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My Old Games I'll Be Re-releasing! (EDIT 2)
5 years ago - Edited 5 years ago2,760 words
It seems I'm able to make executables of my old games! Gasp! This means they'll be more accessible even without Flash. I've made a list of all the old games that I feel might be worth 're-releasing', some more finished than others. I might even 'remaster' them a little bit, fixing some little details and removing no-longer-relevant stuff (eg sponsor branding). This means I might also be able to release the original MARDEK chapters on Steam, unaltered. (EDIT: I've added a poll to gauge which ones have any interest, so then I can know where to focus first.)

Flash isn't Flash anymore; it's now a program called Animate, focused (shockingly) on animation, so I was concerned it wouldn't even be able to export these old Flash games anymore. I tried looking for old versions of Flash Professional, but found only dodgy links I was reluctant to click (I used to actually used cracked versions of Flash and Photoshop as a poor teenager, but as a poor supposedly-adult I just use Krita as a free alternative to Photoshop and I haven't had Flash since before it became Animate).

Annoyed by that, I got a free trial of Animate, and it does seem to work with these old Flash games! They can export as exe files with no issues, it seems, so that actually makes me quite excited! The trial only lasts 7 days, so that gives me an incentive to hurry with converting them all (it's also why I'm posting this now, so soon after the other post).

I spent much of yesterday playing these old games, and it was a mixed bag, emotionally. Nostalgic, for sure, but since I'm the creator, there's a lot of embarrassment too, seeing what I've long since moved beyond.

Still, they were an important part of my development, and many of us got pleasure from them during their time, so if I'm able to make them more accessible after Flash's demise, I'm happy to spend a while looking into that.

I'll post most of them on this site, as .exe files (I think I can do the Apple equivalent too?) available with a "pay what you like" system. If you don't want to pay, fine, you'll still be able to download them for free, but if you feel they're worth something, it'd be nice to get at least a little bit for what brought me so little money in the past. If I do that, I'll probably stagger the release so they're not all uploaded at once, with a new blog post about each one talking about how to play it, what inspired it, and how I feel about it looking back now. Perhaps each game would have its separate page, with a brief blurb about what it is, a 'get it' link, and the associated blog post permanently included there.

I might release the MARDEK chapters - all three combined - on Steam though. People have certainly suggested that often enough, and if nothing else I'd be curious to see the response to that. Maybe it'd earn more money than Sindrel Song will! Maybe it'll be received poorly, either because it's for sale when it was free before (or maybe I could do a pay what you like thing there too?), or because they'll see a lot of things are embarrassingly outdated. I suppose the people who wanted NO CHANGES!! will be getting what they want. I can imagine it prompting more people to ask for a continuation, but I have no plans to do that at the moment.

Here's a list of the games that I'm considering returning to in this way. They're roughly divided into four separate phases, and I'll go from oldest first:



These first games were from a period of naivete, when I was still trying to figure everything out (programming, design, Flash, life, who I was and what I wanted to make). They're quite derivative, sloppily-made, and mostly unfinished.


Fig Hunter


This was the first RPG that I made in Flash. While I was still figuring a lot of stuff out, it's actually not too dissimilar to how MARDEK turned out, in a lot of ways. You create a custom character, and can roam around a plotless world with awful dialogue for a bit before it just ends. I don't think I ever released it on Flash portals.




Deliverance


The next RPG I made, largely built upon Fig Hunter. This one uses the same pixel + vector blend as MARDEK. The writing's improved a bit, and there's more of a sense of story, but it's still very amateurish, and it still just suddenly ends at some point. There are quite a few hours of gameplay though. There are also several versions of this game with different stories; perhaps I could include them all in a bundle?




Beast Signer


This was actually the second Pokemon-inspired game I made, though the first is one of the few Flash files I've long since lost (to my great despair). The mechanics and creature designs leave a lot to be desired, but it's similar to Deliverance in that there's a hint at a story, the writing's going somewhere even if it's not there yet, and you can wander around the world for a few hours before it just ends.




Fig Hunter Online


This is quite different to the original Fig Hunter. It uses mechanics inspired by Dungeons & Dragons, and a tactical battle system inspired by Final Fantasy Tactics. There's not much content though.




Raider (Original)


This is the vector version of Raider, my first platformer (I think?), which is almost finished, except for bosses. There's quite a lot of content in it, though again it's rough around the edges. I like the music!




Super Mega Extreme Cyber Ortek Flier 2005 X


A deliberately-absurdly-named shooter thing which was my first official game release. It's actually a remake of the very first thing I made in Flash (also lost now), which was based on a simple tutorial for a side-scrolling shooter, though I decided to make the player a dragon instead of a spaceship. This is actually strangely similar to Sindrel Song in that it's got a lot of lore, though in this case it was based on a rather childish sci-fi setting I made up when I was little.



This next period is when I was actually active as a developer and some people actually knew who I was and cared about what I made.


MARDEK (1, 2, and 3)


You know what this is.




Clarence's Big Chance


It's weird in hindsight to think that I made this. It was born out of a joke with my then-girlfriend, and I'm amazed it got to the point of completion. It's a full game with four full levels, and I think it's not that bad all things considered, though I understand why it doesn't really get mentioned to me much anymore. I like the music!!




Raider (pixel version)


And it's even weirder to think I made this! Largely because it was just so forgettable; when looking through my files for these games, I saw this and thought "oh right, THAT thing!". It's a pixelated remake of the original Raider which was supposed to be released as five separate chapters, a level each - an attempt at doing a serialised game - though I never released more than two because there wasn't exactly much demand for it. It's actually quite solid to play, though the physics are weird and the difficulty's harsh. I had a third level mostly finished, which I'd include in the exe.



After that comes the decline, where I spent a few years trying to make something without much success...


Miasmon


Another attempt at a Pokemon clone, this time more fleshed-out. There's quite a lot of content to this, and I still like to play it from time to time, though the plot's rather bland (the writing's improved from the earlier phases though). It doesn't stand up to Pokemon, shockingly, but there are definitely worse Pokemon clones out there. I tried to return to Miasmon again several times, though I didn't do nearly as much with them as with this version; maybe I'd include them all in a bundle. I LIKE THE MUSIC.




Chamaeleon


A fairly simple platformer that I sort of worked on together with my then-girlfriend. It was towards the end of our relationship though, so it's quite an emotionally-charged thing for me. Difficult. I played it a bit yesterday, and it's actually okay, if not anything special. It mostly revolves around using your Yoshi-like tongue to pick up objects in your mouth. You can play a few levels before it suddenly ends. Guess what I like about this!




Marooned


This was actually an attempt to remake one of my pre-Flash games called LONEWOLF, which I've talked about here before (and I linked to the original command line version I made in C++), and which I tried to make in Flash years earlier. It's a text-based thing where you explore an island while foraging for items to survive and battling opponents using a limb-targeting system. I'm weirdly fond of it, though it wouldn't have had mass appeal. I'd probably include all versions of LONEWOLF in a bundle. They're stupid! Unlike the others, this has no music.



This final phase continues the decline into obscurity, though I was inspired by spiritual themes and started on the Alora Fane world.


Yden


A strange simulator thing built around a system I'd written to generate vector faces from code. You raise a bunch of randomly-generated people in a 'garden', and they grow and can breed to produce offspring that physically resemble their parents. I tried to return to it a few times with more sophisticated takes on the person-producing code. Definitely niche-y, but I found value in it and played it for many hours (though I think that's mostly because I really liked the 'graphics from just code' thing). No story.




Alora Fane: Creation


Something I can still look back on with some pride, this was an attempt to make an easy-to-use map editor that'd allow people to make their own adventures, like a stripped-down version of the Neverwinter Nights Toolset that originally gave me so much joy. It's one of the first explorations of the Alora Fane setting, and I quite like the comically cutesy graphics and overall tone. The only reason I never released it was because I was I was mentally in a terrible place, and the stories I wrote for it were representative of that. I feel this is worth looking at, though I don't plan to add anything anywhere that makes it easy to share quests with other people.




Taming Dreams


This is something I'm still obviously very proud of, despite its faults. It's a clever, heartfelt remake of MARDEK, set in the Alora Fane world. The response to the new direction was very mixed. It might be more tricky to get working as an exe, since it was developed for mobiles, but I'll definitely look into it. I'd also make the third chapter - which was originally behind a paywall - available as part of the download.




There are others (eg Alora Fane Regression, CARDECK, BE-a-St, 7 Heavens 9 Hells, Chimaera) that don't have enough content to be worth any kind of release, so I've not included those.

But those are the games I'm going to be looking into adapting for release on my site (or Steam, in MARDEK's case). I don't want to promise anything since there might be unforseen hurdles, but I do have at least some degree of excitement about dusting them off a bit and making them more cleanly accessible than before.

Which of these would you be actually interested in? Are there any I've missed? IS THIS NOSTALGIC?!



EDIT
I got the trial of Adobe Animate, and was excited earlier when it was able to export some of my old projects just fine. I've run into a snag, though: Animate doesn't support ActionScript 2 (for good reason; it's incredibly outdated), and it just removes all AS2 code from the file the moment I open it, too. I switched over to AS3 around the time I made Clarence's Big Chance, which is annoyingly after I made MARDEK in AS2.

These games are in AS3, so there wouldn't be major issues exporting them in their original form:

Taming Dreams
Alora Fane: Creation
Miasmon
Clarence's Big Chance
Chamaeleon
Yden
Marooned

These ones, though, are in AS2:

Fig Hunter
Deliverance
Beast Signer
Raider - Pixel chapters
Raider - Original
Fig Hunter Online
SMECOF2005X
MARDEK 1+2+3

Ugh.

Some of them don't have much to them, in terms of code, so I could probably convert the code from AS2 to AS3 in a few hours if I really put my mind to it. Others, like MARDEK... Now that's daunting.

The worst part is that they're built in a profoundly stupid way, since I didn't know what I was doing back then. Dialogue in particular. A sensible way to do that, which is what I do these days, is to have conversations as separate .txt or .xml files which are run by line-by-line or node-by-node. In MARDEK, from what I recall, it made heavy use of Flash's 'MovieClips' system, which were objects that had a number of frames that could be run through. Frames could have code embedded in them... and I, in my naivete, thought a good way to handle conversations would be to make each conversation a separate MovieClip, with each line stored as embedded code on its frames.

I don't know if that means anything to you if you don't program or never used Flash, but it's stupid, and the amount of work to fix it - considering how vast MARDEK is - would be enormous, probably.

It's enough to make me think "I might as well just remake the whole thing in Unity then, ugh!" But even if I did, I couldn't exactly port all the assets over, especially the vector character models. "I might as well just redo them all then! In 3D!! I might as well remaster all the music while I'm at it!!!"

And then I'm back at that mental position again, torn between the "desire" to do that and the sheer scope of it all...

But there's another issue anyway. From what I can tell, it's not that ActionScript 2 code just doesn't run in Animate. It strips it all out, meaning I can't even open the old file to extract the AS2 code from those MovieClip frames.

The only solution would be to get an older version of Flash which does support AS2, and if I did that, then it should also allow me to just export the old version directly, without any of the hassle of rewriting anything.

Now I need to somehow find an old version of Flash Professional CC 2014 (or whatever), though searching Google for that brings up so many dodgy results I'm reluctant to click, as I said earlier in this post.

I'll tackle that irritating issue soon. If in the meantime anyone knows of any way to get a working, safe version of Flash Professional CC 2014, that'd be useful!

I think I might just try to do stuff with the AS3 projects first, though I'm aware some aren't as appealing or interesting as the old stuff.

Annoying. This is why I never returned to these old projects in the first place, and resisted putting MARDEK on Steam, by the way. I thought I'd found a solution, but apparently it's not that simple.



EDIT 2
Since it's not as simple to convert and re-release all of these as I'd originally thought, and I don't want to spend ages on this when I could/should be working on newer projects like Belief, I want to gauge which ones people would actually play.

So ∞ here's a poll where you can vote on all the ones you'd be interested in ∞. I'll use the votes here to gauge which order to work on them in.

Obviously MARDEK will be at the top, but I'm curious to see how the others rank. Will past familiarity or curiosity about the previously unseen drive decisions??

I'm not expecting many votes.

36 COMMENTS

zool1236~5Y
I'm excited to see your old games like
1-mardek
2-Alora Fane: Creation
3-Taming Dreams
Your games are getting better
The creation of God will complement the events of Mardek
And good luck
2
MontyCallay101~5Y
I'm, of course, excited for all of these! Though especially for the ones that have not been accessible in the past. I'm not sure what your plan is exactly, but have you considered charging money for some of these (at least for MARDEK 1-3) on Steam? People would surely be willing to pay money for that to have it on their Steam accounts purely out of nostalgia, and naturally to play it offline and with whatever enhancements you might be able to add. I would be willing to pay some amount below 5$ for the trilogy, and I imagine many others would as well. Folks are willing to support work that they love(d), and it would be especially understandable in your current situation. I can remember many other flash oldies that released on Steam similarly, and people are generally eager to spend a few bucks. Especially for MARDEK, where the value-for-money ratio is still amazing even if you have to pay a bit.

Anyway, great stuff! Certainly a step in the right direction towards establishing yourself as a creator.

[Bug reports: using the "less than" sign causes my comment to cut off at that point. Also, the comments I deleted after trying to figure this out still seem to show up in both my own comment count and that of the blog post.]
1
ALazyTotodile14~5Y
Embarrassingly, I was rather fond of Beast Signer for a time! Merging beasts to raise their level caps wasn't necessarily my favorite feature, but the sheer notion that you could combine so many different beasts and evolve them differently according to their skills used was kinda fascinating.

I suppose that it's no surprise that Miasmon excites me too, then.

All of them are overtly (and welcomingly) nostalgic though, and I hope being able to turn these creations into executables is as exciting for you as it likely is for us--
2
vladandrei199647~5Y
Beast Signer had the potential to be "the better" pokemon clone, it had me hooked because even in that beta state it was so good and polished.
1
Dingding32167~5Y
I remember liking Clarence's Big Chance and Yden! The evolution aspect of Yden really appealed to me (You might be underestimating its appeal, if things like Sims have such a huge fanbase--people like growing things and progression). Clarence, being a giant platformer with depth/secrets, had so much content (+ humorous 4th wall references and the "choose-your-own-adventure" ending) compared to similar flash games at the time it made a strong impression. I love the design of the Alora Fane ones, though I only played through limited bits of Taming Dreams you released.

I can see the mindlessness of these games being a turn-off for the "new and mature" you, but many people would probably have no problem with that, especially if they're looking for a casual time-waster. Less work for you, but that might be less meaningful for you as well.

It's funny to think how long ago these things were! Definitely a different era in my life, and thus yes, nostalgic.
1
Maniafig222~5Y
I'm glad you're looking in to porting your games over to executables! Some of these games were lost in the crevices of the move from FH to AF, so it's good to hear you're willing to make them public again!

Oh boy, time to talk about all these games at great lenght!

Fig Hunter: It's funny to see you talk about uploading this game so casually now, I remember how back in the days of FH this game was sort of like the holy grail among people who'd love to rummage through your old works. Everybody was aware of the rumours, but few could verify it even existed and seemingly nobody had the actual files. Personally I never cared much either way, but I'm glad you're putting it out there and might give it a quick look just out of curiosity.

Deliverance: Ah, I do remember playing this one! Several times, actually! Of course, the optimum strategy was to make a light-elemental character, make STR and AGL complete dump stats and focus only on SPR and VIT and nuke everything with the level 2 light soul you could obtain for creating a very powerful spell. I'd love to see the alternate versions, since I never got to experience those!

Beast Signer: Another one I played! Some of the creature designs were rather nifty I thought, and it was a nice detail that you gave some of the beasts cries like in Pokémon. The actual mechanics of training a Beast were a total mess though, considering you'd need to constantly breed new Beasts using the old ones due to the level caps if the game wasn't just a short demo!

Fig Hunter Online: I don't think this one was ever made public, but that didn't stop people from getting their hands on it regardless... I know I certainly fiddled around with it a lot! Though most of said fiddling was just making a bunch of weird characters in the character creator. It's a shame you never returned to the FFT type of gameplay, I'm rather fond of those games.

Raider: It's so weird to think of you as "the guy who made Raider", those two games are so different from your usual fare in pretty much every way! I never played much of the original, but there are some videos of the game's boss battles on YT so it seems at least someone did. The music is quite nice, I agree.

SMECOF 2005 X: I don't think I played much of this one, but I do vaguely recall bits and pieces of your sci-fi setting from the Fig Hunter Wiki. Did you plan to reuse the races from this game in later MARDEK chapters? (I mean, we all know MARDEK 5-8 were gonna be set in space and shift from fantasy to sci-fi, right? Right?)

MARDEK: Never heard of this, utterly unfamiliar. Hope you add it to Steam so I can play this for the first time.

Clarence's Big Chance: It's like Mario! But better! No joke, I find CBC more playable than any 2D Mario platformer I tried... I like this game a lot! It's weird, funny, charming and rather raunchy. It works really well as a joke game that's also still just a whole game. The OST is also just really fitting which is interesting considering the weird nature of the game, you should feel proud of it!

Raider 2: Pixelated Boogaloo: I remember these! I finished the first chapter and liked it quite a bit, but the second one was much too difficult and frustrating for me! The game did feel nice to play, looked nice and had good music. I'm curious what that third level's like, I believe it was going to be an ice stage so I imagine it was just a bundle of fun.

Miasmon: I beta tested this!! This one went through quite a lot of revisions, and I did really like the version you eventually wound up with. It is ahead of most Pokéclones out there, and some of the designs were quite neat as well. I also like the music in this one, Crayden's battle theme especially!

Chamaeleon: I never got to play or test this one! I do remember you working on it, and I meant to comment on it in yesterday's post as a project I was curious about. I'm assuming you reused the CBC engine for this one, looking at the UI? I really hope you can upload this one, I want to try it out! You did share one song of the OST as well, I recall, and it did sound really good! I think it was either a forest or cave theme...

Marooned: Ok, I do remember this one! Equipping a coconut on the head and headbutting guys in the crotch to make their penis explore. Just a regular Monday for me, or a game of Marooned. This game is also very much a "Huh, Tobias made this?" experience!

Yden: Why yes I also tested this one! Like with FHO, I mostly just mucked around with the character creation though! I recall you getting quite far with this game's development, now I wonder why you never released it, hm.

Alore Fane: Creation: You probably don't need me to tell you I remember this game! Making quests in this was quite fun, and it'd stil be easy to share the files over something like Discord for example. I hope you can implement the Varnyn for this release!

Taming Dreams: Aaaa, Taming Dreams! I'm glad to hear you'll try to make the third chapter accessible to people. I still think this series has a lot of untapped potential, I do hope to see more of it some day.

Let's see, what else is there?

There is Clarence RPG, you did have two brief playable demos of this game. I'd like to see those, brief as they are, considering they are sequels to CBC and serve as an inspiration of Belief! I recall during testing you said you also had sprites made for all the playable characters, though they weren't in any demo I played. I'd like to see those, the emotional expressions were quite funny!

There's also Timid Cervid, though I'm not sure if that one ever made it out of the planning stage... That was I believe the first time you wanted to do the non-violent combat system in a serious game, so it's also a precursor to Belief and Taming Dreams!

I do hope you can get these games all converted and downloadable!
3
swatllama15~5Y
I played the old Fighunter! It was really buggy, but I liked the gameplay a good amount. The improvements from it to Deliverance were massive, but there was something about it that was really fun. Maybe how utterly ridiculous it all was :D
1
TheJop32~5Y
I'm interested in playing a lot of these so I'm thankful they will be preserved in some way. I just finished MARDEK 3 yesterday coincidentally enough (and also Raider 2 for dessert), and I had a lot of fun although there's nothing new to see. I'm obviously interested in the games of yours that I've played, which would be Deliverance, Beast Signer, Raider, MARDEK, Cyber Ortek, and Clarence's Big Chance. I've always been fond of platformers and the few you've developed are very well put together.

For a lot of the other games mentioned, I've read your posts about them but haven't gotten the chance to try them, so I'm looking forward to them being released publicly (Fig Hunter, Miasmon, and Taming Dreams especially). I actually played CARDECK and Chimaera a few times back on Fig Hunter, so I hope they will still be available somewhere since the original games page is gone.

Now that I'm thinking about it, it has been almost a decade since MARDEK 3 was released, so you could probably make a special decennial version to really cash in on that nostalgia! I'm not sure what that would entail though, maybe some new art and developer commentary?
2
Kiyasuriin4~5Y
Hey... Long lurker that decided to finally join... (after 15 years of lurking... yep... **nervously laughing**)
Anyhow. I am really happy about it! And I wish you great luck and all!!!1
1
Sumgato2~5Y
I still have a copy of Adobe Flash CS6 installed on my old computer, from back when I was trying to make games, inspired by you. I don't know how you'd get one nowadays, though. I remember the process to crack it involved downloading the trial version from the adobe website and then doing something with it.

(By the way, you may not want to mention very publicly that you are using a trial version to export those games to .exe, or that you used a cracked version to produce the games in the first place, if you plan on charging money from them. Just in case...)

I read somewhere that the export to .exe feature that Flash does is just packaging the flash player executable along the .swf file, so it might be possible to do it in some way even if you don't have access to the source code, just from the .swf file itself.
1
Kiyasuriin4~5Y
Is there a certain reason why you shouldn't mention that fact? Out of pure curiousity. ^^;
0
MontyCallay101~5Y
If you're just looking for a way to wrap the .swf files as an .exe, there's a program called the "JPEXS Decompiler" that does that well and without a hassle. I've used it myself in the past to archive some of the old flash games I downloaded at some point. It works with MARDEK! It might still be limited compared to what you want to do, though.

[LINK]
1
swatllama15~5Y
Do you have the SWF's? Even if flash is going to be deprecated in browser, those can still run offline in flashplayer.

Otherwise, you could release the whole project files and someone who has an older version of Flash can package them. It might be worth it, anyway, to use an older version for all of them in case there were changes from the version you used in 2007 to the 2014 one, both in the AS2 compiler and the flashy... setup. Whatever it's like. I've never used Flash.
1
zhutz5~5Y
The 'CC' versions of Adobe Flash don't support ActionScript 2.0 either. The latest that does seems to be Adobe Flash CS6 - here's an archived trial for it (took me a while to find):

[LINK]

I'd be pretty happy to donate for any of the them, though I would also like to see some of the "not enough content any kind of release" ones. Maybe you can release them all in one package?
1
Tobias 1115~5Y
That's VERY useful, thank you! I found the petition that site links to when searching myself, but not this actual site. It seems to be exactly what I needed though, so I'm downloading CS6 now (I would have got CC if not for this comment, so that saved me quite a lot of hassle and frustration).

I could certainly look into making the insufficient content ones available as a package at some point, but by not enough content, I mean they barely even start up, or even the basic mechanics aren't fully done, so there's really not much you can do with them other than wonder about what could have been.
1
Astreon152~5Y
Then, since you want to recreate or broaden your fanbase, how about you create a little contest where people could "complete" those games ?

You'd set the criterias for it, then open the source code, and people could add to the thing in one way or another, to show what the game could have become ?

The same principle could be applied to those games where the player can use basic mechanics to "create" stuff, just like Yden or AF: Creation.
Contest, with a voting system, etc.

1
HolyPenguin96~5Y
By the way, I'm Dave from Disqus, and I only just got around to making an account here.

I'd be really excited about MARDEK, obviously, and would love to have those in my Steam library; I'd pay good money for that.

As for the rest, I think I'd be most intrigued by Fig Hunter, since it's one of the few on that list I've never been able to play, so I'd love to have the chance to play it and see where it all began.

Alora Fane: Creation is another one I never got the chance to play (I don't know if it was ever available anywhere?), so I'd be interested mainly just to see what it's like.

I really like Deliverance, so it'd be nice to see that available again; I also didn't even know there were different versions with different storylines, so that sounds interesting.

While I can appreciate that Raider and Clarence are really good games, I could never get into them as I've just never been into platformers and they're too difficult for me. They're great, just not for me. I'm sure others would love to have access to them.

I really like Taming Dreams; to date it's the only mobile game I've ever spent money on. Would be nice to have that available on PC, especially since it's no longer available on the Google Play store. I'm probably one of the very few people who currently has access to that game, as I still have the device I initially installed it on.

Most of the rest on that list I'd be interested in a more "hey, check out what he was trying to make here" kind of way, rather than a "oh man I really want to play that game!" way. For example, I've already played through Miasmon and Beast Signer once each and while it was interesting and enjoyable enough, I personally don't feel the need to go back.
1
LordToby1~5Y
Really interesting to see a portfolio of everything you've made over the years. I'll really look forward to explore those.
A few prototypes of old games you worked on earlier, but did not mention came to mind:

Be-a-st: Similar to chamaeleon i think
7 heavens, 9 hells: Another RPG
CARDECK: A card RPG game
Chimeara: A monster battle/simulation game
Rise of Yalortism: Very similar to Fig Hunter
Clarence's RPG: An RPG sequel to CBC
Programmon: One of your reimaginations of Beast Signer
There was also another pre-Deliverance game you once talked about, where it also was possible to play as Gruul.




1
DerpyPoint3~5Y
Ah, the thought of the greatest Flash game series in my childhood being re-released! Looking at this post, it's funny because I had the similar thought of porting the MARDEK trilogy for HTML5. I'm fine if the MARDEK trilogy is re-released on Steam with everything unchanged except for the audio (thank you so much crappy Flash encoding!) but it would be a plus if the game could support larger and wider resolutions. I'd even buy the game + OST bundle if you plan to do that.
1
Tobias 1115~5Y
That's a point, actually; the music would be a higher quality, I think... It depends on how the original wav or mp3 files were saved, though looking at the file size (the fla is half the size of Clarence's), maybe I compressed the originals to some degree at least, for reasons I can't remember? I'm not sure. It'll probably be at least a bit better than the originals, though. Hopefully a lot better.

I'd love to support things like other resolutions, but that's not really an option with the way the old games were made, I'm afraid. It'd require completely recoding them, which is so daunting a task that I'd prefer to just do that for a remake. If I'm recoding the thing, I might as well do it completely. The remake would have additional features like controller support too, which I can't add to a remastered version of the AS2 original as the code is now.

I do have a higher quality OST at least, so I could definitely bundle that with a Steam re-release.
0
ikiimoni5~5Y
I remember playing all of the games that were available on Fig Hunter back in the day! Raider Zero was actually one of my favorites. For being an RPG platformer with Metroidvania vibes, it hit all the right notes. I remember sitting on the computer at recess in elementary school when it rained, and scrolling to the bottom of the games list, looking at titles like Be-a-St, 7 Heavens Nine Hells, and playing Deliverance and finding the joy in it.

I think that the preservation of games is extremely important, and something we'll be thankful for in the future.

The other day I discovered BlueMaxima's Flashpoint, a surprisingly complete preservation project of flash games while looking into some sort of way to make sure I could keep files of MARDEK around. It's suprisingly dense, and it looks like they're preserving Raider, MARDEK and Clarence's Big Chance. Worst case scenario, these six games will be publicly accessible.

Your creations have meant a lot to me, both as a gamer and as a budding game designer. I'd gladly pay to have a chance to have a chance to support one of my strongest influences and own it properly on a steam account. *Especially* if it contains new content or unreleased games.

--------------

I do want to add a bit of a footnote to this. I remember being a teenager and first seeing Taming Dreams. I remember being confused, shocked, and a little upset. I never bothered to leave any sort of comment about it, since I at least knew better than that, but it did feel almost perverse to see something so important to me be reimagined as a pacifistic tale, something that almost felt like the antithesis of the happy-go-lucky adventure crazed tale it reimagines.

Honestly, those mixed feelings are completely dead. I've grown up, and I know exactly how it feels to lose interest in something, or to reimagine or want to redefine old work into something new that better represents who you are today. I'm curious to play Taming Dreams, and odds are, I'll have a great time playing it, especially now that I'm not some sort of bullheaded teenager.

--------------

Footnote of the footnote, but that game I'm working on has not made substantial progress. Unfortunately, being a college student keeps me extremely busy, and I have my own demons to struggle with all at the same time.

I recently got a call from a AAA studio to work for them this summer as an intern. It's humbling, jarring, and I still haven't processed it. I don't feel worthy, qualified, or even scared quite yet, but it is there in my consciousness. It feels weird that I'm about to be taking what feels like my first "real" step into being a game designer, despite the fact that I started making games in Stagecast Creator when I was 7. (Give it a Google, you'll get a laugh out of what I decided to make a horribly overscoped platformer in.)

It feels like I'm about to enter a strange and exciting new era of my life, and it sounds like you're on the cusp of great things happening too. I'm not sure how to end a big ramble like this, but cheers to you, and good health!
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Tobias 1115~5Y
I remember my own days of sitting in my school's computer room, looking at other Flash creators' work with curiosity and excitement... It's surreal to know I've been one of those to you and surely a bunch of other people too.

Someone on Twitter mentioned the Flashpoint thing to me, though I've been neglecting to look into it myself. If someone's already preserved my games on there, that's... fine, I suppose, it would be a shame if they were just lost, but I think proper re-releases from me could help them feel more 'official', allowing them to be included in proper Steam libraries free of the PLAY MORE GAMES branding and stuff.

I wonder whether I could bundle a MARDEK re-release with some dialogue pages containing all that was meant to happen in the following chapters? Hmm...

I'm aware and wary of that resistance to things we loved changing into something different, and I'm not sure how to get around that with a remake... I suppose I'll just have to hope most of the original fans have grown up, and that I'll be capturing the general spirit of the original MARDEK games even if some details are more similar to what I wanted to do with Taming Dreams. I made a lot of mistakes with Taming Dreams by going too far away from what made the originals meaningful to people, so I'll be needing to think about how to do that better this time, if I do go down this path.

Ha, Stagecast! I think I started with that too! I haven't thought about that in years... How interesting! I was several years older than you though; I wish I'd been able to start that young!

But that's amazing, if you've already got a foot in the industry even before finishing college! That's a path I felt I could never go down myself due to my various "eccentricities" and preference for working on my own ideas, but it's definitely more secure, and I can imagine working with other like-minded people on a shared project with actual deadlines must really help the process a long a whole lot (and be fulfilling in many ways that indie development isn't). I wish you all the best for that! It sounds like a really amazing opportunity.

It's strange thinking that I've managed to inspire people who'll be a part of the industry, or already are... When I was seeking a publisher for Sindrel Song, I was turned down, but told several people from the publisher knew who I was and appreciated my contributions to gaming. So strange, considering my poverty and obscurity these days, but things like your comments and those do make it feel worthwhile, so thank you for sharing.
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NicoBros5~5Y
Completely sure that I'll spend more than 200 hours at MARDEK if they're at Steam

Toby: "What about if I sell the 3 games for like $15?"

Me: "$75 and I'll buy it."

Toby: "But-"

Me: "NO EXCUSES. I'll buy it."
2
RandomNom3~5Y
I would really love to see games like Beast Signer, Deliverance and Fig Hunter: Online put back up, just for the sake of history. I've been playing your games since like, elementary/middle school, and I've always loved your work, even your latest stuff like Taming Dreams (I'll have to get my hands on Memody at some point!) but I played a lot of your old, unfinished flash games and I still find a sort of creative, imaginative potential in them even while they're not done. Running around and developing your team in Beast Signer and creating your own build of character in FH:O has brought me a lot of fun, and I would like to be able to relive those memories when I can. I wish you luck with converting your AS2 games to AS3. Regardless, I love you and your work, and I'm gonna keep following you! :)
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Tobias 1115~5Y
I'm glad the things I made could add something to your life!

The main thing preventing me from making those old games available again is uncertainty about where to post them. There might be a chance to make a little bit of money from them, but most of them aren't worth separate Steam releases, especially since they're unfinished. A collection of them all as a release could work, but I don't think I'm notable enough for that to be worthwhile at the moment; it might be a better idea to delay it a bit. Or I could just upload them here, in exe rather than browser-based Flash format, but I've not yet had the time!
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vladandrei199647~5Y
First of all, I'm happy to hear you are working on bringing your old games back. I'm a big fan of Mardek, but enjoyed Beast Signer (best Pokemon clone ever, it feels dirty to call it a clone because it feels like it has much more potential) and Deliverance.

Mardek Collection would be a must buy for me, I hope you'll think of a price that's appropiate for your old fans as well as new potential fans that might see the game on Steam. Add some steam achievements and I'll play the hell out of it.

If your sales and reviews go well, maybe you'll think about continuing the story with a chapter 4 (what we all wish , the only game that it's more wishlisted than Half Life 3).

I was always amazed by the fact that you do everything as a solo developer/programmer, ever thought about taking a team of volunteers to help you with converting your games and maybe helping on new ones? You could begin a small indie studio. Even having some volunteers that could do voiceovers for the dialogue could be nice.

Everything being said, after all these years I'm still excited about your old games (and newer ones) and wish you the best.
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Tobias 1115~5Y
What kind of price would you be willing to pay for the original MARDEK on Steam? I have my own idea, but I'm curious to hear other people's idea of a fair price.

This reimagining I'm working on is my way of revisiting and eventually finishing the series. I don't have the mind or the technology to do a straight remake of the originals, unfortunately; I've changed too much since then. Hopefully by playing through these versions you'll get a better idea of how they'll progress naturally into a continuation of the essential story.

I envy other developers who formed small teams with like-minded and skilled friends they happened to know. I've always worked alone because I've never known anyone with the right skills, a shared vision, and the willingness to walk down such a risky path. And I haven't the social skills or money to just hire strangers! Or to work with volunteers, for that matter; would someone giving their skills away for free actually be competent enough? Disciplined enough to stick with it? It's a complex thing, building and running a team of other minds, and there's a lot of stress that's just not there when I do everything myself (though some other things - like marketing and promotion - that are a lot harder).

Thanks for commenting!
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vladandrei199647~5Y
Answering your question, I'd look at each chapter and value them separately : C1 feels more like a demo, while C2 and C3 are much longer and have more content into them. It's hard to put a price tag on your work, but it's still a decade long game and overpricing it could put some people off it, and you could use some new fans that will check it out if it has an appropiate price. I'd say the collection could go for around 20-25$. If it doesn't sell well, Steam allows you to participate in sales and people always buy things on sale. Comparing other indie titles, Undertale sells at 10$ (with many 50% off sales).

Speaking about creating a small team, this thing was done before. Look at the Beyond Skyrim team. That team is composed of fans of the Elder Scrolls series that want to expand the existing game, everyone is volunteering and they are only accepting donations. If you could find some dedicated fans that know how to help, your progress could be better.

Anyway, I can't wait to replay the MARDEK series on Steam like I did on fighunter and kongregate. Having cloud saving and steam achievements is a game changer.

1
Tobias 1115~5Y
I was actually thinking of a price less than that, something between $10 and $15 maybe, though I'm glad you'd be willing to pay more! (One person said they'd only pay $5...) Interesting that Undertale's so cheap; was it always?

A few years back, there was a MOTHER 4 Fan Project which got quite a bit of traction and enthusiasm; the blog posts about it got way more attention than mine do here! But the last one seems to be from 2016. I remember reading about it a couple of years ago, and how development had been slow and eventually just fizzled out because all the people involved were volunteers who had other jobs and whose interests shifted. This seems to be more common than the example you mentioned, where there's a burst of initial enthusiasm that just can't endure. I think there was actually a MARDEK remake/revival project at some point (though I never personally looked into it and I don't know what became of it), which probably encountered the same problems.

So while working with dedicated volunteers seems wonderful, the stress of having to work with other people who are too busy with other stuff to be reliable just seems way more difficult than doing stuff myself!

Are Steam achievements and cloud saving of crucial importance for you? The way I've got the exe of MARDEK set up, the one I intend to release on Steam, I can't actually communicate with the Steam API. It's annoying, and I'd prefer it to be different, but I wondered how much of a deal-breaker it'd be if those features weren't included. If they're crucial, I'd need to look into another way to do it, though it might take a while.
0
vladandrei199647~5Y
Such features like achievements and cloud saving could be the reason some will buy the game, because the free browser version had none (Kongregate had achievements tho). I've lost my MARDEK saves lots of times (because of personal dumbness) and achievements are motivating people to play so they have something to show for it.

I don't know how the Steam API works, but there were other flash/browser developers that converted to Steam and were able to do it (Gemcraft comes to mind).

If you have the time and willpower to do it, I'm suggesting adding more achievements than Kongregate had. The majority of the K achievements were late game related. If the players spend more time playing to get those achievements, their friends will see that and may wonder how's that game, making a sale most probably.
1
Kal9~5Y
Tobias (:

Is there any (easy) way to re-instate _Taming Dreams_ on Google Play Store? I'd like to keep sending friends to try it (and maybe buy it ;). But right now, we can only use the 'unofficial' sites ....

I'm asking only if it's not a hassle.

Keep being, Friend! :)
0
SacredSpirit13373~4Y
I would totally play the heck out of all of your old games! All of them! I remember back when I discovered your things through the very first Fighunter! I was immediately hooked on your game-making skills! I may be just one of the masses who loved playing the original Mardek series (as I said in another comment on another post, I kind of miss the story and am sad that it left off on the cliffhanger that it did), and I ADORED Beast Signer (though the cliffhanger in that one caught me by surprise too)! If there were any way to see those continue, I would buy them in a SECOND. Miasmon too! Deliverance was also fun, and I thought that Cyber Ortek Flyer was a great flash shmup! It felt fun to play an all-powerful tyrant dragon, even though my own clumsiness meant I constantly got its heads blown off by common enemies. That Marooned concept sounds awesome too, as it reminds me of the old Big Al / Evolution games from BBC that I played endlessly until they suddenly (to my horror) vanished without a trace from the BBC website. In conclusion, I'd be up to play whatever!
1
FleaFlayer1~4Y
Hi!

Games like Mardek, Beast Signer, Raider Zero and Deliverance were a big part of my childhood! I'm in a bit of a financial bind right now, but I'll definitely add them to my Steam wishlist and will get to them eventually.

Mardek has fantastic humor (I imagine it'll only get better once I replay it, back then a lot of it went over my head), fun gameplay, a nice story with epic boss fights (seriously, the final boss of Mardek Chapter 2 still gives me chills thinking about it) and such a nice soundtrack and atmosphere.

Beast Signer is kinda like an advanced sort of Pokémon, I love how alternative the mons feel compared to Pokémon and Digimon, they're a bit more abstract here. Lots of fun to play, and from what I can remember I find the element system very intriguing and I prefer it over most other element systems I see in other games, really.

Raider Zero (not joking) has the best, most immersive sci-fi atmosphere I've ever seen. Great soundtrack, great atmosphere, love the level designs, gameplay and boss fights. It does feel a bit incomplete, but hey, can't complain.

Then there's Deliverance. Deliverance could've actually been my favorite, I remember it having a really cool story and a sort of bittersweet vibe about it. The locations you get to explore are all really cool and there's this really nostalgic atmosphere as well. Soundtrack is great as usual, gameplay is fun, and... I'm still quite saddened by what could've been. Was totally devastated when I found out the game was abandoned and the story would never be finished as a kid. But again, can't complain with what we do have!

In general I'm deeply impressed by how you manage to do everything yourself (I'm still the most impressed by how you actually have drawn and animated sprites in games like Mardek and Deliverance for pretty much everything) and I definitely count your work as an inspiration for... well if I ever get around to actually making something (in the manga, visual novel and music world).

Well, I do have to say that your most recent games don't really seem like they'd be my sort of thing, but well, things change and I'm glad you're still at it anyhow.

Thanks for the cool stuff throughout the years!

(Oh, and I take it that you've found yourself an older version of Flash in the meanwhile, this post appears to be 11 months old after all, but... in case you don't I'd suggest taking a look around rutracker. I know, it looks shady and Russian, but they have nearly everything you need in terms of music and software.)
1
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