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September 19th, 2026

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Good Old Games

ulex

Welcome to the Pixelmusement website!
Home of the obscure and barely known game designer: Kris Asick

News for September 19th, 2026:

A main page update?! Yeah, I know, they're few and far between, but hey! I made a new game in QBASIC! :D

LetterGun - The Run 'N Gun Board Game!

Clicking the title screen above will take you to the "Small Games" section here on the website since really, it's a game I only spent about 10 days making, not counting debugging or making supplemental materials for it. Basically, if you ever wondered what it would be like to take the "Scrabble" Brand Crossword Game by Hasbro Inc. and turn it into a platforming game you can play in real life with a real physical board and letter tiles... then quite frankly, you're as nuts as I am, BUT ALSO, that's exactly what we've got here! It's something I did myself way back when I was eight years old, before I even knew how to code, but those old rules likely sucked. (I don't still have them but I can say pretty confidently that they sucked.) Thus with my current game design skills I put together a new set of rules and made this thing!

There's two downloads available; both are identical except one includes a compiled EXE file so you don't need QBASIC to run it. Both also include the full source code as well as a PDF containing all of the instructions and rules you would need to have on hand to play this game in real life with a proper physical board and letter tiles!



News for July 5th, 2024:

I know it took a long time to get to this point, but I never stopped doing gamedev work while making Ancient DOS Games and my other video series, thus I am pleased to finally announce my next major "game" project...

"Project AB"

Project AB Screenshot 01 - July 5, 2024 Project AB Screenshot 02 - July 5, 2024 Project AB Screenshot 03 - July 5, 2024 Project AB Screenshot 04 - July 5, 2024
Click on any of the screenshots above to enlarge them!

Up to this point in time I had been talking on various socials about a different game idea I was working on, "Project LJ", and had even posted a couple exclusive things related to it to Patreon. However, earlier this year I was getting prepared to begin practical development on it, having completed its nearly thousand pages of story dialogue, only to realize the battle engine I had planned this entire time was actually... not fun to play. :|

Suffice to say, I still want to make Project LJ as it has a story with a central theme of "healing" that I really want to share with the world, but it's gonna have to wait until I can come up with better mechanics for battles. Since then though I have been going over other project ideas and gave this particular one another shot, having had issues with developing it to any great extent in the past. After some planning I tried throwing together some tests to ensure everything I would need the game to do was doable in the Godot Engine, and sure enough, virtually everything WAS possible, and the few things which weren't are things which are already addressed and being added to the next version update of the Godot Engine!

So, I decided I am pushing forward with "Project AB"! Again, just like with Project LJ, the name has the primary initials of the actual name in it as I already know what the "game" is going to be called when it's done... and I keep saying "game" in quotes because while it does have gameplay elements for sure, it's technically NOT a game in the traditional sense. Similar to how Maxis would call programs like Sim City "software toys", that's kinda what I'm going to be ending up with is more of a "software toy" than a game, with an emphasis on building your own worlds either to relax and recuperate in, or to vent out frustrations and engage in pure catharsis!

That said, I know the screenshots so far don't look like much, but they represent fully functional first-person movement physics along with the ability to select parts of the world, known as "set pieces" and move, rotate, and scale them however you see fit, through that same first-person interface! It kind of felt like reinventing the wheel making this all work, but it was necessary as this program is ultimately going to have VR support, meaning EVERYTHING has to function properly without a mouse cursor on a screen. Furthermore, to aid in user feedback and to keep things aligned well, set pieces are locked to a grid but the frame which shows up around what you're editing is NOT locked to the grid, thus providing much stronger feedback in terms of what the user is trying to do versus what's actually being altered.

Getting this one aspect of the program working lays a foundation for a LOT of the things which are to follow, as it won't just be simple cubes the player can adjust, as there will be stairs, ladders, ramps, and many more elements which tie in with the central theme of the program. In fact, my Patreon supporters at or above the $4 tier have been given an exclusive video of the world editing features in action!

...so what IS the central theme of this program you may ask? Sorry, that's still VERY MUCH a secret! I will say though I have told my closest friends what I am planning and ALL of them are excited for this project, which I feel is a very good sign!



News for April 25th, 2022:

So... I went and made another MegaZeux game... :O

ADG Lazer Warz

Yep! For the sake of Ancient DOS Games Mod 10, I went ahead and spent a month making an ENTIRE game in MegaZeux! Due to time constraints and not wanting to make a video which is 10% interesting code and 90% boring stuff, the video itself is a less a documentary of the process and more an overview of how the game works, showcasing just how simple it is to break beyond the normal restrictions MegaZeux seems to have, all done with the really old v2.51 DOS release of the software!

The game itself can be downloaded from the MegaZeux Games section of my website, though you will also need a copy of MegaZeux to play it, which can be sourced from the ongoing MegaZeux community at the DigitalMZX website, keeping in mind I only tested the game as far as 2.51 is concerned so with any luck it works properly in modern Windows versions of MegaZeux too!

ADG Lazer Warz centres around a post-robot-apocalypse where small patches of Humans have been living off the land for decades, having been driven out of their cities by the bots. One resistance movement has created a quartet of experimental coloured lazers, each tuned to the four colourations seen in the bots and sets one of their best fighters out to an old city to test their effectiveness and try to wrest at least some amount of control from the bots in the process!

The game mechanics are centred around player-fired lazers, as the player never fires a standard bullet at any point in time anywhere in the game, but more specifically, you have four different colours of lazers you can swap between as if you match the appropriate lazer to the appropriate colour of robot, you deal quadruple damage!

There are 15 levels in total and my own runs put the typical playtime at between 3 and 4 hours if you know what you're doing, all culminating in an intense final boss fight!

drex
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