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!
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!
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!
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...
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?
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:
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
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!
-Janek
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.
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!
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.
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!
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?
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!
Hello, dear reader!
I was thinking about using itch.io'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?
(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 map, heal 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!
-Janek
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:
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".
How about exploring the new area I've added to the test map?
Time for another Abstráctomon screenshot update!