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Ahmed Khalifa (Amidos)

A member registered Jan 27, 2014 · View creator page →

Creator of

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Thanks a lot :) I am glad you enjoyed it :)

(1 edit)

thank you :) good luck with the jam and thanks for inviting me :)

That was the intention :) #LoveWins

unfortunately, it is still happening :( I know you might be exhausted from the release so take ur time and I will be waiting to buy the game :)

Still the same, btw I am testing the demo before buying the full game :)

Don't worry :) Take your time :)

Happens on anything other than the splash screens and the UI buttons and the pause menu.

For some reason, I am having the whole screen blurred except for UI items

Thanks a lot :) and great work :)

(1 edit)

For some reason, my bug stopped planting the vine trees and I fall from the upper area to the bottom one and can't plant vines to get back up :(

I fell originally because I planted a vine in the area in the cave that goes all the way up through the narrow area and then took the Lilly seed to cross the lake. Followed by reaching up using the vine leaves but I couldn't cross the small gap so I thought I missed something down so I went down and now I got stuck, can't plant seeds to go up again and I am in the desert area.

But overall, amazing game, Love the vibes, the aesthetics, it was one of the reasons, I got the care package bundle :)

That worked thanks a lot :)

This is a pretty amazing game, it gives me vibes of Minit with permanent upgrades and dying quickly. I liked the new idea of extending the time instead of always being fixed but It would have been awesome if it is more utilized like paths that are too long without these upgrades because when I have the 2 or more extensions, It was not that much required :)

Overall great game for the jam :) I think it is a great idea to expand on :)

Excited to try the game later today, I just noticed that the art is similar to the power game art :)

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I tried to use emitter.paused to pause the emitter but it never worked. I think there is a bug in that. Right now, I am using renderable to stop showing the particle effect (which is not optimal)

I tried that, it didn't at all, I even modified the file to be executable.

I ended up building it from the source.

Another question, how do you delete a group of objects, I just highlighted. I tried to press the delete button on my Mac, it didn't delete.

Here is an image from my editor, After I selected these objects the delete button.

I tried to press right-click when I am selecting them to pick delete from the menu item but the menu item doesn't appear instead I get chromium right click

Is there a solution to that?

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Is there is a way where I can drag or paint or use a paint bucket to fill an area? I am trying to build a metroidvania type of game and the map is big and there is a lot of areas so clicking one by one in the tiles feels a little bit excessive, I hoped that there is a way to drag and paint but couldn't find that.

Sorry if my question seems dump or silly and thanks in advance :)

I even tried to build it from the github repo but I get errors in building and node installing modules. For npm run build it cause the following errors:

ERROR in ./app.hxml
Module Error (from ./node_modules/haxe-loader/index.js):
/Users/ahmedkhalifa/Downloads/OgmoEditor3-CE-master/src/Settings.hx:145: characters 10-18 : Class<electron.Shell> has no field openItem

ERROR in ./app.hxml
Module Error (from ./node_modules/haxe-loader/index.js):
/Users/ahmedkhalifa/Downloads/OgmoEditor3-CE-master/src/level/editor/ui/LevelsPanel.hx:390: characters 24-32 : Class<electron.Shell> has no field openItem

ERROR in ./app.hxml
Module Error (from ./node_modules/haxe-loader/index.js):
/Users/ahmedkhalifa/Downloads/OgmoEditor3-CE-master/src/level/editor/ui/LevelsPanel.hx:404: characters 23-31 : Class<electron.Shell> has no field openItem

ERROR in ./app.hxml
Module Error (from ./node_modules/haxe-loader/index.js):
/Users/ahmedkhalifa/Downloads/OgmoEditor3-CE-master/src/level/editor/ui/LevelsPanel.hx:420: characters 24-32 : Class<electron.Shell> has no field openItem

ERROR in ./app.hxml
Module Error (from ./node_modules/haxe-loader/index.js):
/Users/ahmedkhalifa/Downloads/OgmoEditor3-CE-master/src/level/editor/ui/LevelsPanel.hx:537: characters 11-19 : Class<electron.Shell> has no field openItem

ERROR in ./app.hxml
Module Error (from ./node_modules/haxe-loader/index.js):
/Users/ahmedkhalifa/Downloads/OgmoEditor3-CE-master/src/level/editor/ui/LevelsPanel.hx:722: characters 10-18 : Class<electron.Shell> has no field openItem

ERROR in ./app.hxml
Module build failed (from ./node_modules/haxe-loader/index.js):
Haxe Loader: Compilation failed
haxe -D webpack_namespace=app -lib electron -lib jQueryExtern -lib haxe-loader -cp "/Users/ahmedkhalifa/Downloads/OgmoEditor3-CE-master/src" -dce full -js /tmp/tmp-33636aG3AruNtNRua.js -main App -D "build_mode=production"
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I was wondering how to make OGMO Editor work on my new MacBook Air M1. When I download the app I get an error saying

"You do not have permission to open the application”

I tried following this link: by giving executable permissions and remove the quarantine from the app.

I end up getting that new message:

"Ogmo Editor can't be opened because of a problem"

Process:               Ogmo Editor [28223]
Path:                  /Applications/Ogmo Editor
Identifier:            com.electron.ogmoeditor
Version:               ???
Code Type:             X86-64 (Translated)
Parent Process:        ??? [1]
Responsible:           Ogmo Editor [28223]
User ID:               501

Date/Time:             2021-02-24 11:55:07.520 -0500
OS Version:            macOS 11.2.1 (20D74)
Report Version:        12
Anonymous UUID:        5A508C14-103E-953E-FFD1-DBD1EC030FE0

Sleep/Wake UUID:       6766FC46-6B6F-410F-9133-C3C9F3BD8A43

Time Awake Since Boot: 120000 seconds
Time Since Wake:       5400 seconds

System Integrity Protection: enabled

Crashed Thread:        0

Exception Type:        EXC_CRASH (SIGABRT)
Exception Codes:       0x0000000000000000, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Reason:    DYLD, [0x1] Library missing

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  dyld: Using shared cache: 1F0C4D0D-3013-3558-B105-54257AD3329A
Library not loaded: @rpath/Electron Framework.framework/Electron Framework
  Referenced from: /Applications/Ogmo Editor
  Reason: no suitable image found.  Did find:
/Applications/Ogmo Framework.framework/Electron Framework: file too short

Binary Images:
      0x1004b8000 -        0x1004b8fff + (0) <6E272AEB-51ED-363B-B2D0-1E8B0C094EDF> 
      0x200707000 -        0x2007a2fff  dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld
    0x7ffdffc10000 -     0x7ffdffc83fff +runtime (203.30) <C98E75A6-BDC8-3D5C-B95B-6422005E96D8> /Library/Apple/*/runtime
    0x7fff20daf000 -     0x7fff20e2cfff (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration
    0x7fff2109b000 -     0x7fff213fefff (6.9 - 1774.101) <8D9081B3-3F6A-31A0-9B20-1AE5CD8DD747> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
    0x7fff22128000 -     0x7fff22479fff (7.0 - 59754.80.3) <B377D7C7-EDB6-3737-B492-E9872F4C6469> /System/Library/Frameworks/Security.framework/Versions/A/Security
    0x7fff22a48000 -     0x7fff22af6fff (2.0.2 - 1845.81.1) <49AC0177-35A3-3C96-AD9D-3E59923C4761> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
     0x7fff35283000 -     0x7fff35286fff (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa

Model: MacBookAir10,1, BootROM 6723.81.1, proc 8:4:4 processors, 16 GB, SMC 
Graphics: kHW_AppleM1Item, Apple M1, spdisplays_builtin
Memory Module: lp_ddr4
AirPort: spairport_wireless_card_type_airport_extreme, wl0: Dec 31 2020 21:39:03 version FWID 01-1b2645bc
Bluetooth: Version 8.0.3d9, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
USB Device: USB 3.1 Bus
USB Device: USB 3.1 Bus
Thunderbolt Bus: MacBook Air, Apple Inc.
(1 edit)

Sorry for being late to share my game Steps but I released it at New Years Eve as I felt really down and wanted to make a small game that I can finish in small amount of time to feel a little accomplished before the end of the year.



Steps is a small Minit-like game where instead of dying from time, you die after a certain amount of steps. Explore the cursed island, solve puzzles, and find the hidden coins. Try to run away from the island by finding the Icarus wings as it is the only way to escape the cursed island.

The game is done in Pico8  which you can directly play in the browser following this link:
because of the black and white restriction and the tiny resolution, it was picked later by Bob's Stuff to be ported to the ZX81 machine which you can download and play now:

I hope you enjoy playing the game.

sorry about that, can you try it with Chrome Browser?

I love the croziness that I feel working in it, compared to other engines except for an old engine called FlashPunk :)

I even design my own engines to be similar to pico8 and FlashPunk.

thanks a lot :) glad you enjoyed it :) actually I started this game because I was inspired by ur Santa game :)

The c's are hidden coins, 3 of them need very hard hidden puzzles to solve to make if appear and 1 is well hidden.

Thanks a lot, I think I should explore that idea a little more in a bigger game environment :)

I am glad you are liked it :)

Thanks a lot, ben :) I should have done some play testing before releasing to try to minimize these confusion but I wanted to release it before the new year :)

I am glad u like it :)

This is incredible, thanks for creating. I can see the relationship between this project and the ax project for the toy box jam :) I loved the secrets the full map is brilliant :)

I also loved the nonviolence idea of the game, and focusing on exploration only, and finally, the ATARI aesthetics which I am a big fond of it. As I always marveled with all the limitations on the console people designed great games that play different, feel different, and look different. Each sprite and pixel counted in it.

Overall, great job :)

Glad you like it :)

Randomly generated from a grammar

that is great demo and really nice short metroidvania. Hope you release a OSX version later :)

Thank you so much for your feedback :), I am happy that you really enjoyed the game, and came all the way from cool math games to here to write this nice comment :) Thanks a lot :)

This is pretty amazing game :) Thanks for creating it :) great job, the exploration is pretty good. There is just couple of jumps and falls that cause frustration because if you miss that one jump you have to loop for a 30 seconds at least to come back and try it again :) but overall great job :)

Thank you :)

thanks :)

thanks a lot :) glad you enjoyed it :)

thanks a lot :) I agree with you, maybe I will add a shield everytime u break a button (timed shield) or something :)

I don't see even cards in the browser version, they are outside of the camera. there is nothing to move my mouse over. 

thanks a lot :) sorry for lots of questions :)

I always like to get better grasp about the engine to know what is the best practices for what I want to create :) and not battle with the system :)

Thanks again, this is definitely one of my favorite prototyping engines so far :)

(1 edit)

Hello again,

Sorry for the lots of question but I am trying to understand each part of the framework so I can see what is the best way to build my game in it. I noticed that there is an event called OnDraw which is called with drawing the sprite. What can be done differently in it than On Step. I know they have different update rate (usually the same but it could be different). But can I in OnDraw, draw a texture/rectangle/sprite? or modify the way the drawing is happening similar to OnDraw in game maker and if yes, where can I find the documentation for that?

I am trying to have a circle drawn under the player (which is a texture) to define the collision area in my game. Since I couldn't find a way to draw it in the OnDraw so I made a new type for that texture and then created it in OnCreate event in the Player Type and used PIXI.addChild. The problem is I found that It has to be rendered on top of my player sprite. Is there a way to make render behind it?

Sorry about all that and thanks in advance :)

(1 edit)

thanks, I thought I wrote math.abs(dir.x) + math.abs(dir.y) for Manhattan distance calculation :)

My bad :) thanks a lot :)