Game Pencil Updates – It’s polishing time!

It has been some time since I updated our site and it’s mainly because I’ve been busy making intense updates to the game pencil engine. Creating a GUI from scratch to make a new IDE from scratch with an engine from scratch sounds like torture to some, and believe me it has been. But fear not, the time of self-mutilation of my brain via code is almost over. Right now I’m making the final polishing on the engine.


I’m not going to talk about the release date, but it is indeed soon(as long as an event in which the dead reanimate themselves and in order to survive hunt and eat living humans does not occur).


The full package will be released in Beta with guidelines for things not covered in this final round of polishing.  So on that note, back to coding and “making the world a better place, somehowish!”.

PawByte is now back to business


Hello everyone,

It has been some time now since I’ve posted here. This was one crazy summer and now we’re already halfway thru Fall. I took a break from PawByte in July and got a job, but later on my passions to keep doing game development did not stop me from coding during my lunch breaks, nights and weekends. I had to quit, my job and go full time indie. Friday( 10/23/2015) was my last day at my job and now its off to Monday thru Saturday full-time indie duties.

As of now here is where the deadline stands:

-November 16, 2015 – Release of updated fully functional Game Pencil Engine(For html5 and WiiU exports).

Each month these deadlines will be updated and I am so happy to see that we have a nice solid 60 FPS in the engine with a few more features to be made.

I will begin updating changelogs daily to the site for those interested in daily recording of progress. I have been experimenting with this and things feel more rewarding, especially for a software project.

Thank you all for the support and I shall keep you posted.

Open Statement to all Gamers

Hello guys,

In this day and age of projects mysteriously leaving platforms once promised for we will like to be 100% transparent with you. PawByte is 100% dedicated to The Nintendo Wii U, HTML5, PC, Mac and Linux platforms. The Nintendo Wii U is the system we test on 1st and we are making sure that the highest FPS is always achieved. We are constantly updating our engine and editor to ensure that the game runs perfectly on all consoles. If we were to get a PlayStation and/or Xbox license we will only release on the Wii U 1st then the newer systems or just on the Wii U exclusively.

To be perfectly clear, Agriduel aka Fields of Fresh really only raised less than 1K via KickStarter and the Nintendo Wii U was not even a stretch goal. We have already spent all of the funds raised and have been spending our own funds on the gme development process. We added the Wii U in the middle of the development process. The Nintendo Wii U is a great and amazing system and we are making sure the game keeps that 60 fps even in split-screen mode. The game is 480P and works well.

We are not leaving the  Wii U and not hide around technical or political bulls**t. We have spent tons of time working on our custom engine and soon it shall be open source in hopes we can get community generated optimizations.

Some people believe that doing this is backwards, but if you go to KickStarter you see simple 2D games randomly choosing Tech like Game Maker and Unreal Engine 4, which DO NOT officially work on the Wii U, as far as I know. We have not asked for any money to make this engine or “more funding for more ports”.

There is an something noble in using older tech with games like Mortal Kombat X using Unreal Engine 3 instead of 4 for a good reason. As Chicagoans, we see enough bulls**t from our politicians, people downtown and on the news and we do not want to offer you any.

Also, once Agriduel is released, we plan to keep the series alive on Nintendo platforms, either as exclusives or multi-platforms. We will not betray our fans, but randomly skipping Nintendo systems for any pre-quels, spinoffs, sequels, etc.

We will submit either Agriduel or a smaller game to Lotcheck by October 2015. Release date is still being hammered out.

Stay to E3, for bigger updates.


Thanks guys.

Game Pencil Engine – Version 0.1.1. Alpha is now released

Well I was able to get a basic alpha version of the editor up and public. Although it seems like a midnight release for April 28th, I’m happy we still met our deadline with just half an hour to go Chicago time.



Continue reading Game Pencil Engine – Version 0.1.1. Alpha is now released

Seeking Feedback on the Game Pencil Level Editor

Okay, so I’m working on The Game Pencil Engine’s 2D level editor and I wanted to request feeddback on people working with engines/editors. I’m sure most of them have their pros and cons and I will like to hear them. Continue reading Seeking Feedback on the Game Pencil Level Editor

Non-crucial services on TilWe shutting down

Attention, is subject to a huge redesign and as such it has been determined that many aspects of the site is non-crucial and alternatives to them have been found.

Effective May 25, 2015 12::00 CST The following services will no longer be offered on our subsidiary site TilWe:

Continue reading Non-crucial services on TilWe shutting down

Dry Game Dev spell is coming to an end

Photo credit:  USDA

Hello guys,

So it has been a long 26 days and I have found myself quite productive.  I shall be continuing game development of our Game Pencil Engine, along without game projects, just this time with alcohol powering game development.  I have pushed through my Game Dev Coder’s block and have finally gotten the game pencil engine to work better, more efficiently and stronger than it did before I lost all of my code last summer.  If Agriduel was a normal game development cycle, this challenge would’ve been more appropriate, but seeing that I’m not only building separate game engines(runners) on top of that I’m building an Editor for it, the time cycle is reasonably this long.  Agriduel is still planned for Q3 2015, but a little bit of alcohol and Bayonetta 2 may speed the game development cycle up more.

Here is a post-mortem  of  these past 25 days.

Continue reading Dry Game Dev spell is coming to an end

PawByte wants you to pick what should be our next 3D game project

*See poll below*

PawByte has now expanded into three branches. Branch one, aka PawByte Light is a tools and middleware development team. In English, this team is what makes the Game Pencil Engine, editor and separate runners/exports for many platforms. This team by nature works in 2D and is talented in application design and general game engine and logic design. Branch 2 is PawByte Dev, which is a game building team. It’s main focus is to use our middleware tools to make commercial 2D game projects. The third, but not least and newest team is JollyAce, which mainly focuses on 3D game development(using Unity3D) and in the near future will also use PawByte created middleware tools for upcoming projects.

Continue reading PawByte wants you to pick what should be our next 3D game project

Introducing Dry Spell GameDev

As an added challenge and encouragement to finish Agriduel this year, I have taken on a new challenge for myself personally. I will finish my last two bottles of beer and my Chardonay as I type this and it will be my last alcoholic beverages(with the exception of Sunday Eucharistic communion) until Agriduel is publicly released.  The longest I’ve went without alcohol was 2 years during my last 2 years of college, so I’m fully capable of doing this. Although I will miss my Apple Ales, wines and LimeRitas I think this will be an interesting way to go about game development for the remainder of Agriduel.

Continue reading Introducing Dry Spell GameDev