding screenshots) may be used on another website without permission. Pixelmusement cannot be held responsible for any computer damages that occur while visiting, downloading, or using material on or from this website, though proper usage should yield no computer damage whatsoever.    Remember to surf responsibly and virus scan all your downloads from ANY website you visit!