Mastering Reality for Pagans
Hello, welcome to my website: PaganMind.com Originally, when I started this website, I had some grandiose ideas of designing a web site with a practical philosophy of living with advice in multiple areas. However, the more I worked on these ideas and articles, the more disjointed they appeared to me. To make things worse, I started discovering various articles discussing these ideas that were written a lot better than I ever felt I could do or even wanted to do. Knowledge that I had discovered the hard way through a tremendous amount of research and trial and error was being disseminated by great writers from all over the internet. I am glad to see others have also discovered these things and are widely sharing them, so that now I can move on to other things.
I have changed my main goal for this web site since it's original inception. It still includes a few articles that I have written, a few pages of useful links and I may even add an article or two if I ever feel inspired, but that isn't my main goal any more. I am returning to my first love, which is making video games. I will publish them here.
I love designing and programming computer games. I learned about boolian logic when I was about 10 years old. Later, I learned about the theory of programming when I was about 12 years old, but never had a chance to actual do some programming till I was 19 when I gained access to a TRS-80. Later (around 1982), I manage to buy a VIC-20 and then a Commodore 64. I wrote several games using 6502 machine code for these, but nothing really worth publishing. Next (around 1985) I owned an Atari ST, which I had 3 published games. The first was a chess game published in Compute! magazine , followed in a subsequent issue by a version of my TAC5 game. I received a reasonable flat payment (around $1500 and $500) for these games. Later, I programmed a 2 player game called "Mystic Mirror", which was rewritten as a one player game called "Daymare". These were self-published and I probably earned less than a $100 with these two games. They were fairly popular as shareware though, with articles in several European magazines. Later, I started a game called "Daymare 2" for the Atari ST.
By around 1990, it was becoming very obvious that the Atari ST was failing (IBM cornered the ram chip market in the USA and successfully lobbied the US government to stop most ram chip imports, making the Atari ST cost more to produce than they could sell it for, Atari never recovered) and the PC world was taking off. I sold my Atari, and managed to get my hands on a PC. I ported the code over to it, rewriting it in 8088 assembly for the DOS operating system. I even converted the older Daymare 1 as practice in 8088 coding. These two games ran fine on the few machines I found to test them on, but reports from various sources showed all sorts of problems on different brands of machines running DOS or Windows. I didn't have the resources to deal with these type of problems and lost interest in computer games for a while.
Since then, I worked on Daymare 3, but changes in the Microsoft OS broke it in major ways. Later I wrote my
TAC5 game for the Windows OS. It is a cute little game that I have always loved and makes great practice for learning a new OS. Check it out here!
Strangely enough, the new XP operating system by Microsoft fixed all of the hardware incompatibilities with the last Daymare game. Close to 10 years after I wrote the game, it started working perfectly on any computer with Windows XP. Of course, by this time, the game was dated with obsolete graphics.
So what does the future hold? I have spent the last couple decades just basically surviving, the first decade without a computer and the next without the time to make games. However, things are getting a bit better in my life and I should start having more free time. It is my hope to begin making some games again. I plan to start with some easy games to rebuild my skills, then hopefully, moving on to more challenging and exciting games. I will be using C family of languages (C, C++, and C#) and for graphics use DirectX for graphic intensive games and the older BitBlt routine for less intensive graphics. I will aim for running the games on XP, Vista, Windows 7, and Windows 8.
As for those new portable devices, I will leave that to the younger generation for now.
Check out: What is new?