Some Beepbox Tunes

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If you are looking for a tool to make VGM for your game, then Beepbox is a good free option. Beepbox is a online tool for making music and can be used online and offline. It’s one of the most straight forward music making tools out there and is great when you need to mock up a sound or song for a game.

From just messing around and having no musical knowledge, I made these following tunes:

Have a good year and go out and make some VGM’s.

Character Drawings from GIMP

I am a regular user of the free program GIMP. It provides the tools I need for what I make and doesn’t require a monthly fee like with Adobe Illustrator. These are three images I made after spending many hours messing around to eventually crafting something that wasn’t a doodle.

How Tyrant Haxorus Reviews Products

 

Previously, my reviews have had a rating score put on them. A review score is a number that is used by critics to provide a general idea of a game’s quality. On Tyrant Haxorus, I have found that I have not put any thought into a rating score and was done simply because many critic review sites such as IGN and Game Informer use them. From this point onward, Tyrant Haxorus will no longer use review scores. This is because I feel that people decide on a product’s value and quality from what is written in a review and checking a multitude of perspectives. Review scores are a numerical summary with a mark that means different things to different people. It doesn’t take into account the whole story of what multiple perspectives were communicating.

Previous reviews will have their rating scores removed. What was written in them and the What’s Good and Bad summaries will remain intact and future reviews will not have rating scores. I always aim to provide a perspective that is informed and addresses what is right and wrong with a product. The removal of rating scores means I will not undermine my points and critique with an arbitrary number.

 

A possible solution to Overwatch’s Infinite Loading Bug

 

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In Blizzard’s multiplayer shooter, a crippling bug can inflict players and render the game unplayable. It it’s commonly known as the Infinite Loading Loop. This bug happens when players are waiting for a game map to load and cannot get past the loading screen.

The bug breaks the game because players cannot even access training modes that are separate from multiplayer modes. It also leads to terrible effects on players as inactive players will eventually be kicked out of a match. If kicked out enough through a error players have no control over, they are penalised with a 75% reduction in experience points until their Games Played and Games Completed ratio returns to normal.

There is no absolute solution to this serious problem because the game loads an environment map while internet connections go through Battle.net’s DRM (Digital Rights Management) that verify players are connected to Blizzard’s servers. This guide shows a solution that has worked for me in my experience with the Infinite Loading loop and may work for your circumstances.

Press the Windows key

Search  firewall

Select “Allow an app through Windows Firewall”

Click on “Change Settings” (This step assumes you have administrative rights)

Scroll down until you find “Overwatch Application”

Tick the Private checkbox and leave the Public checkbox unticked

Press the “Ok” button on the bottom of the firewall screen

Exit the firewall window

Open up Overwatch and enter a training map. The map should load as normal and all games modes should not experience the loading bug. This possible fix opens up the games port communication with Blizzard’s servers.

When Private is not ticked off, the firewall prevents the port from communicating with the servers because it thinks it’s a malicious payload. Do not tick the Public checkbox because only your PC’s protocol has to forward a connection to Blizzard’s servers. You don’t want other devices finding your PC every time you are playing Overwatch.

I hope this guide helps fix your encounter with the Infinite Loading Loop. Have fun with one of the year’s greatest games.

 

How to Make Basic Invincibility Frames in GameMaker Studio

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In video games, invincibility frames are the period of time when a player is invulnerable to a game’s hazards. They allow the player to make a mistake and have enough time to quickly move away from hazards. Without invincibility frames, moments of high challenge become frustrating for players that don’t have a high level of skill. While not every game requires invincibility frames, they are a feature that grants players a margin of error for how many times they can make a mistake.

To start, create 3 sprites and name them Spr_Player, Spr_Wall and Spr_Enemy1.

Tutorial Pic1

Then create 3 objects and name them Obj_Player, Obj_Wall and Obj_Enemy1

Tutorial Pic2

Select Obj_Wall and have Solid turned on

Tutorial Pic3

Then open up Obj_Player and put in these events:

Tutorial Pic4

Now make a sound file with the sound icon.

Tutorial Pic8

Select an MP3 file from your computer and in Target Options, Set it to Stereo and 16 bit.

In the Create event, enter the Control tab on the right. In the Variables section, select Set Variable and put in the following:

Tutorial Pic5

In the Alarm 0 event, put in the following:

Tutorial Pic6

In the Step event, put in the following:

Tutorial Pic7

In the Collision event with Obj_Enemy1, put in the following:

Tutorial Pic9

In the Draw event, put in the following: (For the code icon, put in image_alpha = Flash)

Tutorial Pic10

Once a room has been made and these 3 objects are placed in that room, the player should flash when coming into contact with the enemy and a sound effect will play. Do not hesitate to point out flaws and inaccuracies with this tutorial and I hope this has helped your title in progress.

How to make player movement for a platformer in Gamemaker Studio

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(The following method is borrowed from Animator XP’s “Game Maker Studio Tutorial: Arcade Platformer Part 1 (Movement)”

1.Create a sprite, name it spr_player

Capture

2.Open up the sprite and select “Modify Mask”

Capture1

3.In Bounding Box, set it to “Full image”

Capture2

This allows the player object to have the best collision possible with platforms.

4.Create an object, name it obj_player

Capture3

5.Open up the new object and select “Add Event” in the events tab

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6.Select “Create”

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7.In the “Actions” tab, select “Control” and in “Code” drag the document icon into “Actions”

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8.In the code window, type in the following:

room_speed = 60 // sets the game’s frame rate. (FPS) 60 is the ideal FPS for games.

jumped = false //the player is unable to jump until an actions changes it to true.

9.Then in obj_player, select “Add Event” in the events tab

10.Open up the “Alarm 0” event

Capture8

Repeat step 7

11. Type in the following:

jumped = false // this determines if the player is able to jump or stay on the ground.

This is changed in the “Step” code. The create event makes this variable and the alarm triggers when a player input changes it to false.

Repeat step 9

12. Open up the “Step” event

Capture9

Repeat step 7

13. Type in the following:

if(keyboard_check(vk_left)) //when the left key is pressed
{
if(place_free(x-5,y))//this checks if 5 pixels to the left are open space
{
x-=5//speed of movement.
}
}

if(keyboard_check(vk_right)) //when the left key is pressed
{
if(place_free(x+5,y))//this checks if 5 pixels to the left are open space
{
x+=5//speed of movement.
}
}

if(keyboard_check_pressed(vk_up))//when the up key is pressed
{
if(!place_free(x,y+5))//this checks if 5 pixels up and down are open space.
{
jumped = true//the alarm changes to true.
alarm[0] = 15// jump into the air. Affects how high the player jumps.
}
}

if(jumped == false)//when the alarm’s false, trigger the falling code.
{
//Fall code:
if(place_free(x,y+8))
{
y+=8//affects how fast the player falls.
}
else
{
if(place_free(x,y+2))
{
y+=2
}
}
}

else
{
//Jump code:
if(place_free(x,y-alarm[0]))
{
y-=alarm[0]//the alarm changes to false.
}
else
{
alarm[0] = 1
{
y-=0
}
}
}

14.Repeat step 1 and 4, name it spr_wall and obj_wall

15. Open up obj_wall and tick “Solid”

Capture10

16. Make a room

Capture11

17. Make a basic level and place obj_player in it.

Capture12

Capture13

The player should stand on the ground, fall when jumping and not pass through walls.

This method is good for platform controls that feel fluid and responsive on a basic level, but it has flaws. “Place_free” checks if a set number of pixels are open space, meaning this method is not ideal if your level design consists of pixel perfect platforms. Animation with player movement is also limited because “Keyboard_check” responds to the specific input.

Say you pressed left and the jump button together. Players will see the left key animation and not the jump key animation unless it’s the only button pressed.

E.g

if (jumped == true) //checks if jump is true

{

sprite_index = spr_playerjump //jump animation displays on screen

}

if (jumped == false) //checks if jump is false

{

sprite_index = spr_player // idle animation displays on screen

}

if(keyboard_check(vk_left)) //checks if the left key is pressed

{

sprite_index = spr_playerleft // left movement animation displays on screen

if(place_free(x-5,y))

{

x-=5

}

}

if(keyboard_check(vk_right)) //checks if the right key is pressed

{

sprite_index = spr_playerright // right movement animation displays on screen

if(place_free(x+5,y))

{

x+=5

}

}

If you require a method with complete and fully robust customization, use the method on GameMaker Tutorials.com

I hope this method has helped you with your title in progress. Do not hesitate to point out faults with this tutorial and take care.

References:

Gamemaker Tutorials.com “Platformer Basics [Article]” May 4, 2014 viewed on 22nd May 2016 http://gamemakertutorials.com/?p=383

AnimatorXP (May 8th 2016)”Game Maker Studio Tutorial: Arcade Platformer Part 1 (Movement)” retrieved from https://www.youtube.com/watch?v=sx50CKhfT88

Enhanced Pictures From Photoshop

Some time ago I sat down at my table, dulled by the exhaustion of a long hard day. I was granted the task of enhancing photographs with Photoshop and with inspiration taking advantage of my lack of experience, I produced these transformed creations.

Crystal Galaxy

IMG_8052 PS Keep

The Honeycomb Meteor

IMG_8090 PS

Divided from reality

IMG_8073 PS

A delicious Poison

IMG_8070 PS

 

 

Why Refined Gameplay Defeats Radical Innovations

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Deviant Art 2016 ,’Evolution of Pokemon’, jamie07, April 26th 2013, Customization/Wallpaper/Minimalistic/Other, viewed 1st March 2016 http://jaime07.deviantart.com/art/Evolution-of-Pokemon-367944378

Franchises are a volatile aspect of long standing game series. The balance of convincing people into a franchises offerings and sustaining its demographic’s interest and loyalty is a trial for any game developer. The greatest video game series stick to refining their most pure mechanics and add design and features enhancing that foundation.

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Random Wallpapers 2016, ‘Sonic The Hedgehog Forms HD Wallpaper’, 1920×1080, HD, #sonic, #hedgehog, #forms, viewed 2nd March 2016 http://randomwallpapers.net/sonic-the-hedgehog-forms_w370492

This golden rule of game development seems to have been forgotten by Sega when concerning Sonic the Hedgehog. Once the Genesis captain of a war against Mario’s Super Nintendo in the 90’s, Sonic has been making do with unnecessary innovations in his line up in recent years. From sword fighting, werewolves and guns, there isn’t any Sonic game now that doesn’t have some form of wild innovation in them. But this precisely is why he hasn’t been favoured with current critics and audiences.

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Deviant Art 2016, ‘Sonic the Hedgehog 3 Wallpaper’, PivotProduction2009, February 25th 2013, Fan Art/ Cartoons & Comics/ Digital/ Games, viewed 2nd March 2016 http://pivotproduction2009.deviantart.com/art/Sonic-the-Hedgehog-3-Wallpaper-356449354

In the Genesis era, Sonic was the golden example of how refinement of mechanic purity leads to a quality game. The classic trilogy is well designed speed and every game after the first improved that design with new mechanics that didn’t change the basic rules. The complete engagement and design overhauls in titles such as Black Knight and Rise of Lyric reinforce how Sega handicapped their mascot by having him do something radical, rather than improving on the great foundations of the classic trilogy.

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Gamespot 2016, ‘Sonic the Hedgehog Gets New Logo, Possibly New Game for 25th Anniversary’, Mat Paget January 5th 2016, viewed 3rd of March 2016 http://www.gamespot.com/articles/sonic-the-hedgehog-gets-new-logo-possibly-new-game/1100-6433538/

Sonic still enthrals many people in the gaming landscape. It has even been demonstrated that his main point of attraction still works today, with Generations and Colours being competent because they were able to stay put with what worked and deliver a more refined experience. But any hope for Sonic to start becoming great again was quickly killed by Sega’s irrational paranoia for their mascot. The total make over of every aspect of Sonic’s established appeal and design in Rise of Lyric lead to the worst game in the series. Lyric is an especially egregious title because it is devoid of everything that people enjoy about Sonic and instead is a dull and lifeless husk of an adventure game, only meeting the bare necessity’s to be playable.

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APG Nation 2015, ‘DIVERSITY DOESN’T MATTER, DESPITE THE CRIES OF MEDIA CRITICS’, Jeremy Effinger October 11th 2014, viewed 3rd March 2016, http://apgnation.com/articles/2014/10/11/8373/diversity-doesnt-matter/

Gaming’s icons know that as franchises, it is a gamble to change why people invest in them. It can lead to audiences abandoning them and once they leave, it is a uphill battle to restore good will if the change leads to inferior titles. Sonic the Hedgehog has no reason to be lampooned as gaming’s dead horse that Sega madly beats out of desperation. It is in this madness, this non existent belief Sega has that their mascot must change to be relevant with audiences, that has Sonic stuck in a limbo no franchise wants to be in.

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Deviant Art 2016, ‘Throne of Games’, jasinski, October 24th 2012, Traditional Art/Paintings/Pop Art, viewed 3rd March 2016, http://jasinski.deviantart.com/art/Throne-of-Games-334143949

Franchises such as Dragon Quest, Mario and Pokemon are praised by critics and prosper with the times in their unique ways. Most importantly, they have made the reason people invest in them more enjoyable and richer with every game. By giving new tales in a game’s universe or just improve and remove what worked and failed, they have become greater with age as the industry evolves. None of them suddenly became shooters or add mechanics at odds with their appeal and are the quintessential examples of what game franchises should strive to be.

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Wallpaper Abyss Alpha Encoders 2016, Wallpaper Abyss / Video game/ Sega / 278245, Darkness 2013, viewed 3rd March 2016, https://wall.alphacoders.com/big.php?i=278245

With the bad taste Rise of Lyric left with Sega, it would be more productive for Sega to revisit their dormant or forgotten I.P’s for future inspiration.They have recently admitted their past mistakes. This admittance of fault shows that Sega could start following the golden rule again. If so, then all of Sonic’s previous shortcomings won’t be for nothing. The games instead, will serve as a example of how not to sustain a gaming franchise.

“Sega in the 90’s was known for its brand…we’ve lost trust, and we’re left with nothing but reputation,”

Sega games CEO Haruki Satomi, Sega to Fans: “Help Us Make Our Games Better”, Gamespot 2016, Eddie Makuch February 29th 2016, viewed 1st March 2016

Innovation is a necessary step to moving the industry forward. But very few outside of indie developers can develop great games, while illuminating the way to a new path in video game development. People still love investing in a game series that grows to become a richer and greater experience and franchises lose a wonderful aspect of themselves if they keep rewriting their purpose and qualities in a multi-billion dollar industry.

How To Fix Connection Problem on PS Vita Content Manager Assistant

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Entertainment Buddha 2015, ‘How to Get PS1 Game Saves From the PS Vita or PS3 Onto a PS TV’ http://www.entertainmentbuddha.com/how-to-get-ps1-game-saves-from-the-ps-vita-or-ps3-onto-a-ps-tv/

(This Guide applies to Windows 10, but will likely work on Windows 7 and 8.)

When you have installed Sony’s handy Content Manager Assistant into your computer, you may find that you can’t connect your device. The most simple and straight forward way to fix this involves changing settings in the Windows Firewall. Under normal circumstances, you shouldn’t allow a piece of software to bypass the Firewall as it could cause intrusive and serious issues with your computer.

However, Content Manager Assistant is an exception because communication and information is sent and received from your personal Vita console to your computer. It is not like most software that have their information receiving blocked because they sent to out to unknown parties. CMA (Content Manager Assistant) serves the function of easily using and transferring imagery and music for the Vita and even lets you back up game data on your computer if you don’t have a PlayStation Plus subscription.

To solve the connection problem, go to:

Control Panel, System and Security, Windows Firewall.

Then click on ‘Allow an app or feature through Windows Firewall’. Click on Change Settings and tick the box on the left for Content Manager Assistant.

After these steps have been done, open up CMA and go ‘Network Connection Settings’. Open up Content Manger on your Vita and select ‘Copy Content’. Choose the PC connection option and select WI-FI.

Click on ‘Register Device’ and make sure CMA on your PC has  ‘Connect to PS Vita System Using Network’ is ticked. Once that is done, CMA on your computer will generate a unique number that has to be typed in on your Vita. Type in the generated number and your Vita and PC are now connected.

I hope that the methods in this guide have been beneficial for you and please do not hesitate to point out an problem with these methods.