Andrew Braybrook
uridiumauthor.bsky.social
Andrew Braybrook
@uridiumauthor.bsky.social
Programmer of Paradroid & Uridium amongst many others. Now retro programmer on PC, having retired from industry.
Blog page at: https://uridiumauthor.blogspot.com/
That rounding mistake had likely been in there for 5 years, waiting to pounce.
We're coming up to the tenth anniversary of my first retirement from work, when I started to program my then new PC game system. Coding from scratch, without a way of doing any graphics. Still got the big Direct X book.
January 23, 2026 at 1:35 AM
I had something happen in Monster Molecules that I had not seen before: a couple of atoms collided and kept exploding, Not possible, obviously. Put some breakpoints in to trap it. Happened again under debug, but that`s examining the crash site after the event. So why`s it happening?
January 22, 2026 at 5:28 PM
Seemingly, Donkey Kong had a cut-scene ending, so that was the first in 1981. I rarely saw the second level on that, let alone the third. So how could they play that relentlessly to get these million point plus high-scores? Needs some rising water, if you ask me. Appropriate for a Mario game.
January 22, 2026 at 12:51 PM
We had a Flying Shark arcade board. The game has 5 large sections and then it loops back to the beginning. I wonder whether other long games like Slap Fight and Terra Cresta do the same. Rainbow Islands was the first game with actual endings, 3 of them at least. The Continue option makes the money.
January 22, 2026 at 12:27 PM
My games without endings would loop round and make that harder, in order to extend the game-play. Fire rates would go up, some things would be faster.
Maybe after 8 times I would just leave the difficulty and anyone that could play Paradroid or Uridium 8 times through deserves a medal! I couldn`t!
January 21, 2026 at 8:01 PM
Just saw a question about what is the first game you finished? Well, most games didn`t have an ending in my day, we just had to get as far as we could. Excepting my games that do have endings (Morpheus, Intensity, Paradroid 90 and Uridium 2), I don`t believe I ever finished any game, yet.
January 21, 2026 at 5:34 PM
Re-wired my #Scalextric Toyota Supra for lights-on-all-the-time, then soldered 5 sockets to 5 revision H digital plugs. First-time success rate was a mere 2 out of 5. A pointy soldering iron is a difficult tool to get the heat and the solder to the correct place, though probably the only tool.
January 21, 2026 at 5:23 PM
Next is the behaviour processing for the meanies. Currently, while everything is structured into chunks of code to do walking, turning, running away, I am not changing from one mode to another, rather calling new routines, which uses up the short stack space they each have. Needs a rethink.
January 16, 2026 at 1:58 PM
I had to sort out my layer priorities as the player going for a dip in the sea aesthetics stopped working. I realised that one of my optimisations was not leaving any flexibility. I added in leg and neck graphics, which required their own layers and it all broke. I have now recoded it properly.
January 16, 2026 at 1:55 PM
A consequences of ditching 32-bit and committing only to 64-bit; is that I can combine my dual 32-bit map data into a 64-bit map. Now I have 32 mandatory bits and 32 optional, the latter I can then not bother with if I`m not using them. A consequence of 64-bit is that one`s data doubles in size.
January 16, 2026 at 1:51 PM
With VS on all projects open, I had a go at tweaking some figures. Monster Molecuies and Rock Stars get to a point where adding any more molecules or rocks guarantees the player will lose a life. I even eased that back a bit, but the games were then not challenging to me. So...
January 15, 2026 at 8:14 PM
And I just want to say: it`s not just me. I googled the problem (now that`s a phrase) and someone on reddit had already had the problem and found the solution. So thanks to them for the help, I`m truly grateful that we can help each other in this difficult world.
Cheers.
Thank you and goodnight!
January 11, 2026 at 3:40 AM
While Make files were truly horrific, I thought that VS project files were too complicated 30 years ago.
I just re-copied my "Incompatible" library project from the other PC in case I corrupted it with my previous attempt. No dice, then I reloaded the project in VS and suddenly it`s happy and fixed.
January 11, 2026 at 3:30 AM
Committed myself to Visual Studio 2026 since having both it and VS2022 on the PC means that one of them gets priority to start projects, and they are necessarily different SDKs. So I toasted VS2022 to make space and then installed VS2026. It didn`t work. Can I reinstall VS2022? No mate.
January 11, 2026 at 2:51 AM
My #Scalextric Toyota Supra Mk 4 has arrived, along with its digital chip. Surgery soon.
January 10, 2026 at 11:26 AM
I`ve ordered the #Scalextric Castrol Toyota Supra and I just know Gordon will be bringing it to my door at 7:21 in the morning tomorrow. How does he get up so early in the night?
January 9, 2026 at 9:19 PM
4th game converted to SFML 3.0.2. I realised that a third module is (almost) game-agnostic and could have been just copied from the first project. Oh well.

So... can I dump my 32-bit implementations? Is anybody out there not willing or able to run 64-bit? Please say now.
January 9, 2026 at 12:42 PM
After 4 days of huffing and puffing, I have upgraded ( not sure that's the right word) one project to SFML 3.0.2. There were some twisted C++ hoops to jump through.
I will need to copy many changes to the other 2 projects.
It was mentally exhausting to do one project. Do I need to do this? I know.
January 7, 2026 at 9:06 PM
I now realise why these 2" eyepieces are more expensive. That is 660grams of solid glass there.
January 6, 2026 at 11:39 AM
8-bit game development, without tools, was really a one-way process. We didn`t look at disassemblies, the source code was gospel. While I was never aware of where routines were in the RAM, though I did have a list of where the variables were in zero-page. Get a bug? Back to study the source code.
January 5, 2026 at 8:18 PM
Remembering back to the time of review copies: the magazines insisted, reasonably, on reviewing the completed game, but less reasonably, getting it before the release date, which put us in the hackers` sights. It was hoped that good reviews would appear as the game arrived on the shelves.
January 5, 2026 at 7:10 PM
Astronomically, to my mind at least, it is better to have the mighty hefty finder scope opposite the counterweights rather than off axis by 45 degrees where they put the shoe. Took ages to find the solution. You'd think back-to-back dovetails would be common and simple. Thanks FLO for the parts.
January 3, 2026 at 2:47 PM
I bought the 50th anniversary edition of Wish You Were Here and listened to the Atmos version on the Blu-ray. It`s great to be "inside" the soundstage. It`s a remix that shows up some sounds I had not heard before. Very soulful guitar and sax on this.
January 2, 2026 at 10:51 PM
SU-METAL has taken over the kitchen. I also found a bonus poster in the box as I was disassembling it for recycling. Add a frame to the shopping list.
January 2, 2026 at 8:14 PM
I was trying to compare my game`s performance on my 2024 laptop against my 2012 desktop. Firstly I figured it was about 20% faster, but then realised it has maxed out the number of objects it is running, since I thought that 14,000, with a reserve of another 1,000 would be enough for anybody. More?
January 2, 2026 at 2:46 AM