Thanks to Knife Drawer Games for this review of the demo!
I want to take a moment to say thank you for over 500 views & almost 150 downloads of the Error Ware 2 demo!
I really want to make an updated demo available as soon as possible. I did not update it for a long time because most of the work I did this year was "behind the scenes" so to speak, just things like the ingame shop and the Abstráctomon game-in-a-game.
While I made great progress with the Abstráctomon battle system for example, it would not have been much fun to play for you without an overworld, NPCs and so on.
In the last two days I made it possible for your creatures to learn new moves when reaching certain levels, and it suddenly felt a lot more like a game :)
Also I decided to add another 30 or so monsters and a few more moves, so if you have any ideas you can send me your ideas and monster designs to
Twitter: @UGameZ_McJey and it might makes it into the game!
A drawing (only your own ideas, please do not steal stuff from devianart or something) + type (no fairy types) and a cool name would be awesome!
Have a nice weekend!
I recorded some new Abstráctomon Gameplay!
In the last couple of days I
I want to thank Reddit user "KayleeTheConqueror" again for his Abstráctomon monster idea he posted in this thread!
Here's my final interpretation:
If you have an awesome idea for my game let me know!
And on another note: if you want to learn more about some of my older projects, experiments and abandoned games, you might enjoy my new YouTube series "What I Worked On" (or WIWO for short) :)
Happy Holidays!
Today I want to share two new pieces of music I made for the Abstráctomon game-in-a-game in Error Ware 2.
Winter Town
Gym Battle 2
I hope you like them!
Right now I'm working on new monster designs for the game, enjoying Planet Coaster (I'm building an Error Ware inspired park. I'm gonna make a new video of it soon, so check out my YouTube channel if you're interested!) and waiting for the Nintendo Switch presentation...
I want to share the latest Abstráctomon updates with y'all!
(Click images to enlarge)
As you can see, I added a start menu. You have quick access to your current team, the item bag, the new Abstráctodex (see below!)...
You can save & load the game now anytime on the overworld as well, so if you mess up a fight you can load your last save file without leaving Abstráctomon. Note that There can only be 1 Abstráctomon save file inside an EW2 savefile. If you start a new EW2 save, the Abstráctomon save file will also be reset for that new EW2 save file.
...and the new
settings menu. You can now play in fullscreen and speed up fights, for example!
So as I mentioned there is now something called Abstráctodex.
If you start the game, it'll be pretty empty, but the more monsters you encounter (and catch!), the more data it will collect. On this first page, you can see the total number of seen and caught monsters on the bottom left. On the right, you can scroll through the list of entries. Caught Abstráctomon are indicated by a Abstráctoball symbol next to their Dex number.
Below the list are some bars showing known areas, weather conditions and the time of day where the selected monster can be caught in the wild (since in this example I selected my starter Abstráctomon, they're all set to "unknown").
If you caught the monster, you have access to additional data on page 2, where you can get a feel for its size and weight and read its describtion (I still have to write most of them, so there's no text in this picture) .
And finally, on Page 3, you can see your beatiful beast from behind and information about its evolutions (to minimize spoilers, the data will be vague if you have not seen an evolution yet).
That's all for today!
What do you think? Pretty cool, eh?
Today, I want to share a quick progress video I made showing off some of the latest additions to my Pokémon persiflage "Abstráctomon", which will be unlockable in the upcoming game "Error Ware 2" for Windows (sometime in 2017, probably).
New features include:
I also implemented over 80 monsters and 112 moves, with more to come (my goal is to have at least 100 monsters and about 130 moves). The game will be playable for the public when things like boxes to store your caught monsters in, evolutions and a larger overworld with NPCs are done.
I can't say if I'll be able to add online functionality (trading / battles) to it, simply because I have no clue how this stuff works :/ If you know someone who would like to help me (I'm using Gamemaker 8.1), leave a comment or message me on Twitter: @UGameZ_McJey or wirte an email to ugamezgermany[at]gmail[dot]com.
Keep in mind this will be just a small part of Error Ware 2, so yeah, go ahead and call me crazy.
Have an awesome weekend!
-Mc Jey
In the past weeks I worked on a new EBA game called "Gourmet Gorilla", where you are in a weird mechanical restaurant trying to please a Gorilla's hunger for fruit. Its almost done! I just need to finish some graphics and add more levels to it,
I'll make a video of it when it´s done!
I also reworked a few old Abstráctomon monster sprites and came up with brand new designs as well:
As you can (hopefully) tell, these are based on cooking equipment. The one on the left is a Steel type and is supposed to evolve into different forms depending on the weather.
If the sun is shining bright, it will evolve in the "Fondue"-monster, a Steel/Fire type seen here in the center.
If there is a thunderstorm, it will evolve into the "Raclette"-monster, a Steel/Electric type.
I also have an idea for a "Fridge" monster that could be a Steel/Ice type.
But I did not name them yet, so if you have an idea for a cool name, please leave a comment!
-Janek
I made a quick video showing off the new map screen in Abstráctomon. Just a simple, more zoomed out view of the current location.
This way I don't have to worry about drawing a map for every single location :) I may add a drawing of the whole "world" + quick travel later to the game, when I got everything in the overworld in the right place.
Here's a little teaser for the new "Gourmet Gorilla" minigame in Error Ware 2 for you.
I'm planning to release a follow up to my "Paper Keys" sprite pack soon. It will feature Playstation & WiiU Gamepad buttons in a more modern style, maybe I add Switch and XBOX buttons as well.
This pack will have higher quality, larger images along with .svg files that can be scaled infinitely.
Have a nice weekend!
Hello there!
Since Error Ware 2 is gonna be a 2D game made in Game Maker 8.1, one should think all you need to make graphics for it is a pencil, a camera or MSPaint or something, right? But behold!
Some things are actually easier to animate in 3D programs than in 2D ones, like spinning an object around or producing complex effects like water splashes, explosions, etc. So even if you're working with a 2D engine you can render stuff in 3D and put it as flat images in your game.
So for certain things I actually work with the free modelling software "Blender". GM8.1 has a simple 3D mode where you can load premade 3D objects as .obj files and some people manage to make full 3D games with it, but my 3D skills are not that good, I feel more comfortable with 2D games.
If you by something in the game's shop, the game switches to the 3D mode and displays a spinning 3D model of the object you bought, then it switches back to 2D. I may use the 3D mode for actual minigames as well.
For Abstráctomon, I pre-rendered some sprites in blender, like the intro sequence and some attacks. In the past week I worked on 3D models of the badges (because... idk, it was fun?) and made a water splash (shoutout to CG Geek for his awesome turorial) which you can see below. (These .gifs are based on the raw renders, I touched them up a bit for the game since then.)
Have a nice weekend!
Thanks to Visumeca for his pixelart! Now I can't decide which one I should use...
A is by Visumeca, B is the orginal by me. Help me decide!
Which one is cuter?
You may noticed the white placeholder characters I used until now in Abstráctomon footage.
I've been too lazy to make pixel art by hand for all human character sprites in the overworld , but now I figured out a more convenient way: Blender!
In case you're not familiar with Blender: It's a free piece of software for 3D modelling + animating.
So I made a simple 3D model in a "chibi" (big head, small body) style, tilted it by about 30° so you can see its face as well as its feet despite the camera being above it (thanks Nintendo for that trick in The Legend Of Zelda: A Link Between Worlds!) and made animations for walking + riding a bicycle.
Then I exported it without anti-aliasing (otherwise it's a blurry mess) at just 32x32 pixels.
You can see the results in this beautiful Wallpaper!
So now I just have to edit the model once per character without having to alter every single frame!
Hello, dear reader!
I was thinking about using itch.io's new Devlog feature, but since I got well over a thousand views here (that's awesome!), I'll keep it going right here! But I might post some smaller info on the other Devlog too, so it can be seen on the game's page.
Speaking of pages, did you know Error Ware 2 has got a "real" homepage as well?
(It's not very optimized for mobile users, so you may want to view it in desktop mode)
It's the most colourful website I ever made, and there is a lot to discover. Character backstories, concept art, tips & tricks and more!
I just added new subpages for Abstráctomon and Gourmet Gorilla, two minigames (well, in case of Abstráctomon, not so mini) you can unlock in Error Ware 2. Click on the Error Boy button at the bottom to get there :)
Abstráctomon now almost reached a state where I can release a demo of it for the public, since now people actually look like people, you can enter buildings, access the improved ingame map, heal your team in a Abstrácto-Center and even use the "A.S.S." (Abstráctomon Storage System) to manage all your caught monsters!
Maybe I can release a new EW2 demo with Abstráctomon included before my birthday on July 26th?
I can't promise, but I'll sure try!
At last, I finished the worldmap of the Freezon region (the name is based on the word "Friesen", which means "people of Friesland") you'll be able to explore in the final version of Abstráctomon and named every location I could come up with so far. It's loosely based on the German Islands of the North Sea.
I hope you like it, it's the first time I drew a map like this!
-Janek
I did a live stream on my Twitch channel where I played a new build of Abstráctomon in Error Ware 2.
You can watch the recording above!
I fixed the bugs I encountered during the stream already. If you don't have time to watch the full video, here's a quick overview of recently added features:
In the last two weeks, I made some more battle backgrounds + transitions, some new NPC sprites, improved the player's walking animations, added a lake you can swim in... and added a shop called "Monpoint".
How about exploring the new area I've added to the test map?
Time for another Abstráctomon screenshot update!
I'm working on a "Abstrácto-Dex" for the Error Ware 2 homepage. You can view the first couple of entries already, including two never before seen monsters! https://errorware.jimdo.com/errorboygames/abstr%C3%A1ctomon-venom-violet-version...
This will be quite the long post, so I hope you have fun reading it!
This month I took a little break from Abstráctomon after I finished the first dungeon "Atoneel Tunnel" (which I had to remake 3 times because GameMaker crashed on me) and focused on improving the main parts of Error Ware 2.
I went through all the big assets (sprites, background images, sounds) that were still loaded into the project and made them load from the harddrive instead (I also reduced colors on some backgrounds were you wouldn't notice). Overall this reduced the project file's size by 12 MB, which may not sounds like alot but the effects in the game are really noticable.
Not having large backgrounds and sprites loaded into memory at all times improved the framerate and load times quite a bit!
Then I went on to improve the onscreen keyboard that appears when you are able to enter your name.
Before, it was using a regular Windows font to display the letters, but that could be an issue if the user doesn't have the font installed on their machine. Now it's using sprites in the colorful Error Ware 2 style instead. The buttons also didn't scale up from the center but from the upper-left corner, so I fixed that, too.
I added some shadows for menu buttons here and there, and then went ahead and added some more variety to existing micro games...
...and even made two new ones in the process.
This week, I'm working on an idea I had to make the "Party Mode" even more hilarious and challenging: The "Crazy Mode".
Even if you've mastered all the micro games you can now ramp up the difficulty! The Crazy Mode will add random effects to the games to confuse you like turning the game upside down, make you having to lose the game (remember this from the first Error Ware?) or mess with the time limit or... I came up with about 20 effects so far!
You can always comment and ask questions about the game. These small improvements really feel good to make.
As a little bonus, here are the latest screenshots from Abstráctomon, because why not :)
Thank you for trying it!
Error Ware 2 can be played with 1-4 players locally. The Taxi mode is primary for multiplayer but you can change the number of players to 1 there, too.
The game is inspired by the Wario Ware series by NIntendo, where you have only 5-10 seconds or so to complete a random mini game. You only get a clue at the beginning of the game, usually a simple task like "GRAB!", "SPIN!", "DEFEAT", etc. Then you have to figure out how to win the minigame by doing what the clue says.
I hope that was helpful!
Here's a quick rundown of things I worked on in the past weeks:
I need to replicate a bug I encountered once where my Abstráctomon leveled up two levels at once and the game kinda softlocked after the level up jingle...
When I fixed that and did some more test playing I can finally release a new Version of the EW2 demo with a bit of Abstráctomon included, to make the "2017" of the last trailer not a lie... Man time flies!
Sorry that it takes me so long to make this dang game!
I'm glad that I am able to squeeze out another Abstráctomon screenshot update before I'm visiting my family.
So here it is:
To make the wait for the full version of Error Ware 2 easier, I decided to bring its precursor to itch.io!
Error Ware was originally released in October 2012 for Windows. Prepare for crude graphics and midi music :) But it's a full game and it's free, so enjoy!
Time for another update for Abstráctomon!
But first I want to say thank you so much for 300 downloads of my games and well over 3000 views of this devlog!
Did you know that you can rate games & write reviews on itch.io? I'd love to hear your feedback!
But now the latest news in Abstráctomon development:
My internet connection is terrible this week (thanks for nothing, Vodaphone!), but I managed to upload a new video to YouTube!
Enjoy!
Hi there!
Here are some neat little things I added to Abstráctomon:
Other things I improved on:
That's all I can think of right now. Overall many small improvements! The game feels quite stable now. As I said before, the new demo is coming soon ™
Just a small screenshot update today. Enjoy!
Oh, and I added a few new songs I made for Abstráctomon to the soundtrack preview on the game's GameJolt page.
I'm not sure if they will make it into the game, give them a listen and tell me what you think!
A quick Abstráctomon Screenshot Update!
That's all for today!
Edit: I made a short video of the new trees in action!
Hi everyone!
Since my internet connection is working today, I’d like to share another round of Abstráctomon screenshots!
Hey!
Since the poll results regarding Twitch streams in the last post were a little inconclusive (thanks to everyone who voted!), I made a "normal" video about pixel art for the monsters of Abstráctomon (coming soon to Error Ware 2) instead!
And to close this post, I want to share two new screenshots:
I added sidewalks and manholes to my "road" tileset.
I expanded the Abstrácto-Center a bit. Its human and not-quite-human nurses now take care of sick trainers, too!
Have a nice weekend!
During my Easter family visit I couldn't work on the game directly, but I let my sister play it and took some notes of some minor bugs (I already fixed them). Overall it ran pretty well on her old Windows 8 laptop, which is nice to know.
My siblings thought it would be a good a idea to hide some easter eggs near my mother's little garden pond, and guess what? One of them fell in...
It lost some color but wasn't damaged otherwise, so I volunteered to eat it.
...
Oh excuse me, I guess you came here to see some new Abstráctomon screenshots. Here you go!
NPC cars work now. I can let them drive along the road or in circles like this one on my test road here.
It'll brake and honk at you or other NPCs when they walk on front of it.
The animation for turning is pretty smooth, took a lot of frames! I modeled the car in Blender and added details to the sprites by hand.
It also got working head - and taillights. Your bicycle now got a front light, too. And the construction workers inside the tunnel turned on their helmet lights!
Let's be honest: my original female player character sprites in Abstráctomon were pretty ugly;
the hair looked like two brown M&M's shoved together, the arms were too long and the body too short.
Well you might know my characters are based on 3D models made in Blender, and the model I made wasn't really good to begin with. So I made a second attempt and gave the model a brand new, more detailed head.
Then I reduced the color palette of the rendered images to a uniform one (about 25 colors), added some outlines to the arms and legs, cleaned up the eyes, hair and backpack and added some shadows to the skirt.
I also made some minor improvements to her male counterpart.
I improved the animations for walking, riding a bike, sitting and climbing a bit.
You can see some of the new sprites below!
I'm wondering if you'd like to be able to choose a different skin color at the start of the game? Let me know in the comments!
We are getting really close to the finish line, folks!
My "to do" list for the next release of Error Ware 2 gets shorter every day. The demo of Abstráctomon, which will be included in the upcoming update, will feature a small town, a dungeon & the first gym, the swimming pool. I only need to connect these areas and finish the entrance of the pool.
Speaking of the pool, it's flooded with NPCs now!
You'll be able carry over your Abstráctomon progress to future releases, so don't delete your save files!
You might have been noticing the red Wii Remote in Error Ware 2's logo. The Error Ware series has been compatible with that little love stick since the first game released in 2012.
When Development of Error Ware 2 began shortly after, the Nintendo WiiU had just been released and continued to support Wii Remotes, so I figured people still had them and added the good old motion controls to EW2 as well.
Since the WiiU did not sell that well many people sold their Wii or WiiU a long time ago, working Wii Remotes are getting rare in peoples's homes, so why release a game with Wii Remote support in 201X? Switch is the hot stuff now, damnit!
Unfortunately, I can't use all their features right now, but I've got them working as normal controllers. We'll see how much motion control I can get out of them!
The Wii Remote is still the best way to get the most out of Error Ware 2 in my experience, but I'll make sure the game's fun regardless of your input method of choice (and there are a lot of them!).
In my current build, you can play the game with
since the gameplay is mostly in a "hot seat" style, players can share a controller, but you can also mix them as you like.
Phew, that was a long post! More news coming soon!
Nowadays, whenever you buy anything anywhere, you get bombarded with bonus points, discount codes and coupons, so why haven't games reflected this "trend" more?
I present to you the Discount Card item in Abstráctomon. It lets you shop for half the price! You can only use it once, though...
In other news, the Swimming pool gym now got an exteriour. Can you guess what Abstráctomon the building is based on?
Issues with my internet connection prevented me for posting news, my apologies.
But here's some Abstráctomon stuff to look at:
This is the location of Herringtin, your hometown, a small village on the first island of the Freezon region.
This is your house (do you always blink too when taken a picture of?)
... and Proffessor Rich's laboratory.
You can visit the Mon Point store...
... have a nightly walk on the beach...
... or explore the Atoneel Tunnel which leads to the other side of the island.
Until now, I only had a convoluted test area with everything crammed in, but now I made the first real town.
And here's something else I added to the game:
You can now see the current time of day and weather in battle (top right corner). The time of day is also represented by the battle background in open areas, but when battling inside a cave or building, you didn't know unless you checked the clock before the battle.
Since some moves depend on sun- or moonlight, I figured this would make things more clear.
Abstráctomon is one of the rare JRPG style games were both of the protagonist parents are still alive and well and the dad is actually at home, too!
You can visit them anytime if you're in need of some helpful advise and love.
Or maybe you just want to poke around in your brother's / sister's bedroom?
"Tomorrow I'll beat the gym leader!"
If you've played the Pokémon main games, you're probably familar with the concept of "TMs". They're usually treated as items you can find, buy or receive from NPCs.
Using an TM enables you to teach a certain move to a Pokémon in your team, either just once or infinite times, depending on the generation of games.
I too want the player of my game Abstráctomon to customize his monsters' move sets, but I'm trying a different approach.
In Abstráctomon, you can get a note book called "Move Memo" early on. It lets your character take notes after a battle (wild & trainer battles) and write down any new move your opponent (successfully) used against you!
This happens automatically and you get a short notification at the end of the battle if there were new entries to your Move Memo.
In it, you can view all moves you encountered in a handy list with newly added moves at the top, highlighted with a small green ! symbol.
I want to add a sort function that lets you sort the move list by number, name, type, cost to make finding moves that fit your team easier.
To teach a monster the selected move, it needs to have the correct type and enough EXP. The monster's current (not total!) EXP acts as a currency in this case. Your monster gets EXP for defeating an opposing monster, but beware - if it levels up, its EXP wrap around 0 again!
So you have to decide if you want to train for a level up or rather stop when the EXP count is high, so you can exchange them for a custom move!
Do you like this idea? Leave a comment and let me know!
Time for some new Abstráctomon screenshots!
Here's the final Move Memo menu. Sorting works now, too!
I changed some sea floor tiles to make it more clear were you can and can't walk (shallow water vs. ocean floor).
Speaking of tiles, tiny pebbles now indicate the area you can push rocks in, You can walk over them, but the rock can't be pushed on them!
I added lanterns and new big hollow tree stumps (more about them here) to the forest area and turned part of it into a race track!
Maybe you get a cool reward if you can break the record time?
Here are some things I worked on in Error Ware 2 since the last post.
Players can now use the WASD keys along the arrow keys. That makes it easier to share a keyboard!
In Abstráctomon, you can now turn on the spot without moving by tapping the directional buttons.
Also, you might be able to find special nuts at suspicious places.
What they're good for? You'll have to find out yourself!
You can now easily go to your bag whenever you pick up an item. I improved the bag a bit, too. It now shows the last item you've got at start up.
I might add a sort function to the bag like I did with the Move Memo, but I'd need to change the code a bit for that to work.
Finally, I'd like to mention that I improved some of the monster's battle sprites.
That's it for today!
I added more borders to choose from when playing Abstráctomon!
I had a hard time figuring out how to solve an scaling issue when taking screenshots of the game (still not solved!). They're never pixel-perfect even when I brute force the game to the 240x160 resolution...
Anyway, while trying various things I implemented a debug feature to take a screenshot of the whole map at once (beyond the camera's current view) and figured I could use them for a game guide!
Here's a preview of it (work in progress):
I found a solution for the scaling issue (nasty gaps between tiles)!
Seems like some graphics card drivers (= mine) have an issue with scaling Game Maker games. To be save I made it a toggle in the options menu.
"Sharpness A" now scales the image actually 1 px larger then it's intended resolution (481x321 instead of 480x320 and so on).
The solutions online all suggested adding a pixel border to the tilesets, but that would be borderline insane with the amount of tiles I got! This 1 px stretch fixes it on my machine, so if you got that issue set it to "A". The "B" setting turns that fix off.
Now I can scale the game any which way I want, so I added a third zoom option.
You can now choose from
480x320 (2x)Don't cut your eyes(?) on these sharp pixels!
I ran out of space in the game options menu, so I added another page for the Graphics settings. Why I ran out of space?
Because of the new LCD filter!
The filter displays faint black horizontal lines between pixels and also (very) faint RGB squares, one per pixel. It's a subtle effect but it emulates the feel of a handheld screen. Since we scale the view up, we can actually draw between the game's pixels. So these aren't scanlines in the traditional sense, more like the borders of the liquid crystals the Error Boy Adventure's display is made of.
Whatever, I think it looks neat. If you like your graphics clean, just turn it off!
I rewrote the shadow system for large objects like trees and buildings in Abstráctomon. Their shadows now deform in a more realistic manner.
you can see the new shadows and a timelapse of the whole berry growing process.
I got lots of smaller things done in Abstráctomon this week. Here's a quick rundown:
You can now buy berries and seeds from a lady in the Gardencenter. Seeds can be planted instead of a berry if you don't want to "waste" a berry.
Roughly 12 years after I graduated high school I finally figured out how sine and cosine work... So now reflections in water can have a wavy distortion. I'll probably use this for other effects (e.g. in battle) as well.
Blending a sprite in Gamemaker with a different color is quite easy to do, but for some reason if you want to color a sprite completely white, you have to do some trickery. I ended up switching to 3D mode (d3d) for a fraction of a second to enable white "fog" and then had to alter the distance of that fog to fade the "whitness" in an out. ¯\_(ツ)_/¯
Since I added the "backlight" brightness setting to the game, I had an annoying issue with the text flickering when lowering the brightness (archived by a subtracting blendmode). I finally figured out the reason:
To reduce lag in the menus caused by my crappy text script, I draw the text only for one frame, take a screenshot and then display that instead. But apparently Gamemaker's screenshots turn gray / black parts of the image slightly transparent (why???), hence the difference in the hue of the text.
I tried to draw a black rectangle under the sprite but here's a much easier fix:
To fix this, you can draw the screenshot with the blend mode draw_set_blend_mode_ext(bm_one,bm_src_alpha_sat);
which will ensure that the sprite drawn has its alpha set to 1 (= no transparency).
Some items have an effect in battle when held by a monster instead of being used by the trainer.
Example:
You can heal a poisoned Abstráctomon by opening your bag and use an onion during battle, but your active monster can't attack in that turn.
However, if you let it hold the onion before the battle, it'll eat it when necessary and heal itself without losing a turn!
Some Abstráctomon might even evolve when holding a certain item...
In your bag, the "normal" effect of an item is described at the bottom while the effect when the item is held is described in the golden text box near the top.
I improved the tileset for ponds and other bodies of water. They reflect the sky now along the sun, moon and stars. The moon even changes phases. Some events may depend on the current moon phase... Below are a few more impressions of the reflections!
The Freezon-Region is based on northern Germany where I grew up and its coastline and islands, where I like to go on vacation .
I always wanted the Atoneel Tunnel to look like a dyke; now I finally had some time (+ motivation) to swap the rocks with grass. I even added fencing and the cow-like Abstráctomon Weremoo to give it a bit more charme.
Normally dykes are just solid hills, but this one also acts as a tunnel to reach the other side of the island.
This is just a nice screenshot I wanted to share without a particular reason. You can see the new sunrise reflection I mentioned last time.
Here's something I should've included from the start: lower case letters! My stupid text script is such a mess, but at least I can now make long texts more readable.
The bad news: I have to rewrite each line of text to include the lower case letters. Oh well... So it will take a while to update all important dialogue. The plan is to limit lower case text to NPC dialogue and the trainer guide for now (or else it will take even longer to change everything).
Finally, I'd like to share this comparison of some of my earliest monster sprites and their newest iterations. Until next time!
I added shiny variants of the monsters to Abstráctomon! These rare specimens can have wild fur/skin/scale... patterns and colors. I might change other things about them, too. (A different type, maybe?) Maybe you'll be lucky to encounter a shiny Abstráctomon in the wild! So far I recolored a third of the monster sprites. Some designs are pretty fancy!
As of lower case text: I updated about 80% of the NPC text as of now. Thank god SHIFT+F3 is a thing!
Here's the type chart I mentioned in the video (you can also check the type effectiveness in the game by opening the Trainer Guide):
There's now a warning sound* playing and the HP bar turns red when your monsters' HP are dangerously low.
(* It just plays once, I don't like the constant beeping in the early Pokémon games either!)
I moved the symbol indicating the effectiveness of a move closer to the moves's type icon and made the type icon glow to make it more clear what that symbol means.
There's also now a rainbow star icon next to the monsters' level if that monster is a Shiny.
Speaking of Shinies...
You can now view shiny variants you've caught in your Abstrácto-DEX! The same star icon marks monsters whose shiny variant you've cought. When viewing the detailed info of a monster...
...you can now switch between its normal and shiny form. Neat!
Here's this week's Abstráctomon development digest!
I finished quite some work in the Atoneel Tunnel. You'll now encounter the construction worker's foreman in a new cutscene and battle!
I also made further improvements to the lighting in the tunnel:
the basement is now pitch-black with only some site spotlights lighting the way. The workers wear helmets with lights on them, but you've got to fumble around in the dark, I'm afraid!
Back on the surface, you can now buy a new kind of Abstrácto-Ball: The Medi-Ball. It won't increase your chance of catching an Abstráctomon, but it will slowly heal the monster kept in it it over time! It's a great ball in the early game when you're short on healing items. The Medi-Ball can't revive fainted monsters though...
Wish you had bought some Medi-Balls earlier 'cause now you caught some with different balls? Don't worry! You can change the ball a monster is kept in after the fact!
This way you can also change your starter's ball if you prefer a different summon animation, for example.
That's all for this week!
Thanks for reading!
There are now even more trainers and NPCs in the Tuca Forest!
I added bug catchers who love bug Abstráctomon (I went with girls instead of boys to change it up a little)...
...and bird watchers who are fans of the bird like monsters. If you sit on this bench, you can play a fun trivia game and win something usefull. Speaking of birds...
You can now see wild Tucas and Freegulls flying over your head in some places. It's just a little detail to make the world feel more alive.
New Abstráctomon screenshot s!
I added more detail to buildings, like roof tiles and a brick structure.
The player's house looks more unique and has red bricks now. It looks a little like the houses typically found in the area I grew up as a child.
You may find an overgrown house in the Tuca Woods now...
I finally finished the bicycle time trial race I wanted to add for a long time. I had the race timer functionality working months ago, but now I implemented it in the game. I made a cute little finish line and added the NPC conversation.
Professor Rich has now an assistant who is developing new apps for the Abstrácto-Dex. If you visit the lab once in a while and show them your progress, your Dex may get a handy upgrade! Like...
...the new Photo App. That's a fun little toy that lets's you take pictures of your team and yourself.
Right now you can include up to two monsters and your avatar in the pic, I may include more features in the future. The current time of day and weather is shown, too. The images are saved to the hard drive (in the "Drawings" folder in the game's directory) and can be viewed inside the app, too.
You could share your pics online or you can just use the Photo App to get an unobstructed look at the battle backgounds!
Here are some pictures I took with it.
I set up a Patreon page for U-GameZ!
For just 1 Dollar you get access to everything I post there - exclusive music from my game projects, behind the scenes stuff and more! Don't worry, this Devlog will continue here as it is. I'm just trying to build a community, get feedback and post some extra content in return!
The final Abstráctomon Screenshot Update of the year!
There's now a suspicious looking tree hidden in the Tuca Woods...
I finally connected Herringtin and the Tuca Woods with an area called Tuca Track. It's a lush green route with plenty of birch trees and meadows. When leaving the starting village Herringtin, you can take this easier path or explore the more difficult Atoneel Tunnel to get to the other side of the island.
The children of Herringtin love to play outside and are always up for a battle!
I wish you happy holidays and a happy new year! I'll continue to share my progress (and the game, finally?) in 2020!
I added 3 new berries to the game! They all have different growing conditions and effects. Take a look at this chart I made!
The Moon Berry for example, can be found in dark caves. If one of your Abstráctomon holds a Moon Berry, it will illuminate the area around you, making navigating underground much easier!
This is what it looks like without a Moon Berry. Pretty dark, eh? Only your bicycle's light helps a little bit.
Back outside, why don't you take a look at the new shoreline of Herringtin? I changed some of the cliffs to mauve colored limestone, decorated with fossilized corals.
And I made the final section of the Water Gym a little more interesting by adding a maze of currents.
That's it for today!
I recoded the lighting engine to make it more efficient. While it looks the same as before, it is easier on the framerate now.
Especially in underground areas the frame rate took a hit, but it's much better now. Before the lighting script always included every light source in the room, now it ignores those not visible on screen. As a bonus, the lighting works on the zoomed out map view now, too.
The laboratory looks a little different now, doesn't it?
I added an upper floor. If you climb these twisted staircase (I'm really proud of the animation; that took some time!)...
...you get access to a new astronomy themed room. What will happen if you take a look through that large telescope?
The start menu looks nicer now with colored text and a little animated icon in the top-left corner.
I improved on the indoor lighting. Sunlight that shines through the windows now has the shape of the window (and things that are in front of the window). Below are some more examples from different times of the day.
On Saturday felt the urge to try to program a prototype for automatic island generation. If this works out, I could add randomized island to the game you can visit to catch more Abstráctomon.
My code scans the image and places the corresponding tiles on the map for each color.
So far, I managed to place the tiles for the beach from a tiny 32x22 pixel image. It also creates a unique island code & name that players could share with others.
Next I want to add gras, ponds and objects. We'll see how it turns out! Below are the results of two days of work on this:
Stay home & play video games!
I'm really happy how my little random island generation experiment turned out so far!
All it takes is a tiny sprite (up to 96x96 pixels) with specific colors representing things like beaches, ponds and cliffs, and a 5-letter code that defines things like
-the source image (=shape of the island) used
-if the island should be mirrored / rotated in various ways
-the biome (grassland, desert, snow...)
-the weather.
I made sure to not use actually random numbers but a fixed seed that is also generated from the Island code, so the island will look the same when you visit it again (or when it reloads after a battle).
You can see more examples below.
Please keep in mind that these screenshots are taken from my prototype and lack lighting and other stuff since I did not transfer over the code to the game project yet.
I also improved the look of frozen ponds a bit with a cool reflection. The ice sparkles even!
Other small improvements:
-footsteps have an echo in caves now
-I made a new textbox with a neat walkie-talkie design. The idea is that Herby, the helicopter pilot hands you a walkie-talkie so you can communicate with him. He will take you to the randomized islands (and bring you back, hopefully!) and you can also use the walkie-talkie to fly back to an Abstrácto-Center.
The item is in the game already, now I only have to create the conversation and some additional helicopter action!
Phew, that's all for today's post! Thanks for reading!
You can now select a skin tone of your character at the start of the game (your choice affects the appearance of your rival and parents, too).
There's now a reward for connecting star constellations with the telescope. Remember that shooting star I talked about in an earlier dev update?
Seems like it chrashes somewhere on Herringtin's beach! You can dig this mysterious item up with your shovel.
I finished the whole sequence of flying to the randomized islands called Wild Shards.
Talk to the pilot Herby on the roof of a Abstrácto-Center and he will fly you to certain locations on the map (which I redrew, by the way). If you choose the Wild Shards, you can either let Herby pick a random island for you or enter a 5 letter code to fly to a specific one.
Today I'd like to share some GIFs and new artwork of Abstráctomon with ya'll.
The first GIF shows that you can now dig up some sweet money.
The second GIF shows that you can now sort the item list by name, amount, worth and most recent! This took me almost a whole week to implement because of a some nasty bugs in my code. Oh well.
The different shops in the game have a unique menu designs now.
While debugging the item list and waiting for the project to compile, I colored in the drawings of the gym leaders which you can see below.
Stay save and thank you for reading!
New Abstráctomon Screenshots!
The first time you visit a gym you'll receive a new item called League Pass. It acts as a legal document that proofs you're a registered member of the Abstrácto-League and permits you to challenge the gym leaders.
The card's electronic chip holds your personal data and records your achievements as a trainer. The front of the card is fully customizable with photos taken within the game, borders, backgrounds and effects.
After obtaining the League Pass you can access the new "League" menu.
Here you can customize your League Pass, look at so called "Promo-Passes" you might get from other trainers, view your badge collection and see if there are any trainers you've encountered before who are ready for a rematch.
I made a fake 3D effect for turning the League Pass around. You can also choose some cool "shiny" materials for it.
There are now two ways to take photos in the game:
use the Photo App on your Dex (ask the programmer in Prof. Rich's lab!) to take a picture of the various locations you visit on your travels,
or pose in front of the Green Screen in the Pengu Pool Gym to take a photo with an transparent background.
I added the option to pose with your whole team at once (before you could only pose with up to two of them).
Hope you'll have some fun with this feature and create & share some cool League Pass designs!
I finished the League Pass Designer!
In my last post I talked about designing the front of your League Pass, today I'll can show you how!
In the "League" menu, select your name and then choose "Design" start.
Choose a background, borders and a photo taken within the game. You can freely scale and move the photo as you like or choose none at all.
Select a font and color for your name...
...and add some silly decorations for good messure.
Hmm... Somehow this isn't shiny enough.
Much better!
When your're done, hit "Save" and that's it. A copy will be save to your hard drive in the "Drawings" folder where the game is located so you can share your design with others.
I bet you can create much better League Pass designs than my example!
Lastly, I'd like to share some monster icons I made for menus and stuff. These icons are just 32x32 pixels.
Kinda tough to squeeze the big bois in there, but it's fun and I can do it on the side while waiting for the game compile when debugging.
Stay save!
I re-organized and expanded the options menu in Abstráctomon with separate pages for graphics, sound, controls and other settings.
Among the new features are optional auto-saving and setting the in-game clock to real-time (a day in the game takes 24 hours) or "fast" (a day in the game takes 24 minutes and you can fast-forward time by sitting on a chair, etc.).
The game supports the keyboard and all kinds of gamepads. Since the game has been in development for so long, it even still supports a sideways Wii Remote if you still own one (but I included single Switch Joy-Con support too to go with the times). You have to connect those via Bluetooth to your PC (It might take external software / a compatible Bluetooth dongle to do so).
I know these screenshots of menus aren't too exciting to look at, but this "quality of life" stuff is worth talking about, too!
It's now possible to select which save file you want to load or save to anytime from within the game. There are 3 slots available. You could keep a manual save and reserve another slot for auto-saving, for example. Since save files are basically text files on your hard drive, they are easy to archive and share (or edit, if you're a cheater!).
If you want to play with a real-time clock, you might want to offset it. I added an option to offset the real-time clock by -12 to +12 hours. Like any other option, the change happens immediately and there's no need to restart the game.
The only time you need to restart the game is for connecting / changing gamepads, since the game might not recognize them otherwise. I recommend connecting your gamepad before starting the game, especially if it is paired via Bluetooth. That's a limitation from the engine I'm using.
I touched up some monster sprites for Leechew, Dropchew + Wetchew. Especially Wetchew looks less like a used condom now XD
Remember the random islands I talked about a few weeks ago? I successfully ported over the prototype's island generation code into the actual game. There're still a few little bugs to iron out, but it's almost done.
You can visit these "Wild Shards" via Herby's helicopter, but as you an see you have to swim the last couple of feet...
This one is pretty small, but there might be some rare Abstráctomon to find! Right now there are 4 sizes (S, M , L and XXL) along with over a dozen different biomes to discover.
Last but not least, I'd like to show off new battle backgrounds I made. These will be used in the Tuca Forest area and islands with a autumn trees.
By the way: I'd like to thank you all for reaching 1.000 downloads of my stuff on itch.io and 10.000 views of this devlog!
Stay save !
The 5 letter island code will now be shown in the main menu next to the island's name when you're visiting the Wild Shards.
I added an animation of your Abstráctomon running away when you flee from a wild battle.
I made new sprites for tall grass and reeds in cold areas.
This is just a neat screenshot I wanted to share :)
Happy Halloween!
The Wild Shards island can now have caves! I added this feature after fixing a lot of bugs my brother and I discovered recently. Some of them had pretty strange effects like turning every item in you inventory into water bottles.
Anyway, below are some more impressions of generated islands with caves!
I finished overworld sprites for the three Starter Abstráctomon so you can see them outside battles, too. Here you can see the aftermath of you first battle against your rival!
The monster that neither of you chose stays in the lab and roams around the upper floor.
I made some cac-tiles! Sorry for the bad pun.
Caves on the Wild Shards islands now feature some atmospheric sounds.
Here are more 32x32 icons!
That's all for today!
One of the unwritten rules of game design is that if you have an ice level, you gotta have a lava level as well. So I converted one of the island types of the Wild Shards into a vulcanic landscape with dead grass and lots of lava!
Lava can also appear in caves and acts as a light source.
Downhill mountain biking became even more fun with a new jumping animation.
"Shiny hunting" might be fun for some hardcore players, but most of us never get to see an odd colored monster during a normal playthrough. What if you just could ... recolor your 'mons at will? This machine in Herringtin's lab can do just that!
Put your regular old Abstráctomon in there and *BAM* it's shiny now! There's only one catch: that thing needs alotta juice. It's powered by "Shiny Pearls" that take a little effort to find. But you can even turn your starter into a shiny after the fact! Or give a shiny back its original color if you don't like the new look.
If you don't feel like cheating nature, you can still encounter shinies in the wild, too. Just ignore the machine and go huntin'. Oh, and I heard the Shiny Pearls can assist with that, too...
Here you can see my Spitsuck's new look along with improved stat-readability.
I had some fun with real time shadows in Abstráctomon. This isn't raytracing or even real 3D lighting, just some fakery with mirroring and rotating the sprite, depending on the player's position relative to the light source.
For now only the player's shadow will react to a nearby light source. If you move away too far, the shadow will turn into the regular old drop shadow again.
Just a neat little effect. Maybe I'll add it to other NPCs later if it doesn't affect the framerate.
In the team overview, fainted monsters are now highlighted with a red box to make it easier to tell how your team's doing.
I added some useful features to the A.S.S. (Abstráctomon Storage System). You can now store up to 300 monsters in 12 boxes. Boxes can now be renamed and you can change their background image.
Monsters can be moved freely between boxes and you can take a stored monster's item without having to put it into your team first.
I made some tiles for ditches. They add some depth to the sand dunes on the beach, for example.
I also changed this rock. Yeah.
Since "New Pokémon Snap" came out and the ability to take selfies with your team in Abstráctomon Venom Violet Version already exists, I thought why stop there? Let's take photos of wild Abstráctomon, too! That could be a fun side activity. And it could be another incentive to visit the "randomly" generated "Wild Shards"-islands.
Obviously, in a 2D game it'll work a little different then in the Pokémon Snap games.
So first I added a professional camera item to the game. You can lend this camera from the photographer when going on a "Photo Safari". It can be equipped similarly to other gear like the shovel. You can then walk around freely with the camera in hand and sneak up close to wild Abstráctomon...
... (which are now visibly roaming around in tall grass and other places) and SNAP! They might get scared of you and run away, so be patient!
I haven't implemented the actual resulting photo yet, but the idea is that your position and distance to the monster will be reflected in the finished photograph. It will look something like this, but with the wild Abstráctomon instead of the player character and his / her team:
Maybe the photographer will eventually rate your pictures or request some specific ones in the future? We'll see.
At this point I had some visible monsters on the Wild Shards. I then decided to let them appear anywhere in the world. They're not fully animated and simply "hop" around, but still they make world feel more alive than ever.
Outside of Photo Safaris, they can be fought and caught like any other encounter. If the spot you, they either flee or attack.
Abstráctomon you haven't registered in your DEX yet appear as a black silhouette.
To be clear, tall grass and stuff still triggers regular fights! These visible monsters are just a little bonus. They might be slightly higher level than the invisible encounters in that area.
There are still some bugs to figure out, so I'll post another update when the photo mechanic is finished. Until then, why don't you try to find all Abstráctomon hiding in this screenshot? Zoom in and have fun!
I'm currently (re)drawing back sprites for all Abstráctomon. The new sprites show the whole body. Before these sprites were cut off since you couldn't see the whole body of your own Abstráctomon during a fight, but know I need complete sprites for the photos taken with the Safari Camera. This includes drawing back sprites for the smaller overworld sprites as well. Well at least I have something to do while the game compiles...
Photos taken with the Safari Camera now include the current weather. The game saves the current time of day and location the photo was taken as well.
The photographer works for a local newspaper (the "Noddmany Times") and asks you for photos of wild Abstráctomon.
She can give you a request for a special photograph, e.g. a photo of a specific monster, at a certain time of day, in a certain location, with a specific monster type or a certain number of monsters. Such a request can even be a combination of these conditions!
If you fulfill a request, your photo earns extra points and you get paid!
During the the photo grading, the previously best photo of the monster is now displayed when you get a new high score.
The player's name and the date the photo was graded are now displayed when you view the photo album.
I also added a dialogue option to decline a request from the photographer. She'll then request a different photo.
I added two new fonts to the League Pass editor (Comic and Small).
I made new backgrounds for additional beach areas.
Here are the full back sprites for Cuddl and Grizzl.
Below are some more photos I've taken with the Safari Camera. Have a nice week!
The Abstráctomon that follows you around has reflections now, too. Your character & your monster will also be wet for a short while after exiting water. Jumping over ledges is a bit smoother now.
I remade the battle backgrounds for the ocean. Shout out to "Sketches for Humanity" and his awesome Blender tutorial!
Here you can see the new back sprite for Weremoo. Happy Halloween everybody!
I redid the battle backgrounds for tall grass, the ocean, the Tuca Track route and more. Pretty much all battle backgrounds and many other assets are based on 3D renders created in Blender. I then touch up those renders in Photoshop.
I improved the Tuca Track layout a bit once again. It's the first route in the game and connects Herringtin and the Tuca Woods.
Watch the latest update video!
In the video I show off some cool new environmental details like rain puddles, ice pillars and fancy new grass tech!
Below are some brand new screenshots showing the smoother lighting & stuff.
I didn't mention it in the video, but shadows can now have colours depending on the time of day and area. For example, shadows are now tinted light blue on snow and light brown on sand!