A bit o’ news

Hi gang, Brandon here (not robert) and I just wanted to share a bit o’ news regarding what has been going on lately.

Ato is geting o’ so closer to it’s goal! 88% and only 6 days left! Wahhh!

so close…yet…

Ato Indiegogo page (88%!!!)

I’ll have to do a mass post on the stuff that I got done, but rest assured I’ve been busy creating more rooms and boss fights. As well and some music too.

Also I finally spared some time to edit VideoChess‘ Ocarina of time Highlight video!

It is o’ so fun to watch.

o’ ho ho.


did you notice how I…o’ nevermind







Looking at…The Island by Marty Fun

Hey guys, today’s blog post is a little different this time, I’ll be doing a bit of commentary on a random indie game I’ve been glancing at.

A few years ago…

I was browsing social media and I found myself sucked into that twitter wormhole where you just look at other people’s profile timelines. There I’d look at random Indie developer retweets followed by another. Eventually I found myself looking at this one guy’s post…

I didn’t think much of it at the time, but it did remember how squash and stretchy it was and the peculiar characters in it. The developer went by the username “Marty_Fun“. They were making this pixel art platforming game with charming character designs for a project called The Island.

Once in a while though, I’d look at the developer’s posts, the game he was making looked really nice.

In fact, one day I had so much free time that I went through most of their tumblr posts to see how the game had changed…and…WELL…

…this game had started ~10 years ago!

It’s kind of amazing how many times this game has been refactored and reiterated. I don’t even have complete knowledge on all the versions and different avenues Marty went through.

As I was browsing through their tumblr, I saw an old download link for one of the old versions of the game. I played it and liked what I experienced even if it was incomplete and still in alpha. I’m not going to go through all the revisions because I feel there’s just so much stuff to cover.

I felt it would be fun to talk about some of the things I really like about how The Island does it’s visuals and game feel.

First off, Marty is a really good at pixel art, way better than I am (or maybe I’m just more impatient and overly focused on getting content done). They way they do their line-art and shading is very reminiscent of Game Boy Advance pixel art from games like mario and luigi superstar saga and mother 3.

They have a really good sense of designing particle effects in their game. I love the “8 spiked orange translucent flicker” that happens on impact, It really adds an elastic feel to the impacts (It’s not even that complicated of an effect to pull off either). Even the tiny yellow stars and twinkles add that charming level of polish that in some ways reminds me of cavestory.

Just look at how much the boss’ head squashes on impact, that in combination with the motion blur from the attack and stars really sell the hit.

It honestly doesn’t surprise me why this guy is more popular than I am.

I could go on and on, but the game has really good art and effects. I don’t know what Marty Fun has been working on now but I just thought I’d share a game that has been on my eye. Perhaps in the future I’ll do a blog post again someday on other random games I’ve looked at in the past (or maybe even ones I’ve already played!)


Old Game Maker’s Apprentice Games – Fly

Howdy folks, it’s you’re best friend, robert.

Today’s old game maker apprentice game is none other than fly.


"Fly", was the first arcade shoot-em-up tutorial game I made based on Game Maker's Apprentice tutorials.

“Fly”, was the first arcade shoot-em-up tutorial game I made based on Game Maker’s Apprentice tutorials.

Game Maker’s Apprentice taught me to make a Classic shoot-em-up game. Keep in mind, that GMA taught even someone like me, who had no experience with game maker or programming to make a game like this. Of course, I’m not asking for you to be wowed by this game, but just to keep in mind how you can learn to make games even if you don’t think you can.

The game utilized the timeline feature in Game Maker 8.1, basically you would set the length of the timeline, and then could plug in a number within that timeline to do something, like create an enemy. I would spawn the enemies in various formations and directions and boom, enemy spawning was done.

What is kind of funny to me is how this game in a way was the predecessor to Drone Strike (a more recent Shoot-em-up I made a while ago).

Drone Strike is the more recent shoot-em-up game I made.

Drone Strike is the more recent shoot-em-up game I made. It features more mechanics like a charge shot and deflection-evade ability.

Timed spawning in “shmup” games is tricky, since iterating and making adjustments can be a real pain since I didn’t have any tools for real-time testing. Basically, when a change was needed, it involved having to constantly close the game, change all the values, then re-run and test again.

Drone strike doesn’t use the timeline feature, instead I made a script and would manually plug in code to spawn enemies. In a way, I did base Drone Strike’s spawning system off of Fly‘s timeline system from 8.1. If I ever did do a sequel to Drone Strike (which would be pretty cool, but unlikely), I would probably look into finding a way to design the levels in real-time (while the game is running) instead of having to re-run and wait around for the game to load my changes.

(sound of people snoozing)

Uh, anyways feel free to try out “FLY” below:

Download (windows exe)

Arrow Keys – Move

Z – shoot

Esc – exit game

It does not contain viruses, it was made in Game Maker 8.1.

There’s only 1 level.

The music is from call of duty: modern warfare 2…

Okay not funny, the tunes are from vectorman and phoenix wright.







Ato Plans

Hi guys, Brandon here just wanted to drop some news regarding my current plans for this Indiegogo and my direction for Ato. (This post is the same as the one on Indiegogo)

For those who don’t know Ato is a game that takes place in the era of feudal Japan, it heavily focuses its design around a strong atmosphere, visual driven story and personalized sword duels.

Right now the Indiegogo is 70% funded since its launch, which is pretty awesome.

The good news is that I already have enough funds now to be able to put the game on steam (which I will probably get around to when the game is near completion.)

Speaking of game development, when is the game coming out? My current goal is to try and get the game done this year. Of course the chance of a delay is possible as this game is made by just myself.

The game is around 50-60% done, I started the project back in 2018.

Currently what is on my plate is to keep making content (Bosses, unique puzzles, more rooms, special powers, environment work, cutscenes, sprites, music, sounds, etc.). What I’m striving for currently is to layout the entire game, create the content and try to reach Beta as quickly as possible. By reaching beta, the game can be rigorously tested, bosses adjusted, features tweaked and bugs fixed.

Here are some things I just finished creating since I launched the Indiegogo:

  • Entire Game and Map Layout setup.
  • 5 new puzzle assets
  • 3 new special abilities
  • 4 areas are finished being conceptualized
  • 2 environments coded in

Anyways, I hope this update helps give you guys some insight as to what has been going on and what is planned for in the future! Now it’s time for me to get back to making some more content!

Thank you,