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So many times, it happens too fast...you trade your passion for glory. Don't lose your grip on the dreams of the past, you must fight just to keep them alive.

39, Male

Software Engineer

Somewhere in Nevada...

Somewhere in California..

Joined on 11/29/05

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BoMToons's News

Posted by BoMToons - January 23rd, 2014

Here's an update for y'allz who care to know:

1. Me and Luis and Genclops released a new web game called "Labyrinth: Secrets of ShadowHaven" - It's playable on Armor Games right now, but will eventually be posted here on NG also. http://armorgames.com/play/15794/labyrinth-secrets-of-shadowhaven

2. Here's a review of it translated from Chinese:

"Long time no play decent action game, right? If you are very fond of playing the game typified heavier players, and that this "Labyrinth: Secrets of Shadowhaven Shadow Labyrinth" is absolutely right for you to play yo. In the game, players must play a cute little red dragon adventure in this vast maze of the castle! The main task of the game is to destroy the gems have demon blood, but there will be a lot of monsters on the road, while the gems are located in different locations, so players have to rack their brains but to find the whereabouts of the gems yo. Game control method is fairly simple, including attacks, jumping, seized materials. If you like simple and fun RPG game, then this "Labyrinth: Secrets of Shadowhaven Shadow Lost City", is absolutely the first choice players yo! Master great recommendation!"

3. It was a fun experimental game to make, but lots of people were reporting weird bugs that I'd never seen. I narrowed it down to some problem with Flash player on SOME computers using Google Chrome. It's been really frustrating because MY chrome works fine so it's been impossible for me to replicate what people were experiencing. It all stems from using "hittestpoint" in flash and the fact that it doesn't play nicely with camera movements. In Chrome apparently it skips frames and sends people teleporting through walls...  I re-wrote the basic engine to use true tile-based logic for the hit-testing (no hittest calls used at all!) and it runs great, but I don't have the time or energy to rewrite the whole game based on the new engine. So I guess I'll just chalk it up to experience and use the new improved methods for the next game. One cool thing about doing the hittesting this way is that you can scale the game up and down and apply other effects without messing anything up. Check out my experiment called "Barf Quest."


4. I'm usually pretty slow to adapt to trends in the Flash scene because I figure "why change what works?" and I'm usually a little scared of new tech. But I decided to give FlashDevelop a try. After a few minutes of install and a helloworld tutorial, I think I've got the hang of it! Kind of kicking myself now for waiting so long... There are all kind of benefits to it, but the main one is that it compiles .swf files without Flash! That means you get everything you want for FREE! Of course, you still need Flash to efficiently draw and animate vector graphics for it, but it's a step in the right direction. Another huge benefit is that it organizes your project in a more modular way, so you can make MUCH bigger projects that are more demanding and not have to worry about Flash crashing or failing to compile... this will be important for future projects like Super Chibi Knight and Abobo's SUPER Adventure. It also has support for haxe which is supposed to target a lot more platforms than just .swf.

5. Oh, did I mention we're gathering forces and troops to do a sequel to Abobo's Big Adventure? :-D



Posted by BoMToons - January 14th, 2014

I found myself using some code over and over and constantly visiting this one site to get as3 keycodes, so I thought maybe the code I wrote might be useful to others. I really hope there's not already a built-in way to do this in as3 :-P

Mapping key codes to text names:


EDIT: After some discussion in the forums, http://milchreis.newgrounds.com/ came up with a much more elegant solution.

Here's a .swf: http://www.newgrounds.com/dump/item/9db15013684d6c22005bc9f3335935c8

And here's the .fla (cs5.5): http://www.newgrounds.com/dump/item/d7d2f4bbb27686e35675e9bad8205cff


Also, the Labyrinth game is done, just waiting on the sponsor to launch it officially!1405066_138972984172_featureimg.png

Posted by BoMToons - January 6th, 2014

Hey guys, Luis and I need some beta testers for our latest game, if you're interested please PM me:


Posted by BoMToons - December 20th, 2013

Here's my pre-holiday update! Merry Chrismakwanzzakah to you all!

I added a "Mech" as a beast mount to Super Chibi Knight, here's a sneak preview with some gameplay at the end:


I'm done working on the mobile game I've been mentioning. I was only doing the art on that, and now it's on hold until the coding is completed. It's looking tre bien, so I hope it all comes together and I can share the full scope here some day. Here's a look at some weapons for one of the main character options:



The little game Luis and I are working on is just about done! Hopefully it will be released on or shortly after Christmas! Some more info about it: I got a little obsessed with Spelunky so decided to try my hand at a "procedurally generated" game. That's just a fancy way of saying that, every time you play, the level, enemies and powerups are randomly organized so every playthrough is different. One challenge with that is being smart about not creating "no win" scenarios, but even in Spelunky that happens every once in a while. It has an 8-bit nes look, but runs at 60 fps! The main character is kind of cat-like so has some unique abilities you won't see in Spelunky. The levels are fully destructable too... Also, there are some crazy powerups thrown in for some cool mayhem :-D - Additionally, the boss is turning out SHWEEET. Here's a pic!  


Which of these looks most exciting to YOU?

Posted by BoMToons - December 9th, 2013

I am still alive...


1) Super Chibi Knight is now around #50-60 on Steam Greenlight. That means it will probably get the Greenlight with the next big batch of games.... fingers crossed. You can help it get there by voting "YES" here: http://steamcommunity.com/sharedfiles/filedetails/?id=152710075

2) The mobile game I'm working on is looking better and better every day. Here's a piece of art from it for the main menu, I wish I could show you all the buttons and logo that go with it to fill in the empty spaces, but that's still secret at the moment:1405066_138662260181_postah.jpg

Here's some other art for it that I'm proud of. They are ice-dwarves who have learned to craft sturdy weapons from ice. They also love phat beats, so I'm coining the term "Dwarf-step" now before anyone else does :-D1405066_138662278332_charsheet.jpg 3) I'm working with Luis on a little game that we'll hopefully release this month. It has a 4-legged main character, vector-pixels, procedurally generated levels, lots of power ups, and a few twists. Here's a preview:


I have plenty to keep me busy, now I just need to see some of these things start paying back the amount of time I've been dumping in. I've been scraping by, and really enjoying myself, but could use some more financial security. I'm trying to find the right balance between working on stuff I enjoy and responsibly paying bills. Which of these projects is most interesting to you? What questions do you have? Leave me a note!  

Posted by BoMToons - November 18th, 2013

Here are some more leavings to prove that I'm working on stuff. Also starting a secret proj with an old pal that should be done by the end of the month.


More leavings

Posted by BoMToons - November 9th, 2013

Posted by BoMToons - October 23rd, 2013

I haven't made much progress on Super Chibi Knight for the last couple weeks because of a side project mobile game I'm doing to earn some cash. The side project is turning out fabulously and really stretching my art skills to reach new levels.

I'm actually really enjoying just focusing on art, it's a nice break from my one-man-band usual. Unfortunately the side project is super hush hush at the moment so I can't show anything, but when it's closer to being done, you'll get to see what I'm talking about.

One thing I started doing that sounds so simple, but has helped step up my art game, is to start out with a larger default stage size. I've been doing 950x550. The game itself isn't at those dimensions, but the extra space has made me feel free to draw larger and with more flair and then, when I zoom in for details, everything turns out way better. I KNOW THIS SOUNDS LAME, but try it!

Ok, maybe I can sneak in one thing: http://www.newgrounds.com/dump/item/367adce75d060fc625d5526c61e37e98

Also, what do you guys think of having a "beast" in super chibi knight that is a MECHA?

Super stuff to look at!

Posted by BoMToons - October 11th, 2013

Posted by BoMToons - September 30th, 2013

Sorry for the typo in the title, but here's a quick video of a Super Chibi Knight boss. There's some game play footage at the end.

In other news, I have slowed down a bit on Super Chibi Knight to work on a freelance mobile game project to earn some cash to keep LIVING :-D (and pay some bills that are stacking up)

I know that this kind of news is disappointing to those eager to see SCK come out, but it's just a necessity of where I'm at right now and I thought YOU should know. Stick with me, I'm still working on it and sometimes a small break can be good for creativity.

Chew me out in the comments.