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:


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:

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!


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!)