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April 19th, 2014

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April 19th, 2014:

Click here to watch Ancient DOS Games Episode 136 - Googol Bonus Disk

This thing exists! :O

A fan of the show by the name of Bob Mackey recently offered to send in an old disk he had containing the Googol Bonus Disk games... There was no way I was saying "no" to that! Unlike the regular Googol Math Games which were freeware, the bonus disk could only be obtained from registering the software, thus copies of it are extremely rare, to the point where not even illegal download sites have this thing and there's no footage of it on YouTube or other such places. It's truly been lost to time... and it's about time that changed! ;)

Now that I have this, two things are going to happen. The first is I'm going to look into getting it archived and I do know someone who can help with that. The other is that, if by some miracle I ever get contacted by Paul Dawson, creator of the Googol Math Games, and get permission to release this software online for all to play, I am capable of doing so! :B

Mind you, as I've said before, Paul Dawson's pretty much disappeared off the face of the planet, but you never know... When I did my video on Amulets & Armor there was nothing in the works at that time, yet now there's a freeware release of the full game for modern systems. My point is: You never know! ;)

April 12th, 2014:

Click here to watch Ancient DOS Games Episode 135 - The Oregon Trail: Classic Edition

Would've been good if I could've taken a look at the very original DOS version of The Oregon Trail along with the updated version I got ahold of, but alas, the original DOS version is much more difficult to find copies of. :P

Nothing too much to say at the moment. Making progress on Ivxscape though I will admit, out of all the time I spent this week not working on ADG I mostly just played games. :B

Don't worry, already getting back into the swing of coding and everything. ;)

April 7th, 2014:

Click here to watch Ancient DOS Games Q&A - April 2014

Thanks to all of you supporting me on Patreon, the first Q&A video is ready to go! Only three questions for this first one, but now that everyone will have an idea of how these videos will work, hopefully there'll be even more questions next month! ;)

I know I said this just a couple days ago, but if you want to submit questions for upcoming Q&A videos, simply pledge $4/month or more on Patreon and you'll be sent an eMail address to send questions to! (Or if you lost this eMail address, just send me a regular eMail and ask for the question to be answered in an upcoming Q&A video, and I'll also send you the proper eMail address again. :)

April 5th, 2014:

Click here to watch Ancient DOS Games Episode 134 - Really Old Edutainment

Well, I may be very low on regular edutainment titles, but it turns out my 2000 Games shareware CD actually has some interesting ones on it worth checking out, even if they're really small, so I combined three games into a single ADG episode! :)

Also, don't forget that the first Q&A video is on Monday! It's a little late to submit new questions for this first video, but those of you who've supported me for $4 or more on Patreon can still send in any questions (and any KIND of questions) you want for me to answer in May's Q&A video! ;)

March 31st, 2014:

FINALLY... this took freakin' forever and was the most incredibly difficult design work I have ever done, but I'm pleased to announce:

Ivxscape Logo

No, this is not some completely new game that's replaced Vectorzone... though that's not far off. Vectorzone has BECOME Ivxscape! The new name is to help separate it from other games and things that have been coming out lately with the word "Vector" in title and there have been sweeping changes to the ultimate methodology and functionality of the game. So let's get some of the basics out of the way which you might be wondering about if you've been keeping up with Vectorzone's development.

The first major change was the story. The name "Vectorzone" was meant to alude to digital memory vectors and vector graphics, but "Ivxscape" is a shorthand word which stands for "Iridescent Vectorized Extensions Landscape". That third word "Extensions" is the key to this whole ordeal so keep it in mind. The one aspect of the story that hasn't changed is that there's a digital world invading the computer networks of the planet. The major change though is that now, instead of playing as someone operating a computer terminal from the real world trying to fight back against this digital world, you play the role of someone who's been physically trapped inside and is trying to find their way out! Might seem somewhat like Tron, but trust me, there's more to it than that, that's just the basic gist of it. ;)

The next major change is that the game is no longer an open-world experience. Instead, the game gives you subtle control over HOW the world around you is generated. Not going to reveal too much about the process just yet, except that it's similar to the Minecraft mod "Mystcraft", based on the Myst series.

Crafting has also gone by the wayside, but in its place is a much simpler system called "Extensions", which is kinda like a halfway point between a crafting system and a socketing system, like those seen in Diablo and Torchlight. Basically, every time has slots and you can install extensions into those slots to add new abilities to your equipment. However, each extension itself needs to be built out of various resources which you'll find as you travel, plus you need a template to actually lay out which resources to use to get a particular effect.

Other than that, all the changes from my original concept after removing the spinning camera are all minor. Heck, some of the stuff from back when the camera still spun are STILL present, such as the 16 different crafts you can pilot.

This is all concept of course, but programming has once again resumed and you can read more details about what I've gone through by checking out the latest Development Journal, though it mostly just reiterates everything I've just said. :B

Now that the major design work is out of the way, it's time to start churning out code! I've updated the FAQ for the game as well. As for when it will be ready, I don't have a clue. Any estimate I give you guys will just be pure speculation. I'd LIKE to have it done by the end of the year, but I can't even promise that. It really depends on how busy ADG keeps me and how smoothly the coding process goes. I am going to at least try to make an effort to get the first public pre-alpha out in May. Keep in mind it may not have all the functionality the last Vectorzone alpha had as I'm essentially rewriting a lot of code and only copying and pasting where appropriate.


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