Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Feb 28, 2017 · View creator page →

Creator of

Recent community posts

Yes, if you can put all the animations in the same dimensions that would be best. And yes, to please most kinds of devs, you could have a sprite sheet and also each frame as separated files. I will definitely check out your art when it's done.  :)

I like all the animations in a single sprite sheet, but as FearCode said, it's best if they are aligned correctly. That is that each animation fits into the same frame area, normally it should be some even multiple of 16 even if the animation has oblong dimensions. For example if the animation happens to be 58x60 at one frame and 54x62 in another and so on, then each frame should be aligned at 64x64 with the animation centered.

The next video tutorial in the platformer series will go over parallax and foreground and advanced scene layout,
this is what it looks like so far.  However the very next video tutorial I put out will most likely be the isometric touch screen tutorial
showing how to set up an isometric scene for direct touch control. Stay Tuned!

Years ago it was definitely ActionScript 3.0 which is most similar to Java and C#.

Today I use mainly JavaScript and C++.

That is what the rpg looks like so far, I've got the whole world map system done, with random fights,
and items and storage, next I'll work on the details of each town and place, the scenery details
and the npc and story line details.

This has turned into two separate major games, as I aim to show every major part of the library in the tutorials for each game.

The open rpg will be completely open source being released with art that can be used and distributed commercially.
And full source code and video explaining the source code, and a tool that makes editing the existing game very easy.
I can't find 16x16 cc0 helmets and shoes, there are 32x32 of such, but not 16x16, if any artist wants to make some sets of 16x16 classic style helmets and shoes
that would be cc0, that would be great. All of the art for the open rpg is cc0, but the art for the platformer one would have to piece together for yourself.
But both will have video tutorials showing how to make them and available code. Stay Tuned!

I hope to release things soon, along the way I've released a couple games. I'm doing a lot of things behind the scenes as I get ready for a major release of updates to the library. There's going to be this platformer, with videos going over advanced scene creation and enemy creation and placement. And an open rpg with a tool to edit it, that's going to be very nice. And an isometric video tutorial.  And there will be some other coding videos.  Stay tuned!

By the end of the month I hope to be releasing many of these things I have been working on. The platformer game will come out with a tutorial, and there will be an rpg game and tutorial too, I've decided to work on both at the same time, mainly because I've gotten really into the creation of the rpg :) With both video series together, one will get a full overview of using the new library to make advanced games.

I'm now working on the advanced scene creation/basic enemies tutorial video, I hope to have it ready this week. I'm also working on an rpg tutorial series, both series together will give a full overview of using the tabageos library.  This platformer game that goes along with the tutorial series I hope to release by the end of December.

It's going to be more adventure exploration, I hope to sit down and spend dedicated time making nice involved scenes,
what you see now are general prototypes. I might do some parallax, but mainly I want to fill the main level scenes with more background scenery and some foregrounds scenery as well.
I do think parallax would be good for the boss stage, perhaps some rock/sand layers in the back, thanks for that suggestion!

The game will be open ended, enemies would only be in your way if you confront them, except for the boss.
It's not shown in the previews so far, but each level also goes up rather far, there is a lot of space that I have not fully used,
I'm aiming for four big levels with all kinds of different little areas to explore, the boss stage would be the third level.


Thank you!

(1 edit)

Also working on a boss stage and boss

I'm working on the performance of lighting, and completing enemies, giving them health bars and also making a boss stage.
As I do these things I'm also recording the next parts of the tutorial series which will go over scene creation, lighting and enemy creation.
Stay tuned!

You want to make income from a game? Why does it have to be 3D?    You could save each frame of a 3D animation as a sprite sheet and display it in a 2D manner, using blitting to display it quickly.  Or perhaps your art could be displayed isometrically,  which would also allow you to work as if it's 2D.
Then you could use just javascript and html 2D canvas element, and monetizing a web game is easy; ads.

For the web the main thing needed for performance is to use a WebWorker to keep the main loop tick, so the WebWorker should dictate when an update or loop method gets called, and you would use just one displayed canvas element that is drawn to from an offscreen sprite sheet canvas or canvases.

I make games for both reasons. I love programming, and I love video games in general, and since they can bring in some income, might as well.
I spend mainly time on marketing, not too much money, just time link building and distributing.
Only on a few major sites would you want to spend money on marketing, or to just hire a dedicated marketer who has a good track record.
A web version of a game can be distributed on different places and linked to from everywhere online, it's a great marketing tool that can also bring in income itself.

I've finished work on basic lighting. It's adds a nice element of depth to an otherwise plain scene.
I hope to have the tutorial for this along side level and enemy creation up shortly.
Afterwards I plan on releasing the full game, then the last half of the tutorial series.

I've generally finished working on lighting mechanics, next I will be finishing the level design tutorial as I complete the design of the first scene for the game.
I hope to have the scene design videos up soon.

Perfect! Got it as soon as I saw it!

Robot Street Obliteration is the sequel to Robot Street Survival and it utilizes more of your art, this sequel uses also the centipede and some missile shooting guys and coins, the guns are not from the pack they are some other cc0 guns.
It's a free web game that runs everywhere without webgl.

Thank you so much for sharing this great art, some of your art I am also using in a major rpg that I have been working on for some months now, I can't thank you enough!

The shop is on the seventh stage, you can walk freely through each stage ignoring the enemies, and if you kill or hurt one on the way it remembers when you come back. It's open ended, you don't have to wait, you can just walk past the enemies. 

(2 edits)

Robot Street Obliteration

Robot Street Obliteration is a top down 360 shooter that uses the nice top down shooter pixel art from

The goal is to roam the streets and destroy all the enemies on each level. As you destroy enemies they will drop coins and hearts and you can use the coins to buy better guns. You'll need the best gun you can afford in order to beat the enemies on the last few stages.
The game was made using the Tabageos game making library, and uses music by Alexander Ehlers.

Thank you for the feedback, for me that happens if I go to fullscreen and then the screen shifts. I don't yet know why it happens, but sometimes in fullscreen the screen will shift and then the mouse doesn't work to aim any more.   Hopefully I'll figure out why it happens, it's one of the things I'm working on, thank you again for trying to play.

I'm beginning work on the next parts in the tutorial series as I work on making the first more involved first scene for the game.
The tutorial will go over drawing the scene from the sprite sheet and lighting effects.
After the stage making tutorials are complete I plan on releasing the game before the rest of the tutorial series.

The first four videos of the tutorial are online. They go over workstation setup and quickly making a platformer scene and animating the character.
I plan to next release the initial demo of the game. More videos will come out alongside the progression of the game being made.
You can see the first video in the series here; platformer tutorial part 1

I have finished the first two parts of the video tutorial series, going over workstation setup for code completion and a general overview of using the library to quickly make a game. Next I'll be recording the first sprite sheet video which will also have two parts, the second showing how to plug in the character animation from the sprite sheet. I hope to be finished with those smaller two videos this week, and will release those first four when the sprite sheet two are finished. With the first four parts a good general overview for platformers will be in place. Then I plan on making this a complete finished game before completing the rest of the video series such that the game will come out alongside the full completed tutorial series which may be as much as 10 videos (four 15 min videos so far) stay tuned

I've added a custom hud and configured for different scenes. I think what I will do is make the full game first, release it and then release each stage of making it.
I have the initial introduction tutorial generally complete, at the end this will be a full complete game, with a set of video tutorials that go with it explaining step by step how to setup a work environment and basic overview of the library, how to setup the sprite sheet, how to make scenes and animations, and how to quickly code it in JavaScript using tabageos.

This is what it looks like so far;

(1 edit)

The game will feature various enemies, some that fight back some that don't.
The goal will be to simply find and defeat all the enemies scattered throughout 4 sections of forest.
In the forest there will be a girl who will dance for you if you defeat all the enemies.
This game will be part of the first tabageos video tutorial series, which will go over the making of this game from start to finish.

The Tabageos ControllerPad Class does a similar thing. It will tell the user to press the input buttons and defines each button that way from user input.
For most pads the directional buttons don't need to be user defined since they all mostly operate by axis.

I made a little game using your art;

I'll probably release the source code for it as well on github.

Yes, and Esc as well, thank you, I forgot about that, and thank you for playing!

Adventurs In Tmenya

A short puzzle platformer where you pick up crates and throw them on switches to change blocks in order to progress through each level.

The best ending is achieved by getting the cat on level 9 to the guy on level 1.

Thank you! Yeah, the birds on wave 3 can be a bit tough, I might lower the bird spawn amount for that wave, it's the only one that has an all level field and just the two side platform areas, and that makes it harder to shoot at the birds.
Thank you very much for your feedback!

Subsist Baddies is a fast paced platform shooter. Survive ten waves of ever spawning baddies.
I released this a few weeks ago but forgot to put a post here about it.
The source code for this game is available on github. It's built with the open source Tabageos JavaScript library.

Thank you!

I've finally released the game, also the documentation for the library behind the game.
You can play it here Subsist Baddies

And the HUD has been changed since those last images in this dev log.

Agent Mike is the star of Subsist Baddies  !

You can use GIMP to make a font from the png. And also to make it black and white.
I think most developers would be able to use a transparent .png of a straight line of the font.
What I do is copy letter by letter from a straight line of the font in a spritesheet, and things are typed out that way.
That is actually better than a trying to use a .ttf especially in a html5 situation.

There's IndieDev gamedev playmygame rpg_gamers pcgaming to name some, some are for dev logs, and others for game players. Once you get into it, it will show you suggestions based on your activities, it takes some getting used to but it's a good resource.

Almost a year later, but I've really been working on the tabageos library that is behind this game, so along the way I've released other games that all had elements that Subsist Baddies will use that needed real world testing. Subsist Baddies will be like the first major game, but it's not extremely involved.
Robot Street Survival used the worker system, Tiny Battle of Ships used the shake system and pixel text. Alongside this game will be the release of the documentation, together with the code for this game and the various examples, everyone can really start to quickly make games using the library.

You should put reddit higher up on that list.  One post on the WebGames sub there and you will get many thousands of players for sure.  And there are many such subs, your game will do very extremely well on reddit, as far as actually getting people to play it.