Looking at…Gun☆Cat by Team gun cat

Hi folks, this’ll be another one of them there looking at games posts.


A top down 3D shooter by some indie developers…that was cancelled years ago. But I might as well share it because there is a demo…somewhere.

It’s kind of like Nameless but artius turns into a cat.


(I don’t think that music was done by them)

Project Gun Cat has some pretty good modelling work, art and animation.

I mean, look at that…alligator clip enemy!



The story apparently involves you getting stuck in some shady game show of some sort? I’m not really sure to be honest, but really I would assume most people were intrigued by this project mainly for the characters, art, animation and gameplay. Apparently the main cat can’t actually use magic so they use guns as a substitute for that.



There’s some charming visual effects they create, I think in this example the flame blobs are hand animated, then spawned in as a plane, what a way to go. From what I’ve glanced on the project, it seems to be inspired by several games like Klonoa (artistically?), Spiral Knights, and ….call of duty…


I mean Pikopik was even nice enough to post their top secret complex nuclear launch code math formula to make that sun object squash and stretch…just like my life…it squashes and stretches…(wat)

I went to nostalgia town, cringed a bit. But then found this old pixel art I did of an anime slime waifu character. kawaii no desu?

I went to nostalgia town, cringed a bit. But then found this old pixel art I did of an anime slime waifu character. kawaii no desu?

Notice how that formula can even be used for other games…like a 2d game! imagine…a slime bouncing around and adjusting it so that it’s weight x height = volume. so then…uh….

if i wanted to stretch my spooky slime sideways, id uh…um…

width = 2 (instead of 1)

height = 1/width?

…I’m not even sure that is correct, you can see that even I am not 100% sure how to do maths and yet I still make games. how lame.

…or is it width = 2/height?…wait how do i make this flexible and easy to code so i can adjust these on the fly…wait then i think that’s not right…um….im not sure, maybe i gotta test it out…eh but seems possibly correct…but yeah not sure…because how do i make the maths adjustable…especially when i use different scaling variables for things like facing direction and even damage flinch…uhhhhhh….????

The game oozes charm with a really interesting UI, I’ve always pondered on how to code a rounded circle bar for UI (though honestly I prefer a straight bar for readability).




Oh yeah, this is game development after all…so there probably are posts on bugs they’ve encountered…



Bugs are a what you will spend 95% of your time fixing when making games, have fun!

unfortunately, I’m not really even sure what exactly stopped Gun Cat Kun’s development. It’s clear that the developers have split, I’ve read that something happened to one of them and then they couldn’t continue without them…but it’s extremely ambiguous to know for sure, that’s the internet for ya.

Anyways, perhaps one day you too can fight forest fires like gun cat. Gun Star Heroes Cat is a great anime. highly recommend.



Old Game Maker’s Apprentice Games – Tic-Tac-Toe

It’s a me a brandon letsa go.


tic tac toe

It’s tic-tac-toe

What else is there to say?

Download (windows exe)

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

No but really what’s the deal with this? Why would I make such a deep, intricate and complicated game from following the Game Maker’s Apprentice tutorials? If I recall correctly, this segment taught me about using scripts and A.I.

Scripts are useful files you create that can help streamline things like duplicating huge blocks of code for more redundant functions.

Example: In Ato, all enemies share the same “launch” state, which means they all pretty much use the same state script to make them properly have the same rotation and behavior. By using a script I don’t have to copy the same huge chunk of code and possibly risk human error.

Scripts are simply a means of giving you power to organize your code and create your own functions for doing stuff like position checks or A.I. behaviors, etc.

Frog Hop had a gigantic (and terrible) script that checks whenever you collide with an enemy and then goes through a list to find the one you specifically collided with to check for things like their attacks, if they’re protected, special status etc.

Frog Hop gameplay footage.

Frog Hop gameplay footage.

In terms of A.I…

A lot of my games like Frog Hop just have the A.I. utilize timers to change their sprite and attack timings, sometimes they have collision rectangles if you’re in range of an attack. Things like running into a wall also have to be checked for turning around, especially depending on the animation (because if you had an enemy turn around when touching a wall, you’d have to turn it off depending on their animation such as an attack (otherwise they’d flip back and forth while attacking).

The A.I. in Nameless get a bit more complicated with using path-finding from the A* Algorith (A Star). I’d have to check if they have vision of you and if they don’t, they rely solely on the A* pathfinding to navigate to where they last saw you/where they heard a gunshot. I’d say the A.I. in this game was a bit more complicated than Frog Hop. Since there was a lot more to check in terms of going into certain states and exceptions when stunned or hurt. Actually, probably the most difficult part with coding this A.I. was actually their dimensions, since most top down games have characters with even dimensions vs having tall sprites.

nameless AI

Now if you want to marvel at complex A.I., take a look at none-other-than Franchise WarsProgrammer, Austin Huebner did an excellent job on the A.I. when it path finds it’s way through the map and check for things like properly positioning itself to attack. (The example below does not demonstrate it but uh….yeah)

Franchise Wars

I can’t really remember too much about the Tic-Tac-Toe AI other than that depending on certain circumstances it picks a random spot sometimes to at least simulate human error, otherwise if it knows it can score the last point it will go for it. So basically it’s designed to be extremely smart and make the best move, but randomness is also applied and will sometimes make a dumb move (if it’s not a winning/blocking move).

Tic Tac Toe can only go so far with A.I. behavior (which is probably why the tutorial wanted to teach it through this game type). Since really if you wanted to make the A.I. super easy, you’d just make them make really stupid moves that don’t block, don’t line up or give them a chance at score (or just make them purely random). And to do impossible difficulty you just remove the randomness.







Ato Progress Report August 2019

Hey guys, I’ll do my old GM games next week, in the mean time I thought I’d do an update post regarding Ato’s Progress this month.

So far I was able to hit my goal this month in terms of game content. I’ve finished adding some new encounters, 2 new areas and plenty of tweaks and improvements.

Lighting – This probably will be used at a minimum, but this new lighting system will be utilized in some parts of the game.

Environment sample – one of the areas I was able to get done this month.

Animation Sample – A spear type opponent, tall, fast and tries to control the space between you and him.

note: (size of image was cut for size reasons)

Coin – Collect all of them and…?

What could these be for?…

(TLDR) Comphrehensive list of things completed:

  • 2 new Areas finished, environment, encounters, puzzle elements etc.
  • 5 Enemy Encounters added
  • Tweaks to combo system, damage scaling decreases further when hit alot.
  • Coin asset added
  • Minor updates to UI, such as Health UI Shake when damaged
  • 40+ rooms added
  • Converted some old enemy code to new parented code (not really going to affect you guys but helps me with adding more bosses and not have to spent extra time when coding new encounters)
  • Particles now slowdown/speedup
  • Bug Fixes Galore

Currently I want to continue getting the main parts of the game done, 2 left to be exact. And then afterwards I will be focusing on side content like optional bosses and power-ups.


a fantastic platforming adventure item looting bonanza

Looking at…Item Haver by Videochess

Hi gang, while I’m still chipping away at Ato, I’m gonna go ahead and do a post on another game that I thought would be cool to talk about.

Item Haver by VideoChess


It’s a lighthearted exploration platformer set in a world populated by cute humanoid animals and powerful elementals. In this world, the wishes of animals are granted in the form of treasures and creatures called “wishborn.”

That precious (penguin?) boy is Item Haver and is a wishborn. And they gotta collect all the loot and equip cool toys.

It gives me vibes of kirby, paper mario, super mario, …uh…cavestory?…uh……call of duty?-…



Basically you would find treasures in the form of equipables and there would be two types, Gear and Arms. Gear are passive and Arms are active tools. Mix n’ Match and have a ball.

I love the sound of this, in fact it reminds me of a more in-depth version of Frog Hop’s charm system.

Frog Hop's Shop

Frog Hop’s Shop

In Frog Hop you could only equip one active charm and then almost as many cosmetic ones as you’d like. (Though as I look back on them, I would have done something similar to Item Haver with having passive slots and an active one (Though I probably shouldn’t say that or else I’ll get sued just like how Cuphead sued me and used my charm idea TM))


…Anyways, the code animation is very appparent with this game, it really reminds me of Yoshi’s Island with how the enemies will squash and stretch even though it’s a single frame of animation.


The dialogue system itself has some really great motion tween work too. The character portrait aesthetic is very Paper Mario esq. which is pretty awesome. Even the UI has that Kirby 64 look to it.

Just want to point out too that animating things through code can be a huge pain vs animating with an actual animation program. (At least for me coding animation through Game Maker is pretty tedious since there’s no visual real-time feedback)



The twitter feed itself is just fantastic because you really get to see all the little moments of compiled gameplay development progress. And yeah, 95% of the time you’re fixing stuff and 5% of it is actual content.

From my own experience every time you work on adding new stuff like a weapon, ability, feature or enemy, most of the time is spent trying to fine tune and fix any issues (Think of it like, you’re building a tower out of playdoh and then you decide you want to add a new section to it, well you got to make sure the new part is stable and doesn’t fall off or cause the whole thing to fall over).

Anyways, Item haver has another neat feature, a dialogue system. It’s got some really nice flavor text like shaking and sparkles.

Some great dialogue…



I enjoy the game’s twitter posts because of how you see some moments are created simply to just be fun for online viewers.

Oh yeah I did find the music for the game, but I probably shouldn’t disclose that…(don’t ask me how I got them, top secret C.I.A. classified stuff)

What I love about Item Haver:

  • Art style
  • Quirky Dialogue system
  • It makes me think of Kirbeh
  • It makes me think of Mahrio
  • It makes me think of call of duty video games.

I’m assuming it’s put on hiatus as Chess is helping out with Deltarune (it’s that unpopular game that very few people know about).

Anyways, I thought it’d be cool to talk about another random game I’ve glanced at in my spare time (which is 20 hours everyday of only looking at item haver GIFs and then 4 hours for the rest of the day contemplating my life decisions)

Thanks for reading,


Ato Celebration Stream Success!

Hi everyone, just want to quickly drop by that the celebration stream went well. I went ahead and uploaded the Archive to youtube.

I made this video jump to probably the most interesting part of the stream which was the developer vs stream moment. Viewers were able to type into the Stream chat and it would affect things in game.

Otherwise if you go to the video page itself, I put some time stamps to jump to the different sections of the stream such as the pixel art animation, old game versions and so on.

As for the game itself, yes I’m still working at it and yes there is new content that has been made, I’ll do a post on that by the end of the month.


2 Player Action Tank Shooter!!!

Old Game Maker’s Apprentice Games – Tanks (2P)

Hi guys, just a quick reminder that tomorrow this saturday August 10th at 3PM (CT) I will be doing a celebration livestream for Ato, it will be fairly short, so come join and hang out if you can!

Stream Link: https://www.twitch.tv/wolfwhat


Hey gang, Bobert here. This is the next episode of OGMAG…

Continuing on I’ll show off another old tutorial game from Game Maker’s Apprentice.

TANKS (2P Edition)

2 Player Action Tank Shooter!!!

2 Player Action Tank Shooter

Download (windows exe)

Tanks features 2 Player split screen gameplay, where two humans would duke it out locally featuring different guns and stuff.

Game Maker’s Apprentice would teach me about the quirky Game Maker 8.1’s view system. Basically, view’s are like the “camera” and you adjust how much space you want it to look at. Once you figured out your view, you would then have to use the view’s Port to properly display that “footage” onto the screen. By manipulating both, you can have split screen gameplay, as well as a really ugly really awesome mini-map.

(So basically, view 1 is following player 1, view 2 is following player 2, and view 3 covers the entire room.

Then you just have view 1 ported to the left, view 2 to the right, and view 3 shrunk into the bottom center of the window)

It’s funny that GMA would teach me about a tank shooter, especially since years ago before this was made I had tried to make a much older predecessor to this one.

Yeah, the older tanks game (which I unfortunately do not have the files of)

I might as well leave this old tune my brother made for the older tanks game.

Game features

2 Player Local Ranked Competitive Action Metroidvania Battleroyale MOBA Roguelike darksouls Indievania Hero Team Skill Based Arena Gameplay

4 Unique Power-ups (Shield, Missile, Bounce Shot and Repair)

2 Players

2 Tanks

3 Screens

1 Winner

Player 1 (green tank)

WASD – move

F – Shoot

C – Item

Player 2 (crimson tank)

Arrow Keys – Move

L – Shoot

K – Item

Esc – exit game

Download (windows exe)

It does not contain viruses, it was made in Game Maker 8.1. (WAS made, could’ve been make now with better HD unreal 2k19 software with 500+ employees but nope, I was too stupid to be retarted and used what was available at the time)







Ato Indiegogo Successfully funded!

(This is the same post as the one on Indiegogo)
Hi everyone, thank you so much for supporting the project. Ato’s Indiegogo has been successfully funded.

To celebrate, on August 10th saturday at 3PM (CT) I will be doing a celebration livestream, it will be fairly short, so come join and hang out if you can!

Stream Link: https://www.twitch.tv/wolfwhat

The Livestream will contain:

-Developer playthrough and commentary of Ato Game Demo

-Quick showcase of some new features added to the game.

-Minor showcasing of workflow, some pixel art and effects.

-Live Q & A throughout stream!

I’m sorry if I haven’t been super active in posting information regarding news or doing marketing on the game itself, but here’s a rundown of the things I got done since I last posted an update on Indiegogo:

Here’s a more comprehensive list of things I got done:
-1 area completed
-2 cutscenes added
-minor ability added in
-30 rooms added
-2 bosses coded in with their own attacks and effects
-Clash propery added to attacks
-Modified chain dash system, increase of cooldown when chained.
-PS4 Controller functionality
-Lots of other tweaks and adjustments
-Bug fixes galore

Music Sample of an encounter…

Clashing Mechanics – Happens when Melee attacks hit eachother, they will cancel the attack hitboxes and knock the attackers away from eachother.

I can even make some attacks be more deadly where they will still go through the clash…

As much as I want to get the game done this year, I just want to forewarn that, again it’s possible that the game could get delayed (since it’s just made by me). But I still want to try and get to beta and have the game be tested, tweaked and bug fixed!

That should conclude this update, thank you again for supporting this project and I hope to see you drop by for the livestream!