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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 - December 14th, 2015

I finished my university semester! Woo! I just have an internship to go and I'll have my degree done! I had a bit of a miracle happen with my transfer credits from my old university finally being assigned correctly which waived 12 credits of classes I thought I had to take next semester, that is a HUGE burden off my shoulders!

I'll be interning in the Fall, so I have the next few months to work FULL-TIME on a game project that I'm really excited about! It's still in very early stages, but I think will be one of my COOLEST games yet... oh and it will be released on the web! Just like the good ol' days! Sneaky preview (lots of temporary art here):


One of the classes I took was a "ceramics" course. I had never messed with ceramics before and I LOVED it. I think I'm hooked! I'm considering getting a throwing wheel for my home and joining the local public ceramics studio. Here are some pics of my final project:

ceramic vessel




Think I can submit this kind of thing to the Art Portal? It really needs multiple pics to get the full effect...

I submitted my first full-on VIDEO to Newgrounds! It's a little Christmas stop-motion video made by my little nephews who asked me to edit it all together for them:



VOTE 5! :-D

Finally, I'm finishing up a project with @Luis that we started long ago and we decided to refresh for Pixel Day. I think you'll LOVE it!!


That was a big update, but I'm feeling good about stuff and excited to be back in the game groove after a lot of boring school!

Leave me a comment and get me even more pumped up!



Posted by BoMToons - November 18th, 2015

Hey fellows, my game, Super Chibi Knight, is now ON SALE on Steam for just $4.99. That's 50% off!!!

This is a limited-time offer, so grab this totally cool game for radical dudes while supplies last!

Play the web-demo here: http://www.newgrounds.com/portal/view/661076


Posted by BoMToons - October 13th, 2015

It's been around 2 months since I've posted... sorry! But I'm alive, just going to school and working to make ends meet = very little free time to post on NG...

PAX was awesome, met tons of cool people, I don't think I'll miss it again in the future!

Are you still alive?


Posted by BoMToons - August 26th, 2015

Feeling a bit stressed with the first week of my new university semester starting RIGHT AT THE SAME TIME AS PAX!!!!!

But gotta breathe and do my best to meet all obligations.

I'll be in the Indie Minibooth at PAX in Seattle WA, on FRI and SAT showing Super Chibi Knight. Please stop by and say "hi" if you'll be there, I'd love ta meet cha! :-D

Doing a 13 hour drive tomorrow from Nevada to Seattle... good timez!!!!


Posted by BoMToons - August 14th, 2015

Hey you guy-uys!

It's been a while, but I've been busy! I drove 30 hours to Austin TX to attend RTX. I brought my best friend with me and towed a trailer full of furniture to my mom's house in TX. My car didn't come with a trailer hitch so I had to install one myself... it was a huge pain in the butt (but that's another story). It was 85 degrees F in Phoenix at 5:00 am before the sun came up... at 7:30 am it was 102...

RTX was cool, people had actually heard of Chibi Knight and were excited to see that there is a sequel. A couple people had already bought Super Chibi Knight, so that gave me some warm fuzzies.

Here I am wondering how to set up my booth space:


Here are some peeps at the booth:


Close up of booth running:


Meta inception or something of me playing a guy playing my game:


My buddy got this girl to pose in an SCK shirt in front of the booth:


It was really useful to see people playing the game in real life. I made a list of things to tweak and came home and put up a new version on Steam with all those tweaks immediately. It probably would have been helpful to do a few shows before releasing the game just to make the game that much more solid for launch... oh well... NEXT GAME!

Speaking of which, have you heard about BARFBARIANS? Check it out! Team Bobo from Abobo's Big Adventure is getting back together to tell the story of barbarians who get physically ill at the sight of violence, so they use their acidic stomach juices to vanquish their foes!

Most importantly: I'll be at PAX Prime in Seattle with Super Chibi Knight at the end of this month as part of the Indie Megabooth, please come say hi if you're there!

Much <3 to you all!

Posted by BoMToons - July 23rd, 2015

I posted the web version of Super Chibi Knight on Newgrounds today!


Vote 5 to be my best friend!

I have some other new stuff starting up... I LOVE starting new things... I love having OPTIONS after a big project is done... I have a lot to learn and a lot of work in front of me, but I'm really excited for the future!

PEACE my brothas and sistas!



Posted by BoMToons - July 9th, 2015

From the exact same 3 people that made Abobo's Big Adventure is our new project...



Sign up early to get your seat at the FRONT of the hype train!


Posted by BoMToons - June 24th, 2015

Yep, it's done!

Super Chibi Knight is officially launched into the world of Steam games! <confetti!>

First order of business - Please help spread the word by sharing this link:


The game is on sale for 10% off as a "launch discount" so take advantage of that :-D


Where to begin as a review of the long journey?



I think I have to trace the real "root" of this game back to Castle Crashing the Beard (which was somewhat inspired by a game I made way back in 2007 called Boss Bash) It was a silly idea I had in 2008 while Tom was still working on completing Castle Crashers. Of course, @Luis helped turn it into something way more impressive than I originally intended. The pink knight was all his idea :-D

But you can see similarities between Super Chibi Knight and CCTB... it's a side-scrolling simple platformer/beatemup, the character's armor and weapon gets better and better as you level up, fast-paced action, big boss battles, and cute voice acting... the toolkit is all there. @Luis @Coaly and I finished that game in 2 weeks and it's been one of my most played games ever.



Enough people contacted me and suggested I expand on CCTB, that I decided to do it and eventually, in 2010, made the original Chibi Knight. It was heavily inspired by  Zelda II (my favorite Zelda game growing up) and in a kind of fortuitous way, I ended up with my, then, 4 year-old daughter as the voice actress (which is what MADE the game imo). I wrote a post-mortem about making the original Chibi Knight a while back. You can still read it here.


So, the next few years (2010 to 2015) were full of ups and downs, normal life challenges I think for most people, and especially normal for those who are trying to do creative (synonymous with "risky") things. One of the highlights of that time period was releasing Abobo's Big Adventure in 2012 with @mockery and @poxpower and Newgrounds. You can read my postmortem of that grueling experience here.


The kids' educational game company I was working for imploded in 2013 and I was left without much recourse except to buckle down and get my freelance/indie thing going. I had been working on the Chibi Knight sequel in my spare time, but decided to get more serious about it and ran a Kickstarter campaign in February of 2014 which was successfully funded in large part thanks to generous pledges from people like YOU!

Super Chibi Knight was originally supposed to be a web game (you can tell by the weird resolution I originally chose and got locked into) But in 2013-2014 the appeal of web-games was largely wearing off and there was (and still is) a lot of anti-Flash sentiment. People like Ed McMillen ( @bluebaby ) and Tom Brien ( @i-smel ) had recently found success with releasing "Flash" games on Steam (The Binding of Isaac and No Time To Explain) so I decided to make the shift (without really knowing what I was getting into) and launched a Steam Greenlight campaign for SCK. At the time, I was still developing in the Flash IDE outputting .swf files and had no idea how I would ever tackle things like Gamepad Support, Steam Achievements, using the Steam Client, Multi-Platform support (CURSE YOU MAC AND LINUX!), or even Adobe AIR. So yeah, I learned a ton along the way.

It took me 6 months longer than promised in the Kickstarter campaign to finish the game, but it had to be done. I was juggling a lot of stuff: family, freelance work, school, exercise (rarely), and lots of other things too. It has been a whirlwind!


I'm glad it's over and I can move on to new things, but I am still extremely nervous that it will flop and make the whole experience have a bitter taste or give me some feeling of wasted time/regret/failure.



I would prefer (of course) to have a steady income with a "regular" paycheck. The stress of being freelance and not knowing where next month's mortgage payment is coming from and not being able to save money for the future has been a major strain on me and my family. We've pulled together in solidarity, but I really miss being able to plan further ahead. 

That said, I want to keep making games. I feel like it's something I'm meant to do in life, so I'm going to keep pursuing that. I have some ideas about revisiting some of my past hits and re-doing art and code (to be compatible with high-def standards) and releasing them on mobile. It could be PRETTY FUN!

Roger from i-Mockery, Poxpower, and I also have some other plans in the works for a NEW IP that could turn out to be really fun.

I have a .txt file full of game ideas too... so we'll see what happens in the long term with all of those things.

Generally, I feel optimistic and positive. I definitely turned a corner, but need to keep up to speed with tech better. I plan to invest some time into learning Unity and also researching Open FL + Haxe. If Open FL is new to you, you should really check out this article: http://www.gamasutra.com/blogs/LarsDoucet/20150603/245099/HaxeOpenFL_for_home_game_consoles.php

There are so many people who pitched in to help along the way and saved my bacon. Most notably: @the-exp, @joeybetz, @johnnyutah, @tomfulp, @mike, @luis, @ansel and MANY OTHERS! Huge thanks to everyone who supported this adventure, onward and upward!!!


Posted by BoMToons - June 15th, 2015

... but I decided to delay the launch until after the Steam Monster Summer Sale. Lots of people told me launching during the sale would be a bad idea and when I asked why they convinced me that everyone would be spending their money buying up discounted games and not really interested in buying a new release at near-full price. MAKES SENSE DOESN'T IT?

Also, the format of the Steam Homepage is totally different during the sale and heavily features the on-sale games with little to no mention of new releases. So, yeah, I'm glad I waited, but kinda sad that it's not "officially out" yet.

That said, the version that's currently up for sale is 99% complete. I'm just finishing up some final touches to the ending cutscene that will go up tomorrow or Wednesday. The "official" launch date is now June 24th, but you might as well buy it now since it's done and also discounted 10% for the Steam Sale. :-D

I also got my 50th Steam Review today, 48 of which are positive. So now, the little Steam review feedback thing says "Very Positive" :-3

Here's a still from the final cutscene:


Leave me a comment and let me know if you'll be picking up a copy!

Posted by BoMToons - June 8th, 2015

Yep, it's finally happening! Next Monday June 15th, Super Chibi Knight will officially launch on Steam. If at all possible, I'd ask you to please share this trailer wherever you can to help spread the word: 

What a crazy-long process it has been. It was originally planned to be a web game, then the scope got SERIOUSLY out of hand and it became a kind of a monster.

I worked on it in my spare time for quite a while (probably 3 years). Then, the loss of my job prompted me to get more serious about it. I did a Kickstarter to raise extra funds which many of you generously donated to. At that point I thought I'd only need 6 months to finish the game. Unfortunately it took 6 MORE months on top of the original 6 month estimate... that means we're coming up on the 1 year anniversary of the original Kickstarter campaign. I stretched the KS funds as far as possible, but eventually ended up making some side games and working on some freelance projects to keep things moving (this robbed time from SCK, but was a necessary evil).


I released the game on Steam Early Access last December and those sales have helped to supplement the development costs, but I still needed extra cash to live.

On top of all that, I went back to school (very) part time to finish the degree I left unfinished 10 years ago. Fortunately, the government has lots of grants and scholarships in place to help pay for my schooling :-P

(We also added 2 new babies to the family along the way)

One funny thing is that the game was originally billed as being made by "a dad and his 8-year-old daughter." Well, 3 years of development hell later and that daughter will be turning 11 this fall... I had her record some missing voices the other day and I had to pitch them up in some audio-editing software to match the ones she originally made... 

I had a TON of technical problems along the way including the Flash IDE no longer handling the size of the files (which prompted a switch to FlashDevelop and a complete restructuring of the code base). I eventually ran into java heap stack problems with Flash Develop too which took some more finangling to get sorted out.

I also REALLY wanted controller support, and was fretting about having to use an "Adobe Native Extension" (ANE) to tie into C++ to get it working. Fortunately Adobe released its gamepad API which ended up saving the day. But alas, I was not totally free from ANEs...

When I finally got around to implementing the Steam API (Steamworks) to handle Steam cloud saves and Achievements, I ended up having to learn to use ANEs anyway. The windows implementation of the Steamworks ANE (FRESteamworks) was fairly easy (with a bit of help from @Mike) but the Mac version had me tearing my hair out.

Fortunately, some other friends with Macs (@the-exp and @joeybetz) helped me figure that out. I also had a local friend lend me his $1700 iMac to test out more Mac issues which has helped make the final product a ton more accessible.


I left putting in the majority of the music until the end, but Brian Holmes (@thatcomposerguy) really hit it out of the park. He ended up doing over 70 individual music tracks for the game's soundtrack that total over 2 hours of music... that's really insane if you think about it. The soundtrack is available for $4.99 through Steam here: http://store.steampowered.com/app/373780/


Something that really stands out to me now is how much better the art and programming both became the longer I worked on the project. You can see and feel a real difference in the art and the fun of the boss battles the further you go in the game. I learned SO much just by forging ahead MAKING something. That kind of learning process is in stark contrast to the "learning" I've been doing in the university that is 2 steps detached from reality, lost in a theoretical universe. The AUTHENTICITY of doing everything, art, code, sounds, promotional materials, social media, trailers, etc. made the learning real.

I really hope the game is successful and makes all the time invested worth it, but either way I'm really proud of the how it turned out. I made it the best I could within the contstraints I had and within my abilities. I definitely think it's worth the price tag.

I hope you guys get a few hours of fun out of it and will TELL YOUR FRIENDS about it :-D


Here's one last pic of the Kickstarter-exclusive armor and sword that backers above $17 will be getting: