V-Toad Games Official Merch Store Launched!

Over the last couple of years, I’ve used Print-On-Demand (POD) services to make custom T-shirts, coffee mugs, and other items for friends and family, and I thought that maybe this year, I’d create something V-Toad Games-themed.

Then it occurred to me that if I was going to create some merch, why not make it available to anyone who wanted it? And so I’m excited to announce the launch of our official Merchandise Store, which can be accessed from the link in our website’s main menu or through this URL.

All proceeds will fund hosting costs for www.vtoadgames.com, software licenses, hardware, and other game-development-related expenses. As always, our games will remain free (name your own price with no minimum cost).

Enjoy!

Purgatory Purgers: Version 1.5 Released!

Update Summary

  • Collecting 100% of the souls with Bob (the demon) is now possible!
  • Resolved clipping issues in the levels “Stilted Pond” and “Toad Hall.”
  • Gamepads, including PlayStation, Xbox, and Super Nintendo-style controllers, are now generally supported*. See the notes below for additional information.
  • Updated the Purgatory Purgers Manual to include gamepad button mappings

Special thanks to @ABitNosthalgic for suggesting that we make it possible to collect 100% of the souls with one character or another!

Gamepad/Controller Support Notes

*Most PC-compatible controllers with a Direction Pad (D-Pad), Start and Select buttons, and four face buttons should work. The game has been tested on the following devices:

  • Logitech F310
  • X-Box Elite Series 2 Wireless
  • Megafire 412-NO5 (generic PlayStation 2 Style Controller)
  • 8BitDo SN30 Pro (SNES-style controller)

@ABitNosthalgic reported that the Suily brand NES-style controllers did not work for him. While I haven’t tested this myself, the reviews seem to suggest that problems, particularly with the D-Pad, aren’t that uncommon.

Purgatory Purgers: Version 1.4 Released!

Update Summary

  • Resolved a bug (warning, spoilers!) that would destroy objects unintentionally when two blocks collided
  • Added a spawn/respawn animation and sound effect
  • Reworked the Passphrase mechanic (used to continue to a previously visited level) to display the Passphrase on the pause screen under the main menu as well as the Game Over screen.
  • Updated the Purgatory Purgers Game Manual to better describe the Continue/Passphrase mechanic and other menu features.

Special thanks to @ABitNosthalgic for catching the bug and Jason D for passphrase feedback!

 

Purgatory Purgers: Playthrough!

I am pleased to share that @BacktothePastABitNostalgic, a new YouTube channel specializing in retro-style content, has started a playthrough series on Purgatory Purgers!

You can access the Playlist here or by clicking the image above.

Thanks again, ABitNostalgic, and I look forward to seeing the rest of the series!

Purgatory Purgers

Here We Go Again!

Back in May, my life was starting to slow down enough to spend some time on game development again. Shortly after, I reached out to my old friend Eric to reconnect.

After a few weeks and several emails back and forth, we decided to start again, this time on a new project.

Game Mechanics

Eric suggested Chip’s Challenge (specifically, the Windows 3.1 version) in brainstorming ideas, which incorporates a few key elements:

  • Collecting McGuffins (computer chips)
  • Pushing things (similar to Sokoban)
  • Avoiding enemies

While Chip’s Challenge is more complex than that, we decided to focus on those 3 design ideas and start there. Eric proposed the idea of the player controlling an angel and a demon trapped in limbo. The two would have to work together to solve puzzles to advance to the next level.

The McGuffin would be souls, which would be set free from limbo to either ascend to heaven if collected by the angel or descend to hell if collected by the demon. Collecting all of the souls would allow the player to exit the stage and move on to the next level.

We incorporated a Sokoban-like push mechanic and decided to give this ability to the demon. Blocks would be used to obstruct enemy movement/line-of-sight and also to solve key/lock puzzles.

But we also needed something for the angel to do, so we decided to include water tiles that only the angel could traverse, using the same key/button that the push mechanic utilized.

After getting these features working, I had the idea to introduce bridges that the angel could lower, allowing the demon (and, by extension, blocks) to traverse areas that would normally be cut off by water.

Next Steps

With most of the core mechanics working, there’s a lot to do insofar as creating assets (art, music, etc.), levels, and the like. Eric is primarily responsible for level design, so I leave it to him to work on cranking those out while I work on polish.

Beaster’s Dungeon Revisited: Part III

When I last left off, I managed to get the trap placement mechanic working as designed. Of the core mechanics I needed to get working, the last one remaining was enemy platform pathfinding…

Platform Pathfinding Challenges

As previously stated, the game’s object is to ward off hoards of enemies trying to navigate their way to your treasure vault by placing traps and barriers in their way.

The player can navigate the environment by moving left, right, jumping, and falling.  I wanted to give the enemy a similar capability:

In this scenario, an enemy character can walk left or right and can clear obstacles up to two squares (32x32px tiles) high and three across. Each scenario is numbered and represents the following:

  1. All possible ‘jump’/walk movements from a platform (1-3 across, 2 up)
  2. Walk left or right 1 square
  3. Drop down left or right
  4. Jump up left or right 1 square
  5. Jump up left or right 2 squares
  6. Jump up left or right 2 squares, illustrating that the platform might be floating (i.e. allows free movement beneath it)
  7. Jump across left or right 1 square and up 2 squares
  8. Jump across 2 squares (same height)
  9. Jump across 2 squares and up 1 square
  10. Jump across 2 squares and up 2 squares
  11. Dropdown 1 square left or right from any height to a platform below (this is implied in 3, but I wanted to illustrate it explicitly)
  12. Drop down to a platform of any height, 1 square left or right across
  13. Drop down to a platform of any height, 2 squares left or right across

While I found a couple of examples of this working/implemented in GML using a modified version of the A* Search Algorithm, I could never get them to work within my project. I discussed the problem with my friend Jason, who created a working prototype for me that met all of the design specifications. But not fully understanding how the code worked, I failed to integrate it.

Now that I have the time to troubleshoot it, I’m reluctant to do as I fear that I don’t understand it well enough to support it. Instead, it might be better to build something simpler…

Possible Solutions

Thinking through the problem, there are many other ways I could have solved this. Wrecking Crew for the NES comes to mind:

Enemies (and the player) in Wrecking Crew use ladders to navigate up and down platform levels. Why couldn’t I implement a similar feature?

Ladders

For example, instead of trying to make the enemy AI smart enough to navigate obstacles with a preset of constraints/scenarios, I could have them wander left and right across vertical planes, moving up or down when they reach a ladder, depending on whether the vault was above or below them.

Alternately, rather than placing ladders in fixed places, perhaps some enemy types could create erect them?

Stairs

Another option would be to use teleportation in the form of background staircases:

In this example, the enemies could access specific floors using “staircase” objects that would move them from point A to B and B to C, and vice versa.

Either scenario would necessitate creating two extra animation frames for each enemy sprite. Not a deal breaker, but something to consider…

Revisiting the Triple Threat

About ten years ago, I distilled video game development into three core skillsets (i.e., the triple threat):

  1. Art
  2. Music (and sound effects)
  3. Programming

I’ve always been interested in art (drawing, sculpting, and to a lesser extent, painting). I taught myself how to play simple melodies on a cheap Casio keyboard in my teens. I learned to use, repair and maintain personal computers in the early 90s out of necessity (I didn’t have much money, so my choices were to fix it or do without).

Eventually, I started entertaining the idea of combining my love of art, music, and computers to try my hand at making video games instead of just playing them. Thus began my journey of self-discovery.

Art

I’d always been able to draw relatively well by hand. I lightly scribbled rough shapes, then fleshed them out with strong lines. As technology became more accessible, I’d digitize my art using a flatbed scanner.

I even purchased a digital camera and some clay in the early 2000s to sculpt models and photograph them from different angles in much the same fashion as Adrian Carmack did for DOOM. I could never get the hang of 3D modeling or translate these analog skills into digital media. In time, I abandoned that track in favor of pixel art.

At first, I was terrible at it. But by studying examples, watching tutorials, and practicing, I developed proficiency using Pyxel Edit. I started with a 16-color EGA palette, then later expanded this to the 52-color NES palette.

This has become my niche and primary medium for artwork creation. Tile sheets are relatively quick to make, which is important when you’re a one-man operation. There are 40 years of examples to draw upon for inspiration.

Music

I’ve been writing music for almost 30 years on the Amega Module format, beginning with tunes written on Fast Tracker II using samples ripped from other people’s files. Later, I sampled some high-quality instruments – these were used in the publication of my first album.

Unfortunately, the songs and samples used were lost to time, but I still have a 20-year backlog of my previous work,  dating as far back as 1997, all written for games that existed only in my imagination.

These days, I use a Windows port called “Skale Tracker.” It’s based on FT2, can export to .WAV and .OGG formats, and supports up to 64 tracks (although I rarely need more than eight these days and write chip tunes with half that). I’ve mixed and mastered my exported works in Audacity and have been very satisfied with the results.

Programming

Programming has always been my biggest weakness. I’ve never been the kind of person who can read a book on a subject and put that knowledge into practice. At best, I can look at examples, then adapt those to my needs once I understand how.

Someone once told me that DOOM was programmed in C++ and that I could do likewise. I remember seeing a boxed copy of Borland Turbo C++ at the local Best Buy, retailing for $300. I remember thinking then that if only I had the money to buy it, I’d have everything I needed to program my own version of DOOM. I was woefully ignorant back then…

Many times over the years, I’d hoped to get around my limitations by using a game creation engine,  my first exposure to this was around 1995. I’d gotten ahold of the Pie in the Sky Software’s 3D Game Creation System for MSDOS.

It was a 2.5D game engine capable of creating games slightly beyond Wolfenstein 3D (floor and ceiling textures, angled walls) but fell short of DOOM (no height variable). While I had limited success designing very simple levels, I didn’t understand its limitations or advanced features and gave it up in frustration.

In my late teens to early 20s, I experimented with 3D Game Studio.

I could create primitive shapes, texture them, and use those objects as building blocks to create a castle out of modular pieces. I could render the map and fly through it, but I had no idea how to use its scripting language. I continued to toy with it for a couple of years, but again, I got discouraged as my imagination outpaced my ability.

In 2014, I picked up GameSalad, and created this website. I had no idea what I wanted to create, so I groped around aimlessly in the dark, bumping into bugs and lacking support.

At the time, GameSalad was primarily marketed to Mac users, and the Windows version lacked many core functions. By the time it caught up to the Mac version, they had stopped offering the Standard Edition for free and switched to a subscription model. I didn’t feel comfortable paying for something I wasn’t entirely sure I could learn to use, so I abandoned it and moved on.

I discovered Game Maker Studio in the spring of 2016. I teamed up with my old friend Eric, and we set out to learn the engine. Eric volunteered to do the programming, I would do everything else (artwork, music, design, documentation, project management).

In the early days, YouTube tutorials were our primary source of GMS programming information. Later, I would compare these to “let’s play” videos rather than proper lessons. Thankfully, I eventually discovered John Janetka’s Game Programming Course (GPC). This was a game changer for us (well, me anyway). While the second half of the lessons became disjointed, it was enough to see me through the creation and publishing of my first game.

Unfortunately, I’d run out of time (and money) and had to start working again. Work became all-consuming, and after spending 10-12 hours of skull sweat a day on technical matters, I didn’t have the energy or drive to devote to game programming when I got home. On the weekends, all I wanted to do was sleep.

I tried to pick it back up several times but couldn’t get back into the habit…

When Stars Align

That all changed this year. I have…

  • Started a new job with a pension, so now I have a future and retirement to look forward to.
  • Rid myself of $117,000 of student debt.
  • Nearly paid off my mortgage (8 months to go).
  • Lost 43 lbs. of excess weight through diet and exercise, and I am on track to be back to my ideal weight by the end of the year.

I’ve finally reached a point in my life where I can resume my pursuit of game development now that I have the time, energy, and resources to do so.

More to come…

Changes

“Time may change me, but I can’t trace time.” – David Bowie

About 8 weeks ago, I celebrated my 1 year anniversary in my new role. A week after that, my manager resigned and I was tapped to take his place. Since then, it’s been a whirlwind of changes and new responsibilities.

By all accounts, this is old hat for me, but the demands on my time have increased significantly, becoming greater and greater as I unravel years of mismanagement and willful neglect.

While I’m very happy in my new position, I am busier than ever, and even less inclined to do anything productive when I get home after 10-12+ hours of skull sweat…

Pressure requires a release valve, and lately, my pressures had been relieved by playing games rather than making them. What’s worse is, these games introduced a whole-new set of pressures and demands on my time – so much so that it felt like a second job, albeit one which I wasn’t being paid to do.

###

While playing games can be fun and interesting, that part fades quickly. What keeps me interested is the social interaction; meeting and spending time with new “friends”. What I found was that for the people I was spending a great deal of time with, the opposite was true – they had no interest in camaraderie, just a person to occupy a seat at the table so they could carry on their game.

Maybe it’s the age gap speaking here, and relationships have given way to instant gratification – maybe I found myself surrounded by the “single serving friends” of Chuck Palahniuk’s Fight Club…

So what did I do? I withdrew…

 

Credits: featured image, “Butterflies” by M.C. Escher

Transition

“Use a superior development system than your target to develop your game.” – John Romero, Early Id Software Programming Principles

One of the nice things about being employed again was the ability to afford a new computer, something I’ve put off as long as I could.

About 5 years ago, I’d purchased a very high-end mobile workstation to take with me overseas so I’d have something to keep myself entertained on the 26+ hour flights to and from the US:

  • Intel Core i7 3630QM @3.2GHz
  • 32GB of DDR3 RAM @ 1600MHz
  • Nvidia GTX 675MX 4GB of VRAM
  • 120GB SSD Primary Drive
  • 1TB Storage Drive

When I came back home, I found it more convenient to develop on my aging desktop machine with ideas of upgrading it when possible:

  • Intel Core i7 2600K @ 3.4GHz
  • 8GB DDR3 @ 1600MHz
  • AMD HD 5770s 2GB VRAM (x2 in Crossfire)
  • 120 GB SSD Primary Drive
  • 80GB SSD Auxiliary Drive
  • 320GB Storage Drive
  • 1 TB Secondary Storage Drive

A couple of months ago, I built myself a new PC that should last me a good 3-4+ years with minor upgrades:

  • Intel Core i7 7700K @ 4.2 GHz
  • 16GB DDR4 @ 3000MHz
  • Nvidia GTX 1080 8GB of VRAM
  • 240GB SSD Primary Drive
  • 2TB Storage Drive

I’ve been very pleased with it so far, and have been slowly reinstalling my development tools. The next step was to copy down my data so that I could pick up where I left off. To facility this, I purchased an inexpensive but well-made USB 3.0 SATA Hard Drive Docking Station.


What was intended to be a simple task, however, turned out to be anything but…The data I needed was spread across 4 different drives, one of which was BitLocker encrypted. The machine itself belonged to me originally, was lent a friend who in-turn savaged it, replacing several of the drives and the OS. On the actual computer, I’d solved this using Windows Libraries, but didn’t have that luxury when reading the raw drives.

So what did I do? I incorporated a handy application called SpaceSniffer to help me work out [visually] where the files I was looking for were.

This application is very similar to WinDirStat, but performs significantly faster. I still have a few more applications to [re]install, but I can get that done tomorrow at some point as it is now 4:13am, and I should think about getting to bed as I have to be up in 3 hours.

Here I Go Again on My Own

It’s been over 6 months since my last post. I’ve settled into my new role, and as the year winds to a close, I’ve been getting the itch to return to game making. Unfortunately, circumstances are such that I’ll be going it alone as Eric has retired from V-Toad Games.

Game programming and design is difficult, frustrating, greatly rewarding -but it’s not for everyone. What I learned from my last go at it was that programming is not painting by the numbers. Being able to complete an exercise no more makes you a programmer than following a recipe makes you a cordon bleu chef. There are core skills you have to master, and to do that, you have to be passionate enough to stick with it.

Eric really tried – I sincerely believe that. Nevertheless, I know all too well that bills must be paid, and can’t blame him for not having the energy to go home and learn something that he just wasn’t passionate about.

So why is being a solo project a problem for me? Many game developers, past and present, were/are one-man shows. I suppose it’s because I like feedback; I like to share what I’ve learned and bounce ideas off of other people because this helps me to reinforce and retain that knowledge.

As a consequence of my hiatus, I’ve all but lost everything I learned about GML, and will need to go through the lessons again to get back in the saddle. This time around should be much quicker, albeit lonelier.

“…Here I go again on my own…” – David Coverdale, Whitesnake