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U-GameZ

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A member registered Feb 09, 2016 · View creator page →

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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 !

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

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!

This time I show you how to customize your League Pass and search the Abstrácto-DEX!

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!

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!

Volume II is now available as well!

Today I'd like to share some GIFs and new artwork of Abstráctomon with ya'll.

https://imgur.com/OtNxuZ1

The first GIF shows that you can now dig up some sweet money.

https://imgur.com/oVrtFXH

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!

Time for an Abstráctomon Screenshot Update!


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.


In this quick dev update video I show off the new walkie-talkie and alternative player characters!

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!

In this development update video, I  show off  a few smaller things I  added to Abstráctomon

In this  dev update video I  show off footstep sounds and a sneak peak of the random island generation!

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Here's my progress with the automatic island generation     for Abstráctomon so far. Beaches, grass and ponds work now. It works with pretty much any source image size, but the larger the image, the longer it takes to generate the island. Next I'll try to add some elevation.

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!

In this Abstráctomon dev update video I show off the telescope & new NPC speech sounds!

If you take a look through the professor's telescope at night...


...you might discover a cool star constellation! With each new moon a new constellation appears. Mark all twinkling stars with the cross hair to connect the dots... Maybe you will see a wishing star?


(Provided the sky's clear...)

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?

Here are some zoomed out screenshots of some areas from the upcoming game Abstráctomon.

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Abstráctomon  Screenshot   Update!

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!

These fluffy snow monkeys are Abstráctomon No. 97 & 98 [ENG] Chillchim / [FR] Makrouler / [GER] Makuller and Lenzo.

They're Ice/Grass types. They love snow, but no signs of snow in my area yet. Maybe in February?

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!

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Become a Patreon!

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!

Abstráctomon Screenshot Update!

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.


In this development update I show off some side activities you can do now in Abstráctomon.

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.

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 screenshots

I made some large grass / moss covered rocks. They make the environment feel much more natural!

Here's this months's dev update video for Abstráctomon!

It goes over the many changes I made to the forest area and some new monster designs!

Since it's been a few weeks since the last post I throw in some new screenshots as a bonus!



A new development update video for Abstráctomon Venom Violet Version.

I show off the improved ocean and a neat detail for the DEX.

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'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 are the latest additions to Abstráctomon, the Pokémon like game inside Error Ware 2 I've been working on for several years now. In this video, I go over some monster type related things, Shinies and talking to NPCs. How exciting(?)

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):


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!

Thank you for checking it out! 

Yeah, I should've included at least a blurp describing what's going on.. Well the enemies can't harm you in this version so I recommend just having fun with the debug key effects


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!


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!

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)_/¯

Bonus Gamemaker 8 tip:

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).

Get a look at new plant-based ladder technology and a convenient place for your gardening needs.

Garden Center

This is the "Garden Center", a place where you can buy gardening stuff like the watering can,berries, fertilizer... (This is not a screenshot but a mockup. I have yet to put it in the game and create the interior).