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Error Ware 2 [Try the Demo!]

A topic by U-GameZ created Jun 10, 2016 Views: 6,862 Replies: 104
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(Go to the last page for the most recent updates)

Hi, I'm McJey from U-GameZ!

I'm from Germany and still fairly new to, I've posted some updates in the past in the game's community, but I did not get much feedback there, so maybe here´s a better place for a Devlog :)

You can check out an (outdated) demo for Windows on the game´s page here!

Alpha Trailer (June 2015)

But what is this game about?

Well, as the title suggests, it's a sequel to "Error Ware", a "Wario Ware"-style party game I released for free in 2012. I love the Wario Ware series, but imo there haven"t been many good games since Smooth Moves on the Wii. So I made my own, of course! XD

I'm making games in Game Maker for 8 years now and Error Ware has been the first game that turned out to be actually quite good! It got some good reviews on IndieDB / Desura (RIP) and even reviews & Let's Plays on YouTube from all over the world, which was amazing to see :D

Coming up and programming dozens of short minigames has been and still is a great game developing exercise, but quite time consuming, as well. I´m doing all of it on my own (concepts, graphics, sound, music, programming, debugging...) and I still have other jobs, so progress can be a little slow (I wanted to release it in 2015 originally, now I have a hard time to get it done this year lol).


  • Challenging gameplay with quick minigames ála Wario Ware / Bishi Bashi
  • Playable with up to 4 friends locally
  • Supports keyboard & mouse, a gamepad & even a Wii Remote with motion controls!
  • Text & voices in English, French & German
  • Colorful visuals with catchy music
  • Lots of unlockables like retro style "Error Boy" games, toys, music...
  • Engine: Game Maker 8.1 Pro by YoYo Games
  • Platform: Windows

Current status: Alpha

The main game mechanics, some micro games and most of the menus are finished. I'm working on the unlockable "Abstráctomon" Error Boy game (a Pokémon parody in the style of the GBA titles) right now.

When that's done, I'll add a few more minigames & release a new demo for you to enjoy!

I appreciate any feedback and ideas for the game! If you want to help me in any way (translating, ideas, promoting...) or have questions feel free to ask!

You can find me here, too:

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Here´s an animation I did today!

Have a nice weekend :)

Gameplay of the almost finished ingame-shop. Not that many things to buy yet, but that will change in the future :)

I need to display the player´s money, but otherwise that´s it for now.

I will focus on finishing the unlockable Abstráctomon game next.

Abstráctomon move #95: Terrify. I hope you like critters!

Here´s another test fight.

I´m almost done with implementing all of the attacks. Just 6 more to go!

Then it´s time for items...

I´m finally done with coding in all 102 Abstráctomon moves! Yeah! I hope that is enough...

I improved the displayed team info in Abstráctomon today! What do you think?

Hey this looks great!

Quick question, are you going to release on Linux too? It would be a shame to not support that platform as more and more steam boxes are hooked up to TVs and this seem like a good couch romp for the family.

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Thank you :)

The thing is, I startet this project in Game Maker 8 for Windows. Unfortunately it's not that easy to move it over to Game Maker Studio (which could support more platforms), because I'm using certain programming querks and addons that are not compatible.

I basically had to rebuilt the whole game from scratch in a newer engine.

But if there is a way to play .exe games in Linux you could maybe try it?

So planned for now is only Windows support, for other platforms I would need help to port it...

Yeah, wine works ok-ish most of the time, but native support is king when it comes to user engagement ;)

Working on the items menu for Abstráctomon.

Displaying part of a table and make it scrollable was more complicated than I thought, but I finally got it working. So the Item selection works now! Now I just have to make the Items actually usable. But that shouldn´t be too hard...

Hey, i tried your game Error Ware 2 and i find it really cool and well polished !

I would like to see how it can be fun 4 players playing simultaneously !

I made this feedback video to show you what i think of the game :

Sometimes you will hear that it was hard to express myself corectly because i'm french, sorry about that.

I think i could be a future buyer :)

(My game Pharmakon is looking for feedback too :) )


Thank you so much for your feedback! It´s very helpful! I´m German, so my English isn´t great either :)

Did you find any translation errors in French? If so, please post them here.

I already fixed a lot of bugs that are present in the currently available demo. I will release an updated demo in a few weeks!

I´ll try to make it easier to understand some of the minigames you had trouble with. And I´m going to try your game, too, so look out for my video review :)

Now you can see the item bag in action! And I finished the catching mechanic (the animation at least)!

Abstráctomon Intro & Title screen done!

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Introducing the first Gym Leader in Abstráctomon: Venom Violet Version!

Weldon´s Gym is located in a wind park and owns a large energy company. He´s an expert welder and specialized in electric and flying type Abstráctomon.

And here´s the second gym leader: Capt'n Arnold! Since he retired from sailing the seven seas, always searching for new water Abstráctomon, he leads the water / normal type gym.

The third gym leader is ready to fight: Anna! She recently opened a Hip Hop dance school and loves fighting & ground type Abstràctomon. Can you keep up with her smooth moves?

A first look at my overworld engine for Abstráctomon! Objects automatically get collision and the correct depth (depending on the player's y position so they are either in front or behind him) and background tiles can be animated. Signs work already, too!

The character's sprite is a placeholder of course :)

Tip: in Game Maker there is a problem with tiles when color interpolation is active (a basic form of anti aliasing). You can get nasty gaps in between tiles depending of the screen resolution. Luckily, you can switch it on and off during gameplay!

So the game looks a bit sharper now & tiles work perfectly.

Hey, your game look amazing! i also love the WarioWare serie, is there any plan on releasing a linux version?

I'm only capable of releasing a Windows version on my own, for Linux and other platforms I would need help to port it over.

If you know someone who has got experience with porting from Windows & Gamemaker let me know!

You can message me here, on

Twitter @UGameZ_McJey

or per email


Here I showcase recently added features to the overworld in "Abstráctomon", a unlockable game in the upcoming "Error Ware 2" by U-GameZ.

New features include:

  • Dynamic music based on location
  • Dynamic rain & mist
  • Shadow when player is obscured by an large object

I plan to add a few more weather effects and include them in battles.

Happy Halloween! Here's your treat: a new Abstráctomon update video! :)

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Thanks to Knife Drawer Games for this review of the demo!

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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

  • added wind as a weather effect (there is now bright sunlight, rain, fog, snow, hail, duststorms, thunderstorms and wind in the game along with a day & night cycle),
  • improved the lighting at night,
  • made it possible to learn new moves when leveling up
  • and fixed a lot of bugs.
Hope you enjoy the video! Oh, and I earned my first 2 € over, so thank you :)

Hey, the game looks pretty cool, will you be needing more music for it? If so I would love to help out, you can check out my portfolio here

Thank you! I actually made way to many tracks for this game already :D

But I like your music! Especially the asian and medieval stuff!

Hah, ok fair enough. Well if you ever need any more, or for future projects let me know :D

Originally I aimed for a 2016 release, but time flies... I need more time to make this game the best I ever made.

New goal is "sometime in 2017™ ". I made a brand new trailer for you to enjoy, though!

Happy holidays!

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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!

  • Via Twitter: @UGameZ_McJey
  • Reddit Private Message: "U-GameZ" or in this thread,
  • Email: ugamezgermany[at]gmail[dot]com
  • or here!

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!

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Hope you've had a nice 2017 so far :)

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...

Hello there!

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?

What's on the menu?

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:

  • a proper Start menu
  • the "Abstráctodex"
  • improved item bag
  • saving & loading inside the game
  • game settings, including
  • zoom & turbo battle

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

I recently implemented evolution into the "Abstráctomon" game, here's some footage of it (it may change in the future).

I also had to fix the item list (again) and you can now swap team members around outside of battles.

Hi everyone!

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!


Here`s some new Abstráctomon gameplay! In this video I show off a fight with a recently implemented NPC.

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.

Thank you for over a thousand views & two hundred downloads on!

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!

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3D animations for a 2D game (Gifs below!)

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.

So how do I use 3D in Error Ware2?

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!

Click on the thumbnails to watch the animations on imgur!

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?

Vote on Twitter here!

I added a FAQ page to the official Error Ware 2 homepage! If you have any other questions, just ask me!

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I'm working on buildings for Abstráctomon right now. Here you can see me hiding behind an "Abstrácto-Center"! 

There seems to be a Heliport on the roof... Is this how you fast travel in this game?

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!

Website update + Introducing the Freezon region

Hello, dear reader! 

I was thinking about using'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? 

Check it out here

(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 mapheal 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!


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:

  • Buildings that you can enter
  • the "Abstrácto-Center", where you can let a nurse heal your team and access the "A.S.S"
  • The "A.S.S.", short for "Abstráctomon Storage System", where you can manage all your caught monsters. You can store them in up to 5 boxes with 25 spaces each (may be more in the future), watch their stats or delete them if you don't have a heart.
  • Humans look like humans now
  • You can swim now, simply by entering water as long as you own swimming trunks / a bikini. 
  • Improved in game map

New Abstráctomon screenshots!

I added a new battle background for snowy areas and redid the sprites for "Penguboom". I like this new design much better!

I also redid the ocean background. I rendered it in Blender, much easier than drawing water by hand!

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"

MonPoint 01

The store's elegant curved roof was cut off beautifully in this screenshot.
Don't worry, the interior will look more like a store in the future.
The currency in many japanese RPGs is based on Yen, even when translated. So you always feel like you have a lot of money. Not in this game!
So you've been spending all your money on food, drinks and Abstrácto-balls, what's next?

How about exploring the new area I've added to the test map?

New Area01

I wonder where this path will lead me...
New Area02
I guess cliff diving is in this game?
New Area03
When you touch water, you'll be able to swim in it, as long as you bought a bikini (or swimming trunks). No need to teach a monster a move!
I'm not really sure how battles in open water work but somehow the trainers can handle it.

Time for another Abstráctomon screenshot update!

HE HE HI HI Screenshot 01

As you can see, the Abstrácto-Center is now even more cozy, with a TV a (working!) clock and some (ugly) stairs...
HE HE HI HI Screenshot 02
...which lead you to the roof where you can find the helicopter pilot "Herby" (his character sprite is not finished yet, so this is a placeholder)
HE HE HI HI Screenshot 03
He can take you to any Abstrácto-Center you want! (as long as you pay him)
HE HE HI HI Screenshot 04
He'll fly in almost any weather, but it seems like he is scared of thunder storms...
HE HE HI HI Screenshot 05
If you talk to him during one, he will ask for a battle instead! You can battle against him as many times you want until the weather clears up.
HE HE HI HI Screenshot 06
To make weather related things easier, I added the "weather bar-o-meter", seen here at the top left. It displayes the current (top bar) and upcoming weather!

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! 


Cool video

Time for another screenshot update!

I'm working on something helpful for people who never played a game like "Abstráctomon" before (apparently they still exist!)
Trainer Guide 02
You can access the new "Trainer Guide" anytime you want, even mid-battle! It explains everything you have to know to become an Abstrácto-Master.
Trainer Guide
While writing it (in 3 languages!) it became clear to me how complicated Pokémon games really are... So it's quite a lot to read. Veterans probably know most of the stuff already.
Trainer Guide 04
But if you aren't the kind of person who can remember a type chart, you can quickly look up which type does what in here!

Abstráctomon Screenshot Cave1

Don´t you hate dungeons with random encounters every few steps you take? Me too. So I decided to restrict those to areas like shadows which you can pass by if you don't want to fight.
Abstráctomon Screenshot Cave2
But then you'll miss out on some sweet EXP, of course!
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Small improvements

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.

Memory loss

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.

I experimented with 3D modelling in Blender again. This is the disturbing result...

This week, I'm working on an idea I had to make the "Party Mode" even more hilarious and challenging: The "Crazy Mode".

You can enable it with this lovely little button right there.

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!

An icon will help you prepare at least for a second or two before the effect takes...effect.
To come to an end of this long dev update I want to say thank you for reading this

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 :) 

Here's a video of the new "Crazy Mode" I talked about last time!

There is no link to the demo in your page?

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If you click on "Download" and then "No thanks, take me to the dowloads" on this page you can download the demo for free 

I tried this game, I guess it's for more than 1 player?

Even then, it was hard to understand what to do.

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 more gameplay footage of the new "crazy" difficulty in Error Ware 2's local multiplayer!

18 different effects are now implemented. One of my favorites is the "ERROR" effect, which makes the game glitch out badly I made this one today, actually!

You can now sit on benches, chairs or couches to let time pass by faster in Abstráctomon.

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Here's a quick rundown of things I worked on in the past weeks:

  • New Abstrácto-Ball animations made with Blender including the new "Dark" (better chance of success at night and in dark places) and "Net" Ball (good for catching Bug- and Water-type Abstráctomon).

  • "Darkness" weather effect in battle (increases strength of Dark- and Ghost-type moves and lowers the speed of any non-Dark/Ghost Abstráctomon
  • A move that can change the weather to "Darkness" in battle
  • New eye blinking frames when looking left & right while standing and sitting (before the player character would only blink when looking down)
  • Fixed some bugs involving battle music and leveling up
  • The ball type you catch an Abstráctomon with now gets saved and is shown when you call an Abstráctomon or heal them in the Abstrácto-Center. Enemies can use different balls, too.
  • Fixed some issue with NPC placing after a battle
  • Improved the framerate when looking at the Trainer Guide
  • Added information about weather to the Trainer Guide (still have translate that into French though)
  • Improved the Atoneel-Tunnel map a bit, you can now find a few items
  • You can now use ladders with a smooth climbing animation
  • Fixed an issue where the Error Ware 2 logo did not play sounds sometimes

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!

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Happy holidays everybody!

I'm glad that I am able to squeeze out another Abstráctomon screenshot update before I'm visiting my family.

So here it is:

Abstráctomon Introduction Screenshot-01

When starting a new game, you'll now be greeted by Professor Rich.

Abstráctomon Introduction Screenshot-02

After introducing himself, he asks for your name.

Abstráctomon Introduction Screenshot-03

You can choose your character here.

Abstráctomon Introduction Screenshot-04

Before he starts his monologue about the world of Abstráctomon, you have a chance to skip it.

Abstráctomon Introduction Screenshot-05

For beginners, he'll explain a little bit of the terminology and what you'll have to do in the game.

Abstráctomon Introduction Screenshot-06

Then it's finally time to pick your first Abstráctomon!

Abstráctomon Introduction Screenshot-07

You can give it a nickname, as well.

Abstráctomon Introduction Screenshot-08

Here you can see the improved saving feature. It now shows the name, playtime, amount of badges and seen / caught monsters of the save file. The save data is now saved to a separate file on your hard drive. This makes it possible to to carry over monsters from the demo to the full game in the future!

Abstráctomon Introduction Screenshot-09

Oh.. OK! Bye!

To make the wait for the full version of Error Ware 2 easier, I decided to bring its precursor to!

Check out Error Ware here!

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 I'd love to hear your feedback!

But now the latest news in Abstráctomon development:

  • Improved text boxes are now able to show the name of the talking character and can highlight important words
  • You can now rename monsters currently in your team anytime when accessing the A.S.S. (Abstráctomon Storage System)
  • You can now unlock a new item that lets you access the A.S.S. from anywhere
  • Reworked collision for the player & NPCs
  • The introduction sequence in the Professor's lab is almost done, including the first battle against you rival (see video below!)
  • The lab looks a bit more like lab (but still not final)
  • The Exp. bar now changes to orange when full
  • Savegame previews now show money as well
  • Various other bugfixes

My internet connection is terrible this week (thanks for nothing, Vodaphone!), but I managed to upload a new video to YouTube!


Hi there!

Here are some neat little things I added to Abstráctomon:

Abstráctomon Screenshot Lab

I put more stuff in the professor's laboratory to make it look more... lablike. You can sit on the chairs, read notes or play with the Squalus inside the fishtank!
Abstráctomon Screenshot Windows 1
When you're inside a building, the windows now change color according to the time of day. They even show the current weather!
Abstráctomon Screenshot Windows 2
Here the windows are flashing yellow because of the thunderstorm outside. I rearranged the lab and the MonPoint store interiors to make them more symmetrical.
Abstráctomon Screenshot Water  1
I made new animated tiles for cliffs and rocks in water. Now you can see the waves crashing in on them and see their reflection.
Abstráctomon Screenshot Water 2
I improved some weather effects as well. Rain, hail and snow now makes splashes when touching water properly.

Other things I improved on:

  • I finally figured out why I had some seemingly random audio issues with the Caster dll I use to load .ogg files into GameMaker8.1. Turns out you can't have numbers in the variable names assigned to the loaded files. Basically I named them Song1, Song2, etc. but caster treated everyone as "Song", so changes to Song 2 affected Song1 as well and so on. Anyway, it is fixed now!
  • The scores at the results screen of "Turbo Taxi" mode are now displayed in the correct order (highest at the top)
  • Made the final level of the microgame "Helicopter" easier
  • Fixed a bug in the "Draw something" microgame where the brush would turn invisible some times
  •  Added the new microgame "Sound TripZ"
  • In Abstráctomon, you can now change direction when sitting on a chair or stool. Maybe I'll use this feature in a chair maze?

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 ™

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Just a small screenshot update today. Enjoy!

ErrorWare2 Screenshot- Pause Menu Controls

When you pause the game, the controls for the current microgame are now displayed at the pause menu, so you can look them up any time!

Abstráctomon Screenshot - Sea floor

In Abstráctomon, I added some rocks plants and corrals to the seafloor to give you a sense of direction when swimming in the ocean.

n Abstráctomon, I added some rocks plants and corrals to the seafloor to give you a sense of direction when swimming in the ocean.

Abstráctomon Screenshot - Shallow waters

And I implemented sand banks with shallow water where you are able to walk if you need a break from swimming.

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!

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A quick Abstráctomon Screenshot Update!

Abstráctomon - Trees + Shadows 01

I modeled new trees for the game in blender, since I wanted them to be animated like the grass! They now move from side to side when it's windy.
Abstráctomon - Trees + Shadows 02
As you can see, I also made a dynamic shadow system of sorts for buildings and larger objects like trees and signs. Their shadows now get longer in the evening and even change their angle according to the sun's position.
Abstráctomon - Trees + Shadows 03
And I added some (static) shadows inside rooms to make them look less flat.

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!

This is an example of the new interior tiles. So far I’ve got some kitchen stuff (in different colors) and some couches and a working(!) mirror. I’d like to add more things for bedrooms, bathrooms and such.
This week I started to work on roads. There is even a bicycle lane, as you can see on this test track here. If I add cars, I might have to make the roads wider though. I also want to add sidewalks, traffic lights and some road signs.

Nothing new here, I simply thought this screenshot looked cool! The lighting "engine" accidentally turned out pretty good even though it’s all 2D.

One last thing: I’d like to engage a bit more with y’all. Unfortunately my internet connection is quite unpredictable, it just works on some days. But on those days, would you like to watch streams of me programming, making art & music, fixing bugs and talking to the chat on Twitch or Youtube

Please vote at GameJolt (at the bottom of the post)!


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!

If you have questions about the development process of Error Ware 2, art, music or something about myself, leave a comment and I'll answer them in a future video! You can also ask me on Twitter.

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!

WIP footage of an intersection (cross road) in "Abstráctomon", coming soon to Error Ware 2. Right now, all the cars look alike and sometimes glitch through each other, but overall it kinda works as intended.

I improved my crossroads in Abstráctomon a bit. Cars now come in different shapes and sizes and are less likely to crash thanks to the improved traffic light system.

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!

Here's a quick update of things I worked on since the last post.

The first gym is almost complete! It's a large swimming pool were children and adults can cool off after school / work. I only need to add some NPCs to it.

There's even a slide! 

These one-way gates can only be passed from one side.

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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!

Thank you for 400 downloads!

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.

 But now the game has been in development for so long, Nintendo released   a whole new console in the meantime: the Nintendo Switch! Oh snap!

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!

Don't get me wrong, 
 EW2 will still fully support a single Wii Remote with motion controls, but I'm adding Joy-Con support, too! 

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

  • keyboard + mouse
  • one gamepad (Xbox, Playstation & WiiU / Switch Pro Controller Layout supported)
  • single Joy-Con Left + Right

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!"

A quick glimpse of the beach area in Abstráctomon I'm currently working on.

New footage of the Shieldcap Beach area in Abstráctomon. The area is pretty much finished now.

Gameplay video of two new areas in Abstráctomon.
First I show off the new water current that leads to a secret cave, then you get a glimpse of the new forest area.

Abstráctomon will be an unlockable bonus game in future releases of Error Ware 2.

Thank you for over 3.000 views and 500 downloads of my stuff! 

That's really amazing :D

Here's a new video showing off a cutscene & Gameplay of the forest area in Abstráctomon.*Slight spoiler warning*

A quick video showing some of the small improvements I made lately for "Abstráctomon".

I added a small side quest involving a girl's scout summer camp for "Abstráctomon" in Error Ware 2.

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.


The Move Memo counts as "gear" and can be accessed via Quick Equip (see earlier post for more on that).

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.

Move Memo2

The yellow border around a monster indicates it knows the move already, green means it can be learned and red means the monster can not learn that move at all.

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!

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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):

Quick tech update: 

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)
960x640 (4x)
1620x1080 (6,75x, stretched to display height)

Don't cut your eyes(?) on these sharp pixels!

A video about recent additions to Abstráctomon, coming soon to Error Ware 2.

Another quick development update for "Abstráctomon - Venom Violet Version" coming soon to "Error Ware 2" by U-GameZ.

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I'm working on better lighting at night / inside caves in Abstráctomon

Here's a video...

...and some screenshots of my progess so far.

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It took several different approaches but I finally managed to implement a lighting system that works with moving lights, too. I may tweak colors / brightness levels here and there, but for now I'm happy with the results.

Some neat visual stuff I recently added to "Abstráctomon". Happy Easter!

This time, I present two neat visual updates I finished today!

Showing off a new item + mechanic in Abstráctomon!

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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!

Graphic settings

If you go to the "Graphics" settings...

LCD on

You can enable the new "LCD filter". This is what it looks like when the "LCD filter" is on. You might want to zoom in since the lines between the pixels are very thin!

This is what it looks like when the "LCD filter" is off

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! 

Quite a few updates in this one! A berry system, "quality of life" additions and a neat little animation.

In this development update video for Abstráctomon I show off another use for the shovel, the finished berry planting process, holding items and some improved menus.

I rewrote the shadow system for large objects like trees and buildings in Abstráctomon. Their shadows now deform in a more realistic manner. 

In this gif

you can see the new shadows and a timelapse of the whole berry growing process.

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).

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