ademar's quest

gamedev

high school

Published July 4th.

Ademar's Quest: A Post-Mortem

Recently I've been on a nostalgic organization kick. I've had a lot of unsorted, unorganized data just lying around for years on my hard drives, mass collections of every file and folder that I thought might be important or meaningful, copied right before one of many factory resets from the past decade into an ever growing pile of trash. And maybe it's the cost of storage rising, the SMART reports from my SSDs growing bleaker, or maybe 24 is just the start of that age where you just stare at everything you did in the past and get weird fuzzies about it, but I've decided to sift through it all, deleting what's worthless and organizing what's worth...ful. And I came across a [gem]((At least for me)).

Ademar's Quest was my very first exposure to making a functional video game. I'd tried fiddling around with Java before but I never really made any progress, code just felt a bit too alien to my 10-yo brain. But in Grade 9, I took a infotech class which was really only supposed to be about Word and Excel, but the teacher's personal interest in game development changed my entire life.

For the final month of the class, he showed us a tool called GameMaker. No, not GameMaker Studio, just GameMaker. 8.1. For context, it looked a little something like this:

GameMaker 8.1

But it had block programming, and while nowadays I look back at it like it's basically Scratch, it was the final piece of the puzzle I needed to understand how lines of code on a computer translate to games on a screen. And I went crazy with it.

From then until literally the end of my secondary education I made project after project in GameMaker, quickly dropping the block programming in favor of it's horrible interpreted language GML, and then eventually near the very end of Grade 12 dropping it entirely in favor of building my own engine in C++. But projects I built in it were foundational to my understanding of programming... and also foundational to my understanding of the rest of the game development industry.

Because here's the thing, I haven't talked about my first GameMaker project, the one that outlived all the others, the one I worked on from the moment I touched the engine until the moment I quit GameMaker all-together. That project was Ademar's Quest.

What Ademar's Quest Was

Ademar's Quest started as a simple school project for the end of that infotech class. Our teacher tasked us with making some playable game in the engine, block programming encouraged, and then in the final week we showcased all of them in a presentation run. Most of the students just slapped pong together and then fucked off for the rest of that month, but I got obsessed. What started as a simple test to see if I could make a top-down player character became a project that grew way too huge for its uninspired concept, that ended up getting a 5000 word lore doc from my best friend Zythia, and the ["help"](I'll get into that later.) of around 5 other students at its peak.

I'd thought about it before, but this was the moment that I knew for certain that being a Game Developer was what I wanted to do. Creating interactivity out of nothing, making a game that I got to show other people, it felt like magic. I still believe that programming is the closest thing you can do to literal magic. From words, an entirely functional entity is born. From code, behaviour. It's beautiful. And I got so caught up in it.

I'd cram through my homework every day at school, just so that I could pull out my laptop and spend the last 20 minutes of each class fiddling with the tilesets, or the map, or the player collision (I tried so hard to get multiple overlapping collision maps for different elevations working properly...) It got to the point that my teachers were fed up with me using my laptop, but I always got my schoolwork done first so there was nothing they could really do about it but grumble. That gave me no small amount of satisfaction back then, rebellious teen that I was.

We were planning 3D sequels and prequels focusing on Ademar's DAD before we even had a 10th of the first game done! And I'm not going to act like the concept was some hidden untapped gold, it was basically Zelda, but without the plot. You ran around the world grabbing four elemental orbs to seal away a big bad wizard. The only kind-of unique thing at that point was that at the beginning of the game, he'd make fun of you. Thanks, Zenan!

But even if, for all intents and purposes, I was living a fantasy of making a worthwhile videogame, that I was really just making baby's first programming project, it felt so real to us all. So much so that we put together an entire website, we made a "Company Name" that we referred to ourselves as with no legal paperwork. I think we used "Inc" in the name, pretty sure that's against the law.

And for those golden two years before everything started to go south, before I got more assertive about wanting to work on a project where I wasn't the only person who did anything, we posted on that website constantly. Sometimes multiple days in a row. We were basically talking only to ourselves--we had zero organic traffic,--but nonetheless it served as a time capsule, an archive for all that we had done, both so little by the standards of game development, but so much for a group of five teenagers that were just trying to figure out how this world even worked. And as I read through the XML files containing all the posts that I used to hand-write and toss into our horrible PHP blog engine that I smacked together, I felt that maybe there was something there to save.

That website, along with even its archives on archive.org, are long gone now. The only remaining references to it are on my own hard-drive, down the doubly-nested don't-give-a-shit path of ~/Code/0_archive/0_php_sites/toasted.games. And I'd like to recount them to you, so you can see the world I lived in the way I did. On with the posts!

Forget the posts, skip to the conclusion!

The Great Archive

It's a blog!

Aurailus

December 6th, 2015

That's all there is to say. Whoopie...

Yes, we did feel the need to christen the new blog with a "this-is-a-blog" post.

Physics

Zythia

December 7th, 2015

We here at Toasted Games are working hard on Ademar's Quest, (and some other games yet to be revealed) and we just wanted to tell you what we got so far. We've started work on the main overworld as well as what Auri calls "physics", and combat is half finished, as well as beta enemies.

A small aside, but while I've kept these posts as true-to-form as I can, I have changed a few things that aged particularly poorly. We were stupid teenagers, after all. I've also adjusted the names and pronouns that ended up drifting over the years, because yeah, I guess birds of a feather really do flock together.

TREE JOINS THE BATTLE!

Aurailus

December 7th, 2015

Sooo... yeah. As you've seen from the image above, I've made some new tree textures. Hopefully this will serve to brighten the grass plains area up a little, making it so that there's more than just wheat and some wild grass for vegetation. In other news, we have spent plenty of time ironing out the bugs and kinks of our website, (if you haven't seen, the new URL is www.toasted-games.com, although the Weebly link will work too.) And we have also spent wayyyy to much time arguing about textures, and tiles, and what to do next. Hey! It's hard being the lead programmer, artist, and co-owner of a company!

That's all for today, if you want extra sneak peeks at the development, sign up for the newsletter! Goodbye... :)

Note this was the same day as the previous post by Zyth. I love looking back on my notes on being a "co-owner of a company", especially now that I have firsthand experience doing that in the real world.

Thursday Update

Erik

December 10th, 2015

So while Auri is indulging in a long-awaited break, I've been slaving away at the keyboard. The MIDI keyboard that is... Music is finally being created and added, and the game is fully functional from what we have seen so far! Hooray for minimal bugs!

For the extra-special sneak peeks of Ademar's Quest, Be sure to subscribe to our newsletter! Goodbye everyone!

Erik was the third player in the game for a while. We became friends in the same grade, and he sort of just got osmosed into the project by nature of being friends with Zyth and I. His primary role was making music (though I don't think he ended up actually making any pieces that got into the game), and he did a bit of programming as well. It's interesting looking at his posts years later, as at this point I haven't spoken to him in around six years. We went our separate ways, and I don't think I've thought of him until now, but I hope he's doing well.

We also really wanted people to sign up to our newsletter.

We never used it :)

New years, new features!

Aurailus

January 8th, 2016

Hey there everyone, first off, let me apologize for the lack of blog posts since Christmas. We were caught up doing family things, and of course, Christmas break is our break too. We are getting right back to work programming the game, though. And we have already made some major improvements. First off; we have the first boss 90% programmed in! I'm not sure if we have mentioned this before, but we are planning on having 11 bosses. The four elemental bosses, 6 mini-bosses, and the FINAL BOSS. Although the elemental bosses might have a little more up their sleeves than meets the eye. If you would like to see more media, then press this button:

Media (nonexistant)

In other news, the first newsletter, (January Edition) is coming out on the 31st! We are super excited for what we get to show you, and remember: The newsletters have data and images never shown in the blogs. And they only go out once, then they're gone forever. So if you want to see sneak peeks of whatever we're making, then sign up now!

Reminder. Newsletter never used. Also, click the button for some authentic high-school programming.

Like a Boss

Aurailus

January 10th, 2016

As the title would hint at, our first boss has been functionally completed! It is the tutorial boss, and is found nearby the town. He takes a total of 3 hits to kill, (I know. It's insane) but is not as straightforward to hit as you may think. We also made a fancy boss bar image.

We also added a short gameplay section before the official start of the game. On a scale of puny to terrifying, how ominous does this look?

Well, that's all I have to show you guys for now. Happy Chistmas and New Years, by the way! Post what you got in the comments :)
Auri, OUT!

I think it's interesting to dissect how the limitations of my artistic and programming abilities influenced the game at the time. It's easy to see the Minecraft inspiration laid bare in the second image's tilesets, and indeed, almost every material that exists in the game is directly based on some sort of Minecraft block, as making Minecraft texture packs was pretty much my only previous exploration into digital art. And for the dealth bar, the actual bar being a single flat color was simply because I didn't know how to do anything else! Oh, what simple times.

Hooray for Music!

Erik

January 11th, 2016

As some of you may know, music is not an easy task when it comes to making it. Even worse is that you have to make the music ENJOYABLE. Now that I have that done and over with, music has been made for the first section of Ademar's Quest! The reason that we are so excited about this is because we are releasing a demo of our game, which consists of the tutorial of Ademar's Quest! It is planned to be released at the end of January or the beginning of February, depending on the circumstances. Have a great day peoples!

Spooky Spectre

Aurailus

January 12th, 2016

You guys... Really need to comment. We have no idea what you want to read about. But whatever! We got a spike in page-views from my last post on the creepy dude, so here's another peek! Also, that's a demo of the new textbox graphics I am working on. We aren't gonna tell you when in the game this takes place, or who the Specter is... You'll have to find that out yourself, in the brand new DEMO!!!*

*Demo may not be brand new. Demo will not be released until late January / Early February. Demo may not be labeled in all capital letters in the released version. If you are unhappy with your demo, please send your complaints to your local paper shredder.

IIRC, the "spike in page-views" mentioned was like 10? I don't think a single human outside of our direct friend-group read our blog. The original version of this post had a YouTube embed attached, but unfortunately that is now L O S T  M E D I A. We've all lost something wonderful here.

New Game Announcement!

Aurailus

January 14th, 2016

So, I've been working on this side project for a long time. It started as a final project for my computers class in high-school, but evolved to so much more than that.
Introducing... OBSTRUCTION!

<Missing YouTube Video>

The game will primarily focus around playing other people's obstacles and getting the top score for a obstacle set (a collection of obstacles), but will also include a short campaign, and two multiplayer modes. There are a variety of art styles and tiles that you can choose from, and you can make anything, from a grassy plains portrait, to a giant maze of death that even the most practiced players would balk at! For more information, click here: <Omitted>

Please do not be concerned, this game will not slow down the production of Ademar's Quest, which shall remain, till completion, our primary project. Thank you :)

Of course it wouldn't slow down Ademar's Quest, despite me being the sole developer of both projects :P
Gotta keep up the PR presence for your zero viewers :)

I'll be minimizing posts about random side-project and tangents from now on, unless I have something interesting to say about them. For some reason, at the time, we were really convinced people would care about whatever it was we chose to make. Nowadays I know that people don't care about anything that we made, but if you're reading this article, I'd like to at least keep the narrative a little coherent. :P

Go the Hell to Sleep

Aurailus

January 16th, 2016

Oh wow, Thank God It's Friday, am I right? (Well, technically it's been Saturday for 40 minutes, but who cares?) Me and Erik have been working on the finer points of the story. And some of those finer points include subjectively guiding the player so that they know what to do, without feeling as if the game slapped them and yelled the solution to them! Sometimes though, you have to be a little bit blunt...

Ah well, what can you do? Sometimes the player needs some direct guidance, and the beginning of the game is the perfect place for it! Wait is that a spoiler? Ahh, never mind.

SIGNS!

Erik

January 20th, 2016

We are making signs. We are talking to each other about our life choices. On a side note, title screens are actually things now! One question to you all: Should we have a title screen with Ademar's Quest-type detail, or a somewhat more detailed version that may or may not fit with the game?
Many regrets, Erik
P.S: Sorry for the short blog post

It occurs to me that the only real difference between our posts from then and now is that in the past, we believed people read our articles. Nowadays, I have no such delusions. I just write these for me, and if somebody takes the time to read them, I get REALLY surprised.

A Disaster and Demo Announcement

Aurailus

January 28th, 2016

Today marks an important day. A day that will change our lives forever. It is the day that I retroactively edit a blog post I announce the release date for the demo! No, I'm not actually releasing it today, don't get your hopes up. It will be OUT on the 5th of February though, so buckle your seatbelts!

In other, sadder news, my laptop got trashed... so progress on the game might be slowing down a little. Although I still have a PC at home to work on it.
Cya :3

Ademar's Quest Demo is OUT!!

Aurailus

February 5th, 2016

Hey guys, it's Auri, and I have something so exciting to talk about today. The Ademar's Quest Demo is released!
(right on time too, almost like I edited the last post after the demo released to say the correct date...)

We at Toasted Games are so excited to bring you this Demo. It has been an exciting 4 months since we started this project. (4 months, wow!) And we have no plans to stop working on it any time soon. The link above will take you straight to the download page, where you can get the demo completely free of charge, no conditions applied! The most helpful thing you can do for us right now is to download our game, and get more people to know about it. Thank you, thank you, thank you! We are so happy to have people to see our game!

I'm reading these posts in real time as I comment on them, and when I got to this one I was so shocked and proud that we actually made our release window. Then I read the body of the article and realized that nope, I just edited the old one to make it less embarrassing. And then commented on the fact that I tried to save face in this one. Stellar work.

Will be Working Soon!

Aurailus

February 9th, 2016

Hey guys, Auri here. I just wanted to write to say that I am about to order my new laptop, and will be able to work on the game again soon! The laptop is a dell 15.6 inch with an i7 processor, 8 gigs of DDR3 ram, and an NVIDIA 970 series graphics card, with 4 gigs dedicated ram. But enough about me, what about you? How do you like the demo? We would love if you could send your feedback to us if you have played the demo. Here's a link if you want to:
<Omitted>
Well, that's all for now, thanks for reading, and stay tuned for more updates on the game!

I like to imagine this weird hypothetical future where Toasted Games became the next big name in the game development industry, all while we were posting things like "buying a new laptop, check out the sick specs!"

Taking some time to fix things up.

Aurailus

February 11th, 2016

Hello everyone. My computer still hasn't arrived, so I've been taking some time to do some less hardware-intensive tasks. Hopefully this is enough for people, because the productivity isn't exactly through the roof right now, without a laptop and all. Here's a nice bullet point list for ya:

  • Redesigned the website. Graphics and text tweaked in several locations.
  • Search indexed the website. Now you can find us immediately by searching 'Toasted Games Inc', or slightly further down by searching 'Toasted Games'
  • Got rid of the Weebly branding on the website. Yuck.
  • Added a custom favicon to the website. Now you'll be able to recognize us quickly in your favorites bar.
  • Added a navigation bar at the bottom of the website. Mainly for fun and to get re-acquainted with HTML, but is useful too.
  • Renamed several pages when appearing as text on a tab.
  • Merged the Ademar's Quest page with the Ademar's Quest Demo page. There didn't really need to be two.
  • Merged the Home and Games pages, because we had nothing to put on the home page.
  • Re-applied for ad-sense.
  • Got re-denied by ad-sense.
  • Ate a cookie.
  • Hired a new employee.
  • Murdered Erik for unproductivity.
  • Got bored of thinking of funny things to put on this list.

Favicon Votery

Aurailus

February 12th, 2016

Hello all, I have a short question to ask you. What favicon do you prefer? (A favicon is the icon that appears on the top-left of a tab on your browser. Here are the options:

Hey, it's Auri from the futurrreee! Just adding this while I'm porting over the posts from the old site. There used to be two terribly scaled favicon images here, and a link to a strawpoll (so unprofessional) to vote on them. It doesn't matter anymore since we're using the Toasted Dog now, so I'm omitting it. Cya :P

If we got rid of the entire point of this post, why did we port it over in the first place?

Where we are and where we'll go

Aurailus

February 17th, 2016

Hey guys, it's Auri. So I've been thinking about what direction we want to go with Ademar's Quest, and I drafted a bit of a roadmap. I will show the Image below, and attempt to explain it as best I can.

This road map shows our next few steps in developing Ademar's Quest. They are the main stepping-stones we must cross to get to a more polished game, and a more satisfying experience. The changes we need to make fall under two categories, the Function route and the Design route. Just to be clear, we are going to be completing things in both categories, I have just organised them like that for ease of reading and organisation. Below is a detailed explanation of each planned feature on the roadmap.

Design Route

The first two features on the design side both sort of tie into one, so I will talk about them both here. Exit points are places or times in a game where the player wants to put the game down, and take a break, either for good or bad reasons. In a designers perspective, any exit point that leaves a player feeling angry with the game is a bad exit point. These bad points include death, confusion, and boredom. A good exit point is when a player closes the game feeling accomplished, and with intentions of picking it up again later. We want to include a healthy amount of good exit points, but as little bad ones as possible. An auto-save is an example of a good exit point.

Ideally after each boss fight, we want the game to save automatically, and transition to somewhere calmer, to put the player at ease. For example, we are planning to have the player sent to an Inn in a nearby town after defeating Gradon. This is a good exit point, because the player has just been moved into a calm place that practically screams "you can leave if you need to!", but also promises excitement right outside the door, because you are in a new place that you previously didn't have access to, where new adventures await.

The third design feature on the roadmap is the Excitement curb. This is what an excitement curb looks like:

The blue line is how excited the player should be at any given time. The type of excitement can range from fear, to happiness, to tense dread. It doesn't matter, but it has to be something that will keep a user stimulated and interested in the game.

The white lines show where plot points and actions should go. We have them filled out roughly, but to show you that would be major spoilers!

Function Route

For the function side of things, most of the features revolve around combat, which is one of the main aspects of the game. First of all, we have Improved Enemy AI. Remember these guys from the demo?

Well they were using very simple programming, that told them basically: "MOVE TOWARDS THE GUY." I want to completely reprogram the player tracking, and movement scripts for these guys. I want to program them to search for your player in a radius, and if they see you, move towards you in one of 8 directions.

They will continue moving in the direction that will bring them closest to your location, unless they hit a wall. If they do, then they will send out invisible checkers, to attempt to find a clear path to you. If they do, they will begin taking it, or else they will go back to being idle, until you come in range again.

The second feature that I want to work on for function, is the ability to have Ademar do more than just walk and hit. Ideally, I would like walking, sneaking, sprinting, and critical and sneak attacks. Critical attacks would occur when sprinting at an enemy, and sneak attacks would occur when sneaking. Sneaking and Sprinting would affect speed, and how visible you are to enemies.

The last addition to the game that is mainly for function is an inventory. This would be a list that you can access at any time, holding all of your consumables and gear. You could store food, or healing potions or other items inside of it, and use them on the go, instead of having to go to an Inn to restore your health.

The "New Savegame Format" text should be pretty self explanatory. We are going to reprogram how the game gets saved, because it's super inefficient right now.

Well then! I guess that's all I have to say right now. I hope you enjoyed this post. I've literally been working at this since 9AM, and now it's 10:30. Comments would be appreciated, thanks.

PS: Re-applied for adsense again.

We really wanted Adsense so that we could make "money". I think we eventually got it and made like 4 cents, while miring our GAME DEVELOPER COMPANY WEBSITE with banner ads, because that looks incredibly professional. I'm pretty sure our friend's Google Account that we used to apply with also got permanently banned from AdSense from this, since we lied about our ages and applied while we were like 15.

Spatial Obstruction

Aurailus

February 22nd, 2016

Hey guys, it's me! The guy! You may have noticed that I changed the graphics for the website, and I redid all the social media banners. The most notable change was obstruction. Wonder why? Because I'm working on Obstruction!

No, I do not have my laptop yet, but I am using my desktop computer to work on it. It isn't as fast and I don't like working with it, but oh well. I basically rewrote most of the game. If It wasn't physics or gamespeed, it was graphics or parallax scrolling. All in all I think I put about 5 to 6 hours of work into it on my weekend, and the product of that work is an Obstruction that i'm much more happy with. Let's dive into the specifics!

  • Gamespeed: I reprogrammed the game to run at 60 frames per second as opposed to 30, because there was a lot of jagged and jerky transitions that I wasn't happy with. I believe the reason for this was that I am using the ScrollX method of movement, which boils down to me having the objects and me move backward in a stationary area, as opposed to us moving forward in a long room. The reason for this is so that we can program the rooms to be as long as we want, and don't need to worry about the lag of loading a room that long, or the pain of setting the room distance during gameplay. Plus, an infinite mode for the game would be completely impossible using long rooms, because the game would eventually crash from a stack overload trying to render a that was too long.

  • Graphics: I was never too proud of the game's graphics, especially the player. I have showed the player sprite to a lot of people, and no one knew that it was supposed to be a guy's head and feet. So I decided that instead of trying to fix him, which I wasn't sure how to do, that I would redesign all the graphics. The game now takes place in space! (And there's a great parallax in the background, because I felt like it.)

  • Campaigns: We are in the process of implementing the ability for players to create custom campaigns. Hopefully this will allow people to be even more creative with their work, and share with others. We want to add settings that the campaign creator can tweak for level speed, length, lives, and bullets. Were also working on ingame level sharing, so that people don't have to manipulate files to play other people's levels.

Sorry for the long post again today, but I hope you enjoyed it regardless! Thanks for reading our blog,
-Auri

"the game would eventually crash from a stack overload trying to render a that was too long." - Auri, 2016

It's really interesting looking back on the posts about Obstruction and trying to imagine literally anybody caring. It was basically a level-builder where you could create static "obstacle courses" that you had to fly a ship through, which you could reposition with the arrow keys (no gravity or velocity or anything). It was an autoscroller, and basically had no mechanical depth.

Ademar's Quest News - Day 1

Aurailus

March 1st, 2016

Auri is here again with cool AQ stuff! I'm doing a post about Ademar's Quest every day for the next week! Today I was working on creating custom sprites for houses which I think look pretty promising. Long past are the days of tileset-based houses. Now, there will be custom textures for each house to an extent, all Important houses will have their own house, while some of the more useless or filler houses will just share a standard texture, unless I have some spare time. I don't have an example of the houses right now, but here's the new sprite of the well, which was just a few stone tiles with some bricks on top before.

Well, that's all I have for you guys today! I hope you have a good day, see ya tomorrow!

Ademar's Quest News - Day 2

Aurailus

March 2nd, 2016

Hey guys, it's me again, who you ask? Auri of course! I have some new stuff to show you today! I have the first finished house texture, and I'm super proud of it. This is probably a house for the beginning area of the game, which was called 'Halsworthy' in the demo. That name gonna be changed soon, to something that fits the theme of the game and town better. Halsworthy sounds like an 18th century port town, not a medieval village. Aaaanyway, here's the picture. For all I know you're not even reading the text I write, and have just been looking at the picture and are about to close this tab. Great...

Ademar's Quest News - Day 3

Aurailus

March 3rd, 2016

Hey guys, today I've been re-writing the scripting for the game, optimizing it and making it easier to understand. The game has been slow for a long while, primarily because of us not understanding our own programming, and instead of intuitively adding script where it would fit efficiently, just sort of... stuffing it in there. For example, when the characters talk in the game, it creates a new object to draw the text, which inherits the character's properties, such as what to say and what voice to say it in. This is actually an efficient way to do this, except I left all the scripting in the character to control the text too, from back before we had the new system. That means we had two things trying to talk at the same time and killing the game. This actually caused a lot of lag when you were in a conversation.

A sneak peek of Squigglemar's Quest! A new hit indie game from Erik, the most (not) useless member of Toasted Games.

At this point, you might be noticing a pattern of vitriol towards our third member of team. Putting aside the abject horror I feel about having publicly shamed a member of our team--including (in the original copy of this post), his FULL LEGAL NAME--I also have to note looking back on this that he was a volunteer. None of us were being paid to do this, we never made any contracts or agreements. This was just a friend group squabble that became super vocal and embarrassing because the world made the mistake of giving a bunch of high-schoolers a blog.

Also, I spent 5 minutes trying to get that image to render crisply before realizing the actual PNG itself has that fuzziness built-in. I have no idea if that was intentional.

Ademar's Quest News - Day 4

Aurailus

March 4th, 2016

Hey guys, it's me again. Today I'm gonna talk about how attacking enemies works in-game, and what i'm going to do to improve it. Buttt, before I get into it, I feel obligated to mention that Squigglemar's Quest is not real, and while I know you've begged for it since yesterday, Erik feels there's too much pressure on him to work productively. Poor Erik...

Anywhoser, about the attacking. Right now, an aggravated creature does exactly two things. it moves towards you, attacks you if it's in range, and runs away. This isn't great, because first of all, the player has no knockback or invincibility timer, so if you're getting attacked by a group of enemies, then you could just die inexplicably, because all the enemies register hitting you at once.

Here's what I'm gonna do about that. First of all I'm going to add knockback to the player and enemies. Each creature (and the player) will be checking if it has any velocity, and only have AI (or controls, in the player's case) if it doesn't. If it does, it will follow the velocity, and go flying in a direction. Second, I am going to program a global variable for Ademar. which will be an Invincibility timer. The timer will do all the standard things, making Ademar flash when he's invincible, stop him from being hit when he's invincible, etc. Creatures won't get this effect though, because not only is it taxing on the game, it's also a bad design choice. Ademar attacks very infrequently, so if he attacks and the attack just doesn't work, then the player's gonna be angry that they have to wait for their axe to recharge.

Ademar's Quest News - Day 5

Aurailus

March 5th, 2016

Hey there! Today I have some interesting news, not about the development of Ademar's Quest specifically, but about what will happen afterwards. These animations were made by a guy we know. We gave him the sprites for the air and fire orbs, and he animated them. The GIF animations below is the outcome. Don't they look good?

We were pretty damn impressed, and we told him so. Now, he's just recently created some concept art of a non-pixellated Ademar. The idea was that he would show up on posters, or promotional artwork.

I was pretty excited at that idea, because Erik and I had discussed making Ademar's Quest posters, and if we could get our friend to help us with them, then they could become a reality! I'm actually excited about this, because although I'm not much of a merchandise purchaser, I do love me some posters! Tell us what you think in the comments, because we'd love to do this if there's a demand for it. See you tomorrow!

Ademar's Quest News - Day 6

Aurailus

March 6th, 2016

Hello from the other side guys! It's me, Auri. Today, I have a quick little follow up from March 4th. Here is a map of the enemy AI, that will be implemented shortly.

I know today was short, but i'm a bit pressed for time right now. I'm writing these all in advance. For me it's Febuary 29th, and I need to write 3 of these, because I can't write any for the beginning of March. Oh well! Cya.

I wrote all of these in advance? I legitimately didn't realize that until now. Huh.

"Someone_Dwarf_Fat"

Zythia

March 6th, 2016

Did you know, in the game's scripting, Ademar is referred to as "Someone_Dwarf_Fat?" This is because while in the planning stage of Ademar's Quest, we had a few concept designs for Ademar, these being "Someone," "Someone_Fat," "Someone_Dwarf," and "Someone_Dwarf_Fat." These were essentially the same sprite as the current Ademar sprite, but with different widths and heights. We ended up going up with "Someone_Dwarf_Fat" and chose the name Ademar.

Ademar's Quest News - Day 7

Aurailus

March 7th, 2016

Hey there, it's me. Auri! Today is the final day of this little blog marathon. I hope you've enjoyed it so far. Today I have something a little bit different. I want you guys to create a conversation. Below is a comments plugin. Get in there and make friends with other Ademar's Quest fans! Or hit the forums, their a great place to meet people too. We've spent a lot of time creating these services for you, and we would love if they were used, and made you happier. So do it! Gooooo!

"Please love us"

Ademar's Lag

Aurailus

March 9th, 2016

So I bet you're pretty tired of these boring, short blog posts coming out at the exact same time every day, huh? Well, I shall now relieve you of this boredom, because that is over! Hooray! I was running a test. I wanted to see what days would be the best to post on, e.g. when I get the most views, etc. I've discovered that those days are Wednesday, and Sunday, (although I'm sure Zythia corrupted the results with his post about fat dwarves...) which is when I'll be posting from now on. Here's the stats if you're interested:

Anyway, onto what I'm actually here to talk about, LAG. wait, no. Ademar's Quest. Yes. That's what I wanted to talk about.
Ademar's Quest has been preforming pretty badly on some computers we've tested it on. The game seems to lag in particularly big areas, and when players are talking. Now, the big area lag is pretty simple. The game is rendering 8000 by 4000 pixels (about) at once in the town, but the talking lag is a bit more complicated.

So, the lag originates from an older version of Ademar's Quest, where the NPC handled the talking, instead of spawning an object to handle it. The NPC's still had some old script to talk in them, even though they now read all of the data from the talking object. This old script was still running, and not only did it make the talking buggy and unpredictable, but it also made useless lag, as both objects were fighting to run basically the same script.

I've been working on the game a lot lately, and I feel like I'm making a lot of progress. But that's all for today! So... bye!

-Someone_dwarf_fat

Oh no, some self-awareness! Also, I'm pretty sure that analytics graph was doctored in some way.

Look at it!

Aurailus

March 13th, 2016

Isn't it just precious? :3
(Ademar skipped leg day)

Ademar's Quest Demo 2!!

Zythia

March 14th, 2016

Hello Internet! We are happy to announce an updated Demo for Ademar's Quest will be coming out late 2nd to 3rd quarter this year! We fully understand that the first demo was buggy. We had to rush it, because at that time we were making Ademar's Quest for school. We aren't anymore, however, so now we can focus on making quality content instead of getting stuff done fast. We are really excited to show what we've gotten done since then. The new demo will be the finished version of the intro quest (the Gradon fight), and will have up-to-date features that we've been working on for a long time, and probably a little more content if we have time. Watch out for more news!

Nyar, Jam!

Aurailus

March 29th, 2016

Happy end of Spring break everyone! Wait, that's not happy! Oh dear... that means that we're going to have to be productive again?

Ehh, whatever. Hey, I have a question: Does anyone know what Ludum Dare is? I didn't either... Apparently It's a really popular Game Jam thingy or something. Honestly I don't really know because their website looks like it was made it 2001... But from what I can understand you make a game from scratch in 48 hours, and you submit it, and that sounds fun to me!

The next Ludum Dare is in 2 weeks, on the 16th to 18th, and Erik and I (and maybe Zythia) are going to be participating. I'll keep you updated on the theme once it gets announced, and any other info that I think is important.

Also, one more thing: If anyone would be interested in us streaming the entire thing, no face-cam or anything special, but just Erik and I programming, let us know in the comments.

Not the Ludum Dare shade come on

Actual News that you'll be Interested in!

Aurailus

March 30th, 2016

Today I'm gonna treat you. I'm going to actually talk about our game! Whoa!

So, Ademar's Quest has been in development for a while now without me blogging about it. I'm assuming that annoys you, but the truth is that there hasn't been anything flashy going on for a while. I've mostly been focusing on optimization and bug fixes. After the buggy mess that was the AQ Demo, that has been my primary focus when programming. While it does feel good to me to fix an annoying glitch that's confused me for weeks, it doesn't give me much to talk about. But, Since you all so obviously* want to hear something about the game, I'll talk about a particularly interesting bug that has occurred recently.

For a long time I've had issues with the terrain tile-set we use to build our maps, and I decided to fix it. The problem (as you can see below) was that there was no space to add more textures of a type (dirt, grass, etc.) near the originals, which I wanted to do, because scrolling through half of a huge image file to get to one tile, then scrolling back to get to the rest isn't fast or efficient. My simple solution was to put some blank space between each row of tile-groups. I knew this would cause problems, however, but I didn't realize just how extensive those problems would be.
*Obviously: Given no hints at being interested at all.

When I moved the textures, all of the existing tiles in the game that occupied the spaces where there was now emptiness were invisible, which is problematic because tiles take up processing power to render, and even if the tiles don't have a texture, they're wasting power that could be used to run the game. Basically that means I had to remove them all... but I couldn't see them. Because they were invisible. So, I made a missing-texture image (the black and pink squares), and pasted it over all the blank tiles in the image.

This gave all the invisible tiles a texture and oh my god it was bad! Every single piece of water that Erik and me painstakingly placed was now a missing texture. That sucks. It meant that I had to erase all of the missing textures, and replace them with the working water textures. What I have fixed has taken ages, and the worst part is, I've only fixed a tiny part of it! Practically every level in the game is broken in some way or another.
So... I guess I'll be busy for a while.
-Auri

Despite this sounding like a lack of knowledge leading to a horrificly inefficient manual solution, afaik the version of GameMaker we were using actually didn't have tools to reassign tiles in a tilemap, so if you resized or moved tiles in the tilemap, you actually had to manually fix all of them.

Ademar's Quest Update

Zythia

April 1st, 2016

Admer Quest updat.
we arr makn a noo vrshun of adamr crust an dis wll be da finl vershun of da geam.da geam will relees januwary elevnty too twenty tenteen. dis vershun wil feeter a new engn mad by me. zifeeeya. i also fird n kild a rock n ban.dey ar stopid an dumb

dis iz da best vershun of adermer ques to dat. an it ws mad by me. zifi a. an it will cost 100000000000 dolers.

Odimire wishes u hav a grat day

Oh noooooo

Aurailus

April 12th, 2016

Why did I decide to be productive, again?

Ladies and Gentleman, I reveal to you, Ademar's Quest, only $4.99!
(Get it now while stocks last)

Ludum Dare Roundup and Chitchat

Aurailus

April 19th, 2016

Oh man, it's been a long weekend. For those of you who don't know, last weekend Erik, Flightman and I participated in an online contest called Ludum Dare. You can go to their website for more information, but the basic premise is that the participants vote on a theme, and once it's decided, they have 72 hours to make and submit a functioning game based on that theme. This time was the 35th Ludum Dare ever, and the theme was 'Shapeshift.'

Right from the get-go, Erik and I knew this was gonna be tough, mainly because I had little experience with the Sprite-changing and Form-Dependent mechanics that would need to be implemented for a game where the player shape-shifts. We also just straight up didn't like the theme, so our fountain of ideas ran a little dry. We had been voting from the beginning, and out of the final 20 theme suggestions, we were hoping for 'The Light Hurts You.' Here's a graphic of the final scores, uploaded to twitter by @ludumdare:

As you can see, people knew what they wanted.

Eventually though, after a few hours of getting the basic mechanics in place, we had an idea that we were satisfied with, and that was a wave-survival game based around the concept that you could shift into the enemies that you've killed.

I'm not going to lie, we didn't have the idea completely formed in our minds from then on, not even remotely. But we always had that core style in our head as we developed what came to be known as 'Soulshifter.'

We're really proud of the game, and the judging round is still happening now, so suspense! We hope that people score us well, but even if we come in last, participating was still worth it for the experience. We have a download link for Soulshifter on our webpage, and we plan to keep expanding it into a fully formed game.

Fancy Page Edits

Aurailus

April 21st, 2016

Hey there fans I don't have! How are you? Good? Me too. I just gave the site a little makeover. Here's a list of what I did:

  • Made all the fonts Railroad. (the random differences were annoying me!)
  • Made the fonts thinner. (because it's prettier that way <3)
  • Made the page buttons bold. (for emphasis)
  • Removed the blog sidebar. (it wasn't showing anything useful, anyway)
  • Made a 'More' page and made Contact, FAQ, and Newsletter subpages of it. (it was cluttered)
  • Updated the tags on all the pages. (Some things were off)
  • Converted the home page into a recent-news thingy. (why am I writhing things in brackets for every point?)
  • Updated some text that said we didn't have any games made. (because Soulshifter!)
  • Updated the buttons on the Games page and the Store page to include Soulshifter.
  • Updated the text that appears on this tab.
  • Tweaked some colors.
  • Changed the blog comments to tie in with the forum.

So yeah, now the blog comments use Muut, so new comments will also show up on the forums! You also use your forum account to comment now, so now there's one less account to deal with! Happiness!
Alrightimdone.
-Auri

Soulshifter Post-Mortem

Aurailus

April 26th, 2016

(I had to look up what “Post-Mortem” meant because I was so confused at all the blog posts with it in the title. You better be grateful!)

Soulshifter is a game about killing enemies and stealing their forms (sounds morbid, I know). The enemies come in waves out of portals, and you must survive a set amount of waves (based on difficulty) to win. But that's not all Soulshifter is. Soulshifter is a game about competition, about teamwork, about challenges, and about new experiences.

Me, Erik, Zythia and Flightman worked harder on Soulshifter than on any other game we've ever made. I programmed things that I had no clue how to program before we started. Flightman made fantastic art in a style he had never tried before we started. Erik learned he was a way better musician than he ever thought he was before we started. We learned that we were a better team than we thought we would be before we started. Soulshifter, and by extension, Ludum Dare did and meant so much more to us than we ever thought it would.

Of course, we didn't get everything we wanted into the game, but when has anyone ever began a Ludum Dare and finished with everything they wanted originally plus all the things they thought up along the way? We got a game we were happy with in the end, a solid base that could, and will be easily expanded in the future. We got a game that we were proud of, too.

To summarize, our time last weekend and the following days after was amazing, we all enjoyed the competition, and all of you, the community. We're happy with what our game became, and you'll definitely see us next year. Happy game design,

- Auri, and everyone else at Toasted Games.

Networking in Gamemaker

Aurailus

April 27th, 2016

I downloaded a demo for Gamemaker a few hours ago that was a working Multiplayer brawler. The game itself was pretty lackluster, downright unpolished in places, but the programming and logic behind it was pretty interesting, and showed me some things that I didn't know you could do in Gamemaker, much less so easily. Here's an image of what I'm talking about.

Here's why it's cool:

The screenshot might look like a mess, but it demonstrates some pretty neat points. I highlighted the things i'm gonna be talking about in red.

  1. This UI that appears in the top-left window might not seem interesting at first. I mean, it's nearly debug info, it's so basic! But what makes this cool, is that it only displays on the top left window, which happens to be the player hosting the server. This displays that it's possible to show UI and other elements only to the server host, and by extension, shows that it's possible to show UI and other elements to specific non-host players.

  2. This might seem like a random piece of profanity to include, but that's not the reason I'm showing it. That name specifically isn't important, it's the fact that you can set player-unique names that interests me. When you start the demo, it asks you for the name of your player, (which defaults to 'Mark,' as you can tell...) and it shows it above their heads! Which is cool. I think...

  1. The colors. I didn't set the colors of the players, and there isn't a million different sprites for players with different colors, either. What I think is happening is that the game is taking the white sprite and tinting it, but I'm not sure. I'm gonna look into it a bit more, but regardless, that's a cool way of identifying players.

And just as an ending note, I was running 11 copies of this game at once, on the same computer. Yeah, the game isn't very substantial, but it wasn't lagging a bit! That's some efficient programming.

That's all I have to say, though. So go away!
- Auri.

While I've read a lot of things in this memory road that made me feel less than happy, this is the most disappointed I've felt in myself so far. What's the point of throwing so much shade about how incomplete a demo is? The purpose isn't to a be a game, it's to be a foundation for learing. And I spent basically the whole article shit-talking it. What was wrong with me?

Zenan hit his head...

Aurailus

April 29th, 2016

I've been reworking the textboxes AGAIN, because I might have saved over the only up-to-date version of the game with working textboxes. Since I had to completely reprogram them, I decided to make some improvements. Nothing too important gameplay-wise, but it will help us develop. The latest bug-testing session with our good friend Zenan had some 'interesting' results.

Hey Zenan, what's up?
♦♦▯♦♦♦!
Ummm.... Yeah bro, totally.
A R E.
Yes... I am...?
have power over everything in this land.
Really Zenan, because you seem a little unstable right now...
Orbs.
... ... WTF ...

(Call help!)
- Auri

Girl, learn version control already!

Obstruction and Ludum Dare Scoring

Aurailus

May 11th, 2016

Hey guys! I'm here again bringing life to your life! Life, life, life. Anyways, check these numbers out!
(Needless to say we're really proud...)

But enough about that! I already made a whole blog post about our experience, which is down below somewhere. Check out this cool little snippet!

Obstruction! I've been working on it and stuff. Expect some more news on it soon.

Imagine what past me would think knowing that I eventually got 2nd in a Ludum Dare?

Obstruction Campaigns and Online Sharing!

Aurailus

May 12th, 2016

Hey guys, Auri here. I've been working on the campaigns for Obstruction for the past few days, and it's gotten to the point where I want to show you what I've done.

I've always wanted to have some sort of online-sharing mechanic implemented, with you uploading maps to a host server, and then other people could connect to the host server via an in-game menu, and download your maps, but that's never really been a possibility until just recently.

I wanted a way for multiple maps from the same person to be packaged together in some way, and after brainstorming a bit, I came up with the idea of campaigns. Campaigns would be collections of maps stored in one file, that anyone could download and play. I've been working on this feature for a bit, and this is my rough blueprint of what I want it to be like when it's finished:

As you can see, the game would pull data from an Obstruction Campaign file (.ocamp), and would display the information on the screen. From there you can play the campaign and edit it. (resulting in a new campaign, because you can't edit other people's campaigns and overwrite it, that would be rude!) The file would also include the campaign Title, Author, description (250 chars max), and Game Version. The game version is just to make sure that Obstruction doesn't try to load an incompatible file.

What do you think? I'm pretty excited to get this working, and I can't wait to show you more.
Cya, Auri.

(FINISHED) Ludum Dare Time!!

Aurailus

May 22nd, 2016

Notice: The competition is over, you can view our entry here: <Omitted>

I opened the Ludum Dare page out of sheer habit today, and saw something fantastic! Apparently tomorrow is the beginning of MiniLD #67! (Here's their post if you're interested) Mini Ludum Dares are much less challenging, and more fun-oriented than normal Ludum Dares. Developers have a week to complete their game, and the theme is announced in advance. As such, me and Zythia have been non-stop planning since we read that post. The theme this time is 'Classic Mashmix,' and we have to make a remix or mashup of any combination of these games:

  • Sokoban
  • Snake
  • Pacman
  • Breakout
  • Asteroids

We have a pretty cool idea for our game, but to see you'll have to watch our streams! Click here to go to our Twitch page, where we'll be streaming the event! Our streaming hours will be 4PM to 8PM UTC-8, and we welcome you to join us! We're really excited, and we hope you are too! Have a good day!
- Auri :)

Ademar's Quest Bytes and Sprites

Aurailus

June 2nd, 2016

Do these sprites look similar to someone you know maybe? Anyone?

Maybe this amazing person?

It's a me, Auri!

Yeah, that's right. My avatar is going to appear in the game as a seecret character somewhere, and I guess we'll see how long it takes for people to find it (Other secrets maybe included). Good luck!

In other news, I've been applying some huge optimizations to AQ, and cleaning up a ton of old code. Did you know that when I started programming Ademar's Quest, we used Drag 'n' drop? It's so bad! I've been working on converting all that to the nice long lines of script that we love. There's also soooo many deprecated and useless variables lying around that nothing is using, because they were all made for old functions in the game! All they're doing now however, is slowing down the game-speed and exploding the file size.

There were 10 variables related to if Ademar can move or not. global.playerCanMove, global.cantMove, canMove, global.inConversation, talking, roomTransition, global.moveTransition..... and only 2 of those were actually being used... Welp, I have more cleaning up to do... so cya!
-Auri

Oh wow it's baby pre-transition me. Hello gross little me!

Meet Beds Bedsley

Aurailus

June 4nd, 2016

Meet Bed Bedsley! The not-sneaky character that points a shiv directly at you and demands that you sleep in his beds! Bedsley's beds act as save-points in the game.

Bedsley is a strange man with a knife and a top hat, he is obsessed with beds to the point that he scares off customers. It's creepy.

So interestingly I swear I had no intention of this sounding like a weird gross inuendo. My 14-year-old brain basically didn't know that sex existed, so I apologize for the way that whole post sounds.

Good and Bad News

Erik

June 9th, 2016

So, I'll start off with the bad news. My computer screen is completely and utterly destroyed, and it'll be a while before I can get a new screen to replace the broken one. The good news is while I haven't been making progress on the game, Auri and Zythia have been, and we have a surprise that we'll be showing you soon.

Anyways, piss off and look at some other posts.

(P.S. Zythia and I will appear in-game as characters along with Auri's in Ademar's Quest also, so look out for those when it's released)

Bedsley Sprite Improvements

Aurailus

June 10th, 2016

Hey Guys! I'm back again with grooooovy news for y'all! cough, cough OH GOD, OK, I got that outta my system, so now I can talk like a normal person again. Remember the conversation image for Bedsley that Zythia showed off last week? Well, some of the colors on it were incorrect, so I changed them, and hopefully it resembles Bedsley's sprite a bit better. Here it is:

Old Bedsley
Base Sprite
New Bedsley

I think it's a nice improvement. In other news, I'm an idiot. Zythia and I have been working on programming the first dungeon (the image below is it's layout, with all the rooms erased.) and I had the biggest programming derp ever. I created the first 2 rooms and everything seemed fine, but when I walked into them with Ademar, the game slowed down to half speed. I believed it was due to the large amount of water objects I put in it, because SPOILER the dungeon's in a well, but NOPE, that wasn't it. After a few confused attempts at solving the problem, I added a framerate display in the debug menu.

As soon as I did that, the problem became apparent. The game wasn't running at about half speed, it was running at exactly 30 fps. And then it hit me. "Oh... I didn't change the room speed (target framerate basically) from the default 30 fps."

I guess it's safe to say I won't make that mistake again. Welp, I'm off to go break something else. See ya!
- Auri

Broccoli

Zythia

June 13th, 2016

I wrote a story about how I became known as 'Broccoli.'
Warning, this link goes to the most terrifying and disturbing corner of the internet, Zythia's blog.

<Omitted>

Editor's Note: When did Zythia become known as Broccoli?? I feel like I've erased whatever this is from my mind. The original link is lost, too, not even on archive org. I guess we'll never know. Tragic...

Obstruction!

Aurailus

June 22nd, 2016

Hey all, it's me again, Auri! So, I don't know if you noticed, but there haven't been a lot of blog posts lately... Sorry. Zythia, Erik and I have been super busy prepping for exams. But now I have a spare moment to write, and I'm gonna milk it for all it's got! I've been doing some work on obstruction lately. and seeing as my last real post on it was... May 12th!? Yeah, I think it's time for another. PREP THE SCREENSHOTS!!1!

Starting off simple, this is the title screen. Obviously it's missing a few key features like a close button, credits, etc. But it's gone a long way from the last image I showed of it, where it didn't have any buttons at all!

Let's take a look at the editor. As you can see, I've spruced up the borders of the screen with some metal stuff, and I've added a bunch of buttons since last time. The 8 wool-tiles on the left side of the screen are the tile select buttons, which change depending on the tileset. The green button directly underneath controls the selected tileset. The number with the arrows under that is the brush size selector, with the biggest one being 3, as you can see on the screen right now. The white bar on the bottom is where you input your map's title, and the red plus sign next to it is what you push to save it. The top-right button opens the menu.

This image shows what the menu looks like in the editor. The red button beside the menu button closes the game, and the items on the left are the currently saved maps. There's also a fancy scrollbar that looks really cool :P. Pressing the green button on a map will open it in the editor, and the red button will delete the map, after asking if you're sure you want to.

This image displays what it looks like if you press the 'Import Map' button. As you can see, it will open a file explorer window prompting you to select a map. This is for if your buddy makes a really cool map, then sends you it over Skype, or Google Drive or something. A little spoiler is that you can see the file extension we're using (.omap) :O

Moving away from the editor here, this is the campaign display. This would've been displayed after an image of the campaign select, but that's not working right now. Just know that it'll look like the map select once it's done. Anyway, this window shows the title of the campaign, the author, and a short ~250 character description of it, set by the campaign creator. At the bottom of the screen you can see the play button, and at the top there's a back button (to change your selected campaign), and an edit campaign button. (The edit campaign button will be grayed out for Toasted Games and other official campaigns.)

This here is the edit campaign window, which you can see is not quite finished. Obviously there's some scaling issues with the text, but it's also missing the title and description boxes. You can however edit what maps are in the campaign, as you can see above. (The map displays also have cute little maps inside them... awwwww!)

This is the GUI that appears if you click the edit button on a map display. It's obviously a lot like the map select on the editor, but it also includes an 'Empty Slot' button, which removes whatever map is currently in that slot.

We started simple, and now we're ending simple. This is just a screenshot of the actual game, as it looks right now. :)

Alrighty then! I hope you enjoyed reading this post, because it took me a long time to make, and I guess it's goodbye until next time.
Cya!

Bosses and Promotional Art

Aurailus

June 24th, 2016

Hey all! Wow, I'm on a roll, two blog posts in the past three days! Unfortunately (or fortunately, it depends on your opinion on reading) this one won't be as long. Anyway, check out that image! Some major spoilers of... the first 5 minutes of gameplay are there! And since I've already shown enough info to get me fired, I may as well show you more! Here's some text from the beginning of the game explaining the gods' purposes:

ENDARIA - THE BEGINNING For as long as anyone remembers, the four protective gods, Bentley, Maxwell, Kirennan, and Niemej have protected the world with their powers, given to them by the elemental orbs they hold.

Bentley protects the plants and animals from going extinct.
Maxwell prevents the sea from flooding the land.
Kirennan keeps the volcanoes from wiping out civilizations.
Niemej destroys meteors and that head towards Endaria from the vast depths of space.

All was well for a thousand years, until a mysterious and powerful wizard named 'Zenan' appeared and tried to fulfill the ancient prophecy of his people that stated that that if a single person held all four orbs in their possession, Endaria would be destroyed.

A lot can be gleamed from those two nuggets of info I just shat out... Share what you can see in the comments below!

Eww?

Enemies and Expressions!

Aurailus

July 14th, 2016

Hey guys, guick little post today, with a bunch of random stuff we've been doing!

  • I updated the NPCs to be capable of having expressions, and added them to all of the dialogue.
  • Zythia's been making a draft of an in-game encyclopedia of all the enemies and characters in Ademar's Quest, with custom sketches and text by us! Below is a rough idea of what it'll look like.

  • Erik's gone on a camping trip with instructions to make the base for a randomly generated platformer we've got ideas for. We all wait in anticipation to see what he'll come up with. :P

In other news, it's Erik's birthday today, so Happy Birthday Erik! Leave your good wishes in the comments :). I also met a few new friends today that will be premiering in Ademar's Quest, here's a picture!

P.S: Zythia and I are planning on creating a new show on the Toasted Games channel soon, so keep your browsers refreshing for that!

Tile Transitions!

Aurailus

July 23rd, 2016

Well would you look at that!

Personal Sites and PAGEVIEWS!

Aurailus

July 24rd, 2016

We've topped 1000 pageviews weekly! This is a big thing!

It was 1006 yesterday, I swear

In other news, Zythia and I have personal websites now! (Zythia's has been there for a while, but mine is brand new.) They're pretty entertaining, so if you want to see them, you can click the buttons below, or the buttons on the sidebar! Have fun!

P.S: Do you like the formatting of my site? Because I'm thinking of revamping the Toasted Games site to resemble it a bit more...

Dev roles... UPDATED!

Zythia

August 15th, 2016

Zythia making a blog post? That'll be the (to)day.
Hello everyone! Today I'll be talking about the developers, and their roles. The developer roles have changed a lot since we last talked about them, we also have a new... "member"... yeah... that's what we'll call him.
But actually let's get riight... into the roles!

Auri

So if it isn't clear enough, Auri does most of the blog post writing. She also is the lead (only) programmer, all non-character pixel art, all chiptune music. and she is also the creator of Ademar himself! She also is the only worker on Obstruction, and Snakeship. Auri also did all the programming and most of the art for Soulshifter. Auri also writes all character dialog in Admear's Quest.

Zythia

And I, being the amazingly cool dude I is, have done lots of stuff. I am in charge of all character design, as well as story writing. I'm also the weapons/tools director for Ademar's Quest. All non-pixelated art, as for pixel-art. I've done all characters other then Ademar and the NPC Men.

Flightman

Flightman is a volunteer artist on Ademar, and SoulShifter. and wins the award for cool dude!

Erik

Erik was one of the founders of Toasted Games, but, he has gone his separate ways. He helped write the original story for Ademar's Quest as well as the name Ademar. He wrote a few songs, and also developed a large part of SoulShifter.

Update Programming Updated

Aurailus

August 25st, 2016

Hey all! This is a blog post. Shocking. Anyway, a lot of (possibly) interesting stuff has been going on that's related to Toasted Games. My boss says that we have to preface all subjective statements with the word 'possibly' now to avoid potential lawsuits. Wait. I'm my boss... Who told me that!?

So, as you may have heard, Erik has left us. He will always be in our hearts. I cried. I won't lie. I cried a lot. Nah, we still hang out with him a lot. Him leaving Toasted Games means nothing to us! (sniff) It was for the best anyway, he wasn't feeling the drive to program anymore, so it's good that he isn't doing it! Right? Flightman, the guy who made a ton of sprites for Soulshifter and Ademar's Quest has taken his old position, filling the gap of the third member, and making it so that we have a lot less rewriting to do on various social medias.

In other news, I've been making a conscious effort to LEVEL UP! my programming abilities by learning C++, the first 'real' language that I'll know as I define it. GML is all well and good for beginners in the industry, but if you really want to go far and move past the arbitrary restrictions of Gamemaker Studio and other beginner IDE's, you need to pick up a more mainstream language at some point, which I call the 'real' languages. There's a button below of a little test project I made in C++ that's EXTREMELY unimpressive, but it's a thing. That you can download. Yaaay.

Oh, and one more thing, I made a new blog post on my personal website just now. If you still haven't seen it you should give it a look. I'll stick a button at the bottom for that too. That's all for me though, see ya!

Gradon Sprite Overhaul

Aurailus

September 15th, 2016

You might remember this fool flying around if you played the demo, or read some of our really early blog posts:

Mmhm, wonderful. Well now he doesn't look as derp anymore! Introducing: GRADON 2.0!!:

Everyone and their mother loves 2.0's design! Even the ultimate critics Zythia and Gradon's original inspiration like it more! So be excited to fight a tutorial boss that doesn't look like shit in the next demo!
Bye! :)

My game Dot Swap is out on Android!

Aurailus

September 22nd, 2016

It's been a long trip you've heard nothing about, but it's here! The game is free and you should download it right now!

I'm actually really disappointed that Dot Swap is gone from the app store now. As far as I know, it's lost media. It's not an impressive game, but it was technically the first game I ever published on a real app store!

We're not Dead!

Aurailus

November 5th, 2016

Just a quick post to say we're alive... cause there hasn't been much word from us in a bit. A new update is coming to Dot Swap soon! You should download it if you haven't already. I'm gonna be working on our PC games too in a bit, so yeah!

What's Been Going on With Us

Aurailus

November 15th, 2016

Hey! We haven't been posting much here lately, and I thought I'd let you in on what's been going on, to explain our absence. My laptop is being repaired again. For some reason the people at Dell just can't seem to get it right, would you believe it? While I've been waiting for it to come back I've been doing some smaller things with a few of our games, mainly Ademar's Quest and Dot Swap. I haven't been doing anything noteworthy however, mostly because... I'm lazy.

I get most of my work done at school, because of the long open blocks of pain that the cruel gods of the district have imposed on us, I have all the time I'd ever want to work on games, because the alternative is sitting there and being a vegetable. But without my LAPTOP I can't work during school!

At the same time, I don't really want to put to much effort into our games right now, because Gamemaker Studio 2 is coming out hopefully in December, I don't want to do anything big on our games because I don't want to have to worry about the incompatibilities that will soon be running rampant. Also, GM2 is so much more efficient and easier to use than GM:S 1.4, which we're currently using, that it would physically pain me to go back to using it after trying the GM2 demo.

Also, Ludum Dare 37 will be running this December, and despite Zythia's numerous efforts to get me not to participate... "Auri, we need to be focusing on our real games!!1" ... I will be creating an entry, so search for toastedgames on their website if you want to catch that.

Well, that's all for now! Cya,
Auri.

Toasted Games: Kings of Procrastination

Zythia

November 21st, 2016

Hey, you've probably noticed how non-existent we've been for the past few months. this is because we can't stay focused on one thing for more then an hour. if any of you have been wondering where we were, hopefully this post will fill you in.

July

July was when Pokemon Go released and when our summer break started, the combination of those two things made very little happen in July

August

In August Erik Left and we had to find someone (Flightman) to fill the void that he left.

September

Auri stopped all progress on Obstruction and Ademar's to make DotSwap for a school project. and without Auri, we had no way to progress Ademar or Obstruction.

October

October we had to deal with a lot of school crap piling up on us, but we did work on starting a new project.

November

November we are still dealing with school and probably won't get too far, but in December we will have an all month long break and be able to dedicate more time to Toasted Games. and now we have Adam on the team to help test games and concepts.

Later in the month we will have a new blog announcing some new details on games and new release dates for them.

Ademar hopes you have a great day.

Despite the blatant immaturity of most of these posts, it's updates like this that most remind me of how much we were still kinds. The idea of having to work around high-school assignments to get stuff done, while also taking it for granted that we should get whatever time we have off of school off from work as well is sorta hilariously innocent, looking back.

One Year Anniversary Update

Zythia

November 29th, 2016

Hello, and welcome to the Toasted Games Anniversary Update. toady we are celebrating one year of Toasted Games. On December 6th last year we posted our first blog:

Toasted Games has changed a lot since then. We started more games, Erik left, and Flightman and Adam joined, and Erik came back. Today is the day we celebrate the one year Anniversary of Toasted Games, and we wanted to announce some new games and give updates on existing ones.

Soulshifter 2

We made Soulshifter Legacy in 72 hours for a game development competition, and we were pretty proud of the results. A youtuber even made a video about it! SoulShifter 2 will have more maps, shift forms, and a Story Mode.

Memer Man

Our friend had the Idea for a small game for large groups over the internet. The game consists of one player who tells another player to call ANOTHER PLAYER a Memer Man. The player who is told to call the other a Memer Man will have find that player and call the a Memer Man. This game is mostly a test for multiplayer

New Platformer

'New Platformer' will be a platformer, wow!

Ademar's Quest

Ademar's Quest is our biggest project, whch is ironic because it's our first. but it really is the biggest thing we got. Ademar has been put on hold while we dabble in other projects and make the switch from Game Maker to C++.

Obstruction

Obstruction is probably the most shown off project on this website, other than Ademar's Quest. Auri has been working on the multiplayer features that are integral to it's design.

We're happy we've made it this far and are excited for things to come!

This is about the time I started to become seriously disenfranchised with working in a team where I was the only programmer. I had a lot of vitriol at the time towards the rest of the group, because I found I was very often the only one contributing to the projects we were all claiming to be a part of. With the benefit of 10... years of hindsight, I don't blame anyone else that was on the project for wanting me around and wanting me to keep working on the games we were making. Even if I was the only one materially contributing to the project, everyone's ideas, desires, and hopes were involved in making it. We were all just stupid kids.

I will say though that the experience of trying to work on these games, and subsequently burning out of working on these games and quitting taught me to never work on a group project again, which was a lesson that took a long time for me to deprogram myself from. Groups can be really important if you find folks that have complementary skill sets, just be careful you don't end up being the only player!

Also, what's with us and exporting bilinearly-filtered PNGs???

Update

Zythia

February 18th, 2017

Oh Zenan, you got some Enderman particles going on there, do you... do you need help with that

Toasted Games, being a productive member of society since 1968.
Hey guys, it's me, TOASTED GAMES here. and today i would tell you all about the amount of dones that we diiiid.
We've been doing a lot of great stuff, so here is something I've been up to.

Wow, them's pretty good, I gotta say.

And That's All I Have For Today Everybody, Ademar 3 Electric Boogaloo comes up December 2008. And Remember,
Admer hopz
u hav a grat
day

Welcome to the new site!

Aurailus

February 23rd, 2017

Hey all! Welcome to the new site! I hope you like it, I designed it from scratch using a big mess of HTML, CSS, Javascript, PHP, and mySQL. Some noteable changes are:

  • Custom UI that should hopefully be better than the old site.
  • Easier blog post making, so we should be able to pump these out faster!
  • Toasted Games Accounts! You can sign up or log in here. They will allow you to post comments on the blog, interact with the forum (soon), become friends with other users and play with them in our games (Dot Swap will have an update soon with some of those features, and Obstruction will launch with it), and display badges and achievements you earned in games! Hopefully these accounts will become a core feature of our products.
  • New branding! You might have noticed the dog replacing the toaster logo on some social media, and now the website has it too! Is a cute doggo, and now the official Toasted Games logo.
  • Faster page load times now that I'm in control of what gets added!

I hope you enjoy your experience on the new site ^-^
- Auri

This is actually how I started my journey of being a web developer. I don't know if that's a good or bad thing.

Halsworthy 2.0

Aurailus

March 10th, 2017

For the last couple days we've been experiencing some unexplainable errors in Halsworthy, the starting town in Ademar's Quest. After days of looking I decided it was most likely corrupted, so I exported and deleted the entire map, but when I tried to import it, the GM2 crashed! I tried over and over again but I guess that room file is just done for. While we do have backups none are particularly recent, so I decided I'd just make the area again, since it was in need of a redesign anyway.

Behold! The new Halsworthy:

Work in progress

So yeah! There's a few new textures, mainly the tall grass scattered around, and a couple of the ground tiles. I'm trying to make the area look a bit more organic as well, with more curvy edges and stuff. I hope you like it, because it sure is better than this!

Well, that's all for now. Cya :)
- Auri

Girl still doesn't know what version control is -.-

The well is evolving!

Aurailus

March 12th, 2017

(Holy crap, is Toasted Games actually working again? Should I ask them... nah, I don't want to jinx it. I'm just gonna let them do their thing.)

Hey, I finally got unbanned from my own website (pathetic, I know), so now I can write a blog post. Hooray... I've been working on enemies, textures, and the tutorial dungeon and it's aesthetics. Let's start with the well.

THE WELL

The well is the tutorial dungeon and the first dangerous area you encounter in the game (as of now), so its quality is very important. It's been the most worked on area so far, and it's finally coming together, which is great.

Above is an image of one of the puzzles in the well. The blocks need to be pushed into the correct positions to allow you to walk across them and flip the lever. The dirt tiles with water on them cause the blocks to slide. Once you flip the lever, the door below will open, allowing you to progress. Each dungeon in the game will focus on a different type of puzzle, and all of them will have combat. Lots of combat.

I've been experimenting with lighting and how to make darkness, and I've got something that I'm really happy with. The image above is a maze in the well, where you are strongly inhibited by amount of light you cast. There are also torches placed around to lead you, although not always in the right direction.

TEXTURING

It's probably obvious that terrain textures are a big deal, which is sad because up until recently they've been heavily neglected. So neglected that the sand texture was just recolored grass! I've finally given them the love they deserve though, here is what they look like now:

Zythia's been working on retexturing the elemental orbs. Here are some early images:

CHARACTERS

Here's something I'm really excited about, Zythia's been making art for some other species in the game. Here are the Nubi (Dog people), and the Tori (Bird people):

Zythia's also made some new dog sprites, which are pretty cool. Not all of the creatures in the game are harmless puppies though, there is always new evil showing it's face in Endaria...

Meet General Masteroph, one of the King's war officers. As a war veteran, he's very experienced in combat and commanding. He could be a useful component in the fight with Zenan.

Enemies also do not display health bars until they have been damaged, hopefully lessening the visual clutter.

In other news, a new Ademar's Quest demo will be coming out soon-ish(tm), so look out for that!
That's all for me, cya!
- Auri

Abandonment Issues

Aurailus

May 2nd, 2017

Hey! Yeah... it's been like... over a month? Sorry 'bout that. I hope you didn't think we were dead, because we aren't... quite yet. Nah, let's skip the drama. I haven't been too active with Toasted Games stuff lately because I haven't been feeling my passion to make games, that's all there is to it. I tried to do something for LD38 but got really demotivated and quit. I'll get it back eventually, but for now I'm working on other stuff, because remember, just because I'm not posting stuff on this blog doesn't mean I'm not available elsewhere on the internet! For example...

I've been working on a Music Player for Android, Canine Music. It's open source and there's a link to the github repository on that page. Help me develop it with features you want! I have my own blog on my personal site which you can check out. I write stuff on there sometimes. I've also got little Javascript things I develop there too.

I know this little announcement can't take the place of an actual blog post and I'm sorry. I just can't work on Toasted Games stuff right now. I'll get back in the development cycle soon though, and I'll make a post when I do. If you want to see more of me use those links or look at my Twitter for updates. Thanks, and until next time,
- Auri

[not found]

[not found]

October 13th, 2017

[not found]

One final post, never populated. An orphaned XML file from me finally giving up.





Post-Mortem

(See, I know what that word means now. This meant something!)

And... that's how it ended. One last XML file from October of 2017, entirely empty. Clearly, I'd meant to write something, but if it was anything more than a "we're done here", I don't know.

What I do know was how I was feeling at the time. The two years of working on, frankly, other people's dreams had tore away my interest in Ademar's Quest, and even, briefly, my interest in game development entirely. And that only got worse as it became more and more obvious that the project's scope was way out of the realm of feasibility for a group of five students, much less one programmer and a bunch of people cheering her on. But I had to keep the facade up because, at the time, I was so worried that if I quit, I'd lose my friends.

Eventually, one day, something snapped. I told all of my friends I quit, and that there wouldn't be any more Ademar's Quest. It wasn't easy. But I'm so, so relieved I did it. I think everyone at some point comes across a moment where they need to learn to stand up for themselves, and for me, that was that.

It's easy to look back at all this time, at all the pain I remember writing blog post after blog post talking about how I'll definitely get back to working on this game that I had an ever-fading interest in, and say that it was a waste of time. And yeah, I'm not going to lie, it probably was at least a bit. So many hours of High School, dedicated to a DOA video game when I could've been... uh... playing on the swings or something? Okay, maybe I didn't have that much better to do. But it did cause stress that I otherwise could've avoided if I'd just chilled out earlier.

But also, if I'd never started to make Ademar's Quest, I wouldn't have had the kick-start of actually learning game development. I wouldn't have so much experience with doing things the wrong way! That sounds snarky, but it really is useful. You learn from mistakes so you don't repeat yourself. Reading through these archives, I rediscovered the tidbit that I didn't even remember, that I began learning C++ because of Ademar's Quest! I forgot that was why, and I still consider that one of the most important decisions of my life. So thanks, stupid video game.

I might not have many fond memories of making it, but I do still love to open it up once in a while and try it out. If you want to give our terrible shitty game a try, you can too! This is the archived demo from May 2017. I can't promise it'll work, but it's not a virus :) Have fun out there.

(Ignore the .lnk file, just go straight to Game Files and run Ademar's Quest.exe)