I'm working on a "Abstrácto-Dex" for the Error Ware 2 homepage. You can view the first couple of entries already, including two never before seen monsters! https://errorware.jimdo.com/errorboygames/abstr%C3%A1ctomon-venom-violet-version...
I'm working on a "Abstrácto-Dex" for the Error Ware 2 homepage. You can view the first couple of entries already, including two never before seen monsters! https://errorware.jimdo.com/errorboygames/abstr%C3%A1ctomon-venom-violet-version...
This will be quite the long post, so I hope you have fun reading it!
This month I took a little break from Abstráctomon after I finished the first dungeon "Atoneel Tunnel" (which I had to remake 3 times because GameMaker crashed on me) and focused on improving the main parts of Error Ware 2.
I went through all the big assets (sprites, background images, sounds) that were still loaded into the project and made them load from the harddrive instead (I also reduced colors on some backgrounds were you wouldn't notice). Overall this reduced the project file's size by 12 MB, which may not sounds like alot but the effects in the game are really noticable.
Not having large backgrounds and sprites loaded into memory at all times improved the framerate and load times quite a bit!
Then I went on to improve the onscreen keyboard that appears when you are able to enter your name.
Before, it was using a regular Windows font to display the letters, but that could be an issue if the user doesn't have the font installed on their machine. Now it's using sprites in the colorful Error Ware 2 style instead. The buttons also didn't scale up from the center but from the upper-left corner, so I fixed that, too.
I added some shadows for menu buttons here and there, and then went ahead and added some more variety to existing micro games...
...and even made two new ones in the process.
This week, I'm working on an idea I had to make the "Party Mode" even more hilarious and challenging: The "Crazy Mode".
Even if you've mastered all the micro games you can now ramp up the difficulty! The Crazy Mode will add random effects to the games to confuse you like turning the game upside down, make you having to lose the game (remember this from the first Error Ware?) or mess with the time limit or... I came up with about 20 effects so far!
You can always comment and ask questions about the game. These small improvements really feel good to make.
As a little bonus, here are the latest screenshots from Abstráctomon, because why not :)
Thank you for trying it!
Error Ware 2 can be played with 1-4 players locally. The Taxi mode is primary for multiplayer but you can change the number of players to 1 there, too.
The game is inspired by the Wario Ware series by NIntendo, where you have only 5-10 seconds or so to complete a random mini game. You only get a clue at the beginning of the game, usually a simple task like "GRAB!", "SPIN!", "DEFEAT", etc. Then you have to figure out how to win the minigame by doing what the clue says.
I hope that was helpful!
Here's a quick rundown of things I worked on in the past weeks:
I need to replicate a bug I encountered once where my Abstráctomon leveled up two levels at once and the game kinda softlocked after the level up jingle...
When I fixed that and did some more test playing I can finally release a new Version of the EW2 demo with a bit of Abstráctomon included, to make the "2017" of the last trailer not a lie... Man time flies!
Sorry that it takes me so long to make this dang game!
I'm glad that I am able to squeeze out another Abstráctomon screenshot update before I'm visiting my family.
So here it is:
To make the wait for the full version of Error Ware 2 easier, I decided to bring its precursor to itch.io!
Error Ware was originally released in October 2012 for Windows. Prepare for crude graphics and midi music :) But it's a full game and it's free, so enjoy!
Time for another update for Abstráctomon!
But first I want to say thank you so much for 300 downloads of my games and well over 3000 views of this devlog!
Did you know that you can rate games & write reviews on itch.io? I'd love to hear your feedback!
But now the latest news in Abstráctomon development:
My internet connection is terrible this week (thanks for nothing, Vodaphone!), but I managed to upload a new video to YouTube!
Enjoy!
Hi there!
Here are some neat little things I added to Abstráctomon:
Other things I improved on:
That's all I can think of right now. Overall many small improvements! The game feels quite stable now. As I said before, the new demo is coming soon ™
Just a small screenshot update today. Enjoy!
Oh, and I added a few new songs I made for Abstráctomon to the soundtrack preview on the game's GameJolt page.
I'm not sure if they will make it into the game, give them a listen and tell me what you think!
A quick Abstráctomon Screenshot Update!
That's all for today!
Edit: I made a short video of the new trees in action!
Hi everyone!
Since my internet connection is working today, I’d like to share another round of Abstráctomon screenshots!
Hey!
Since the poll results regarding Twitch streams in the last post were a little inconclusive (thanks to everyone who voted!), I made a "normal" video about pixel art for the monsters of Abstráctomon (coming soon to Error Ware 2) instead!
And to close this post, I want to share two new screenshots:
I added sidewalks and manholes to my "road" tileset.
I expanded the Abstrácto-Center a bit. Its human and not-quite-human nurses now take care of sick trainers, too!
Have a nice weekend!
During my Easter family visit I couldn't work on the game directly, but I let my sister play it and took some notes of some minor bugs (I already fixed them). Overall it ran pretty well on her old Windows 8 laptop, which is nice to know.
My siblings thought it would be a good a idea to hide some easter eggs near my mother's little garden pond, and guess what? One of them fell in...
It lost some color but wasn't damaged otherwise, so I volunteered to eat it.
...
Oh excuse me, I guess you came here to see some new Abstráctomon screenshots. Here you go!
NPC cars work now. I can let them drive along the road or in circles like this one on my test road here.
It'll brake and honk at you or other NPCs when they walk on front of it.
The animation for turning is pretty smooth, took a lot of frames! I modeled the car in Blender and added details to the sprites by hand.
It also got working head - and taillights. Your bicycle now got a front light, too. And the construction workers inside the tunnel turned on their helmet lights!