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  PC - Vaporum
Posted by: xSicKxBot - 10-10-2017, 03:22 AM - Forum: New Game Releases - No Replies

Vaporum



Vaporum is a grid-based dungeon crawler RPG in an original steampunk setting, inspired by old-school classics of the genre. Stranded in the middle of an ocean, in front of a gigantic tower, the hero has to find out what the place is, what happened there, and most importantly, who he is.

Publisher: Fatbot Games

Release Date: Sep 28, 2017

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  PC - Fall of Light
Posted by: xSicKxBot - 10-10-2017, 03:22 AM - Forum: New Game Releases - No Replies

Fall of Light



Fall of Light is a story-driven dungeon crawler set within a world consumed by Darkness, where an old warrior takes his daughter to see the last remnants of sunlight. Only together will they be strong enough to defeat the enemies born from the Shadow.

Publisher: 1C Company

Release Date: Sep 28, 2017

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  News - What happens to your Steam collection when you die?
Posted by: xSicKxBot - 10-09-2017, 11:55 PM - Forum: Lounge - No Replies

What happens to your Steam collection when you die?

The folks over at Eurogamer have asked an interesting question in the latest episode of Here’s a Thing: What happens to your Steam account when you eventually bite the dust? 

Where do all of those cherished digital games actually go? Can you leave them to someone in your will, as you could with any physical media library, or are they destined to float around in the void until humanity meets what we’re assuming will be a fairly sticky end? 

It’s a curious thought experiment. After all, as enter the digital age, it’s highly likely that by the time some of us meet our maker, we’ll have amassed a virtual library of considerable personal and monetary value. 

In the case of Steam, the subscriber agreement suggests that it’d be near-impossible for account users to leave their collection to another person when they shuffle off this mortal coil.

The document states that Steam accounts are “strictly personal, and may not be sold or transferred to others unless “specifically permitted by Valve.”

Of course, that wording also implies that Valve could make an exception in certain cases. But would the company set a precedent by letting someone include their collection in their will? 

You can find out the answer to that question and more by watching the full video above. Props again to Eurogamer for this one.

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  News - Warframe dev Digital Extremes to set up shop in Toronto
Posted by: xSicKxBot - 10-09-2017, 11:55 PM - Forum: Lounge - No Replies

Warframe dev Digital Extremes to set up shop in Toronto

The developer behind the free-to-play online action title Warframe has announced that it is opening up a second Canadian studio in Toronto this coming November.

Digital Extremes has long based its operations out of London, Ontario and, according to GamesIndustry.biz, the new studio will be only a short drive from HQ. While Digital Extremes works in both game development and publishing, its newest camp in Toronto will focus on the development side of its business

“Toronto has become a hub of impressive game development over the past 7-8 years. Being only two hours down the road from our headquarters in London, expanding to Toronto is a logical choice to continue growth plans for Digital Extremes and keep up with the pace of our growing stable of games,” said Meredith Braun, Digital Extremes VP of publishing. 

“Our philosophy has always been to grow smart at a pace that’s manageable. We’re looking for the best people possible to join us in making games that touch people’s lives and grow fantastic communities.”

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  News - Review: Metal Slug X (Switch eShop / Neo Geo)
Posted by: xSicKxBot - 10-09-2017, 11:55 PM - Forum: Nintendo Discussion - No Replies

Review: Metal Slug X (Switch eShop / Neo Geo)


It remains to be seen how many Neo Geo titles HAMSTER will ultimately bring to the Switch, but there’s been no sign of the publisher slowing down in recent times. This has ensured that a good range of titles are available, but it has resulted in some that are surplus to requirements. There’s little reason to download Fatal Fury 2 when the Special update is also available, and now Metal Slug 2 becomes a game to skip in favour of its updated version: Metal Slug X.

At its core this is the same globetrotting game as Metal Slug 2, providing frantic run and gun action and featuring humorous character designs and detailed background art. Four characters are available to choose from and the challenge can be tackled solo or in co-operative two-player mode. Vehicles (tanks, planes camels) pop up every now and then allowing for an alternative way to blast away at the bad guys and rescue the POWs . A number of changes have been made to the game, however, with the biggest one being the reduction in slowdown.


The original version of Metal Slug 2 suffered frequent slowdown, sometimes slight, other times the action would slow to a crawl. It was quite off-putting and reduced the enjoyment the game provided. Slowdown is still present in Metal Slug X, but it doesn’t happen as often nor is it as extreme. There’s a dip in performance should a lot of activity be occurring on screen, but overall this is a much smoother experience.

There are other changes too, including colour palette differences to the stages; the opening mission takes place at night rather than during the day for instance. The opening stage also sees you fighting different enemies; the original had local thugs, but here a number of them have been replaced with soldiers.  Additionally the end of level boss is taken from the first game, with the one that featured in MS2 being used as a mid-level boss in a later mission.

Elsewhere there is an increase in enemy numbers, a few new ones (like mummified dogs!) and the surprising foes that turned up at the end of the original game now make their presence known much earlier. This makes for a tougher, more chaotic adventure but there are new weapons to help you out, including the Enemy Chaser (homing missiles) and the Iron Lizard – a wheeled weapon that will scuttle along the ground towards your enemies. Powered up versions of weapons are also available, which come in very handy if you find yourself surrounded.


Energized, adventurous music and a variety of explosions and screams enhance the onscreen chaos, with the action entertaining throughout by providing a variety of different dangers for you to contend with. Soldiers may run or jump at you, ride bikes or just stay put; some shoot, some lob grenades at you. Tanks take time and/or precious grenades to get past and other times you’ll be hopping over rockets as you blast at the hovercraft below. Aircraft and helicopters attack from the sky, requiring you to run around shooting above, whilst avoiding the fire they rain down on you. 

The game can get very tough, but a visit to the options menu will allow you to change the difficulty (eight settings) and adjust the number of lives available. Unlimited continues removes the challenge from the game, but you can always limit yourself to how many you use. For an enforced challenge there are the usual ACA Hi score and Caravan modes that work particular well here. With only one credit to try and beat the game, Hi Score requires you to be less reckless than you might otherwise be, whilst Caravan sees you trying to work out how best to rack up that score as you attempt to move up the online leaderboard.

Conclusion


The original version of Metal Slug 2 suffered horrendous slowdown, and whilst Metal Slug X doesn’t completely fix the problem it reduces it enough for the quality of the game to shine through, with bright (recoloured) cartoony visuals and great music enhancing the frantic gameplay. Some enemy changes increase the difficulty, but this is offset somewhat by the inclusion of new weapons. Show restraint with your use of credits and the game can be very challenging with numerous attacks coming from all directions. If you just want to see events unfold, however, additional credits are just a button press away. The ACA Hi Score and Caravan modes work well with this game, adding to the replayability, but it’s also enjoyable to replay the regular arcade mode. Whether you’ve handed a Joy-Con to a friend or are playing solo, Metal Slug X provides quality “fun and gun” action.

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  PS4 - Cyberdimension Neptunia: 4 Goddesses Online
Posted by: xSicKxBot - 10-09-2017, 01:31 PM - Forum: New Game Releases - No Replies

Cyberdimension Neptunia: 4 Goddesses Online



In this hack 'n' slash adventure co-developed with Tamsoft and Compile Heart, everyone's favorite four Goddesses enter an online fantasy game world inspired by...themselves! Joined by the CPU Candidates, you'll fight in 4-person real-time brawls, unleash devastating Awakening Skills, customize with tons of cosmetic accessories, and even play online with others!

Publisher: Idea Factory

Release Date: Oct 10, 2017

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  PSVita - Danganronpa V3: Killing Harmony
Posted by: xSicKxBot - 10-09-2017, 01:31 PM - Forum: New Game Releases - No Replies

Danganronpa V3: Killing Harmony



Welcome to a new world of Danganronpa, and prepare yourself for the biggest, most exhilarating episode yet. Set in a psycho-cool environment, a new cast of 16 characters find themselves kidnapped and imprisoned in a school. Inside, some will kill, some will die, and some will be punished. Reimagine what you thought high-stakes, fast-paced investigation was as you investigate twisted murder cases and condemn your new friends to death.

KEY FEATURES:

* A New Danganronpa Begins - Forget what you thought you knew about Danganronpa and join a completely new cast of Ultimates for a brand-new beginning.

* Murder Mysteries - In a world where everyone is trying to survive, nobodys motivations are quite what they seem. Use your skills to solve each new murder or meet a gruesome end.

* Lie, Panic, Debate! - The world is shaped by our perception of it. Fast-paced trial scenes will require lies, quick wits, and logic to guide your classmates to the right conclusions.

* New Mini Games - Between the madness of murdered peers and deadly trials, enjoy an abundance of brand-new mini games!

Publisher: NIS America

Release Date: Sep 26, 2017

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  PS4 - Splasher
Posted by: xSicKxBot - 10-09-2017, 01:22 AM - Forum: New Game Releases - No Replies

Splasher



Splasher is a challenging 2D Platformer filled with humor and surprises.

Publisher: Plug In Digital

Release Date: Sep 26, 2017

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  News - Join Mario and Luigi…or join Bowser’s minions!
Posted by: xSicKxBot - 10-08-2017, 11:09 PM - Forum: Lounge - No Replies

Join Mario and Luigi…or join Bowser’s minions!



Join Mario and Luigi…or join Bowser’s minions!


Journey beyond the Mushroom Kingdom in the Mario & Luigi: Superstar Saga + Bowser’s Minions game for the Nintendo 3DS™ family of systems.

Guide the Bros. on a journey through the Beanbean Kingdom to recover the stolen voice of Princess Peach. Every step on your path and every stomp on a Goomba has been completely recreated with enhanced graphics, lighting, and new gameplay options. Take down enemies using special Bros. Attacks and solve puzzles with Bros. Actions!

You can also captain an army of Bowser’s minions in the Minion Quest: The Search for Bowser story. There are more than 50 types of minions to recruit in this all-new squad-based strategy adventure that sees Bowser’s Minions on a quest to stop Fawful. For something extra, you can earn in-game stamps, equipment, and bonus content using compatible amiibo™ figures.

Mario & Luigi: Superstar Saga + Bowser’s Minions is available now, only on the Nintendo 3DS family of systems. It can be purchased in stores, in Nintendo eShop, and at Nintendo.com. For more information about the game, visithttp://marioandluigisuperstarsaga.nintendo.com.

Game in 2D.
amiibo sold separately. Visit amiibo.com for details on amiibo functionality.

Game Rated:

Mild Cartoon Violence
Mild Suggestive Themes

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  News - Blog: Tips for improving your GameMaker platformer
Posted by: xSicKxBot - 10-08-2017, 11:09 PM - Forum: Lounge - No Replies

Blog: Tips for improving your GameMaker platformer

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Originally posted on my Patreon

I want to tackle some game-feel issues with jumping that I often see in beginner GameMaker platformers. If you are a student learning about game development, or a hobbyist learning GameMaker to prepare for your first game jam, this article is for you!  

When I noticed that I was giving the same feedback to student games over and over, I dug into the tutorials they used. Many GameMaker students referenced Shaun Spalding’s excellent platformer tutorials for their first game. I like these tutorials because they are simple and straightforward in a way that won’t overwhelm a beginner, even one with no coding experience. 

The original tutorial for Gamemaker Studio

And an updated one for Gamemaker Studio 2

The trade-off for this simple approach, however, are a couple of game-feel issues that pop up as a result of the jump code. I’m going to focus on two small ways that beginners can modify the tutorial to make their jumping feel better:  Ledge Assistance and Jump Input Buffering 

These are common platformer implementation techniques, so the good news is that a lot of excellent stuff has already been written in depth about these concepts. But if you’re a beginner just building your very first platformer, this sort of stuff probably isn’t on the forefront of your mind. It’s already a big task to create all the pieces of a platformer from scratch, down to just getting your character moving at a basic level, so something like “jump input buffering” isn’t going to be a thing a beginner considers researching.

My hope is to connect these concepts to the base tutorial to help ease students into thinking about this sort of stuff with their games. Let us begin!

1. Ledge Assistance

Also known as ledge forgiveness, grace period jumping, coyote time, or a number of other terms, this is a fix for the following issue you may run into when setting up your jump code: You try and jump off a ledge at the last possible moment in order to clear a really big gap, but your jump input doesn’t register and you fall off the ledge instead.

The fix for this is allowing a few frames where the player can be not-on-the-ground but will still register a jump input – a grace period for jumping off of a ledge.

For an in-depth and  illustrated look at this concept, I highly recommend Kyle Pulver’s article on this topic.

Since this concept is so closely tied to input and feel, it can be difficult to fully understand by visualizations alone. So I made a simple demo to help people understand how the grace period changes the feel of jumping.

Try the Ledge Assistance Demo (keyboard required)

This is a very simple platformer setup based on the code in Spalding’s tutorials, but one where you can adjust the number of frames in the ledge assistance grace period.

The default is the grace frames set to 0, which is what it feels like in the default tutorial version. As you may be able to feel as you try to make the long jump from one ledge to the other, you can get into a situation where you try and jump at the last possible minute, but fall lifelessly to your death instead.

This feels terrible because there’s a disconnect between your input and what you expected to happen as a result. Kyle’s article goes more in depth into why this happens and provides an alternative implementation to avoid the issue, which is what I used to make the grace period.

By adjusting the grace frames (by clicking the up and down arrows), you are controlling the number of frames the player can simultaneously be “in the air” and press the jump button and still have that jump register. This is the “grace timer” that Kyle mentions in his article. Play around with this number and feel the difference it makes in the jump. Check the “show feedback” button to get a visual cue to illustrate when the grace period is active.

But Lisa, what is the right number of frames to use for a grace period?

Well, this depends entirely on your game and what player feeling you’re going for. If you are making a very tight, precise action platformer, then you’ll probably want to make the frame window as small as possible while still compensating for human reaction time (if you want to get all mathy, consider your target frames per second, and the fact that average human reaction time is somewhere in the realm of ~215ms, or you can just do it by feel. I recommend starting with 6 frames and adjusting from there).

However, let’s say you’re making a game about the laziest bat who “jumps” by flapping her wings a single time, in which case it may make sense to have a super floaty jump and really long grace period, so the bat could amble off the edge and start visibly falling before “jumping.” I dunno, I just made that up off the top of my head.

My point is that there’s no universal right answer here, you’re going to have to tune it with the feel you’re going for in your game, in which you have to consider many things: level of challenge, experience of audience, reaction time factors for your audience, input device, the fantasy of your movement, etc.

You will find the script example at the end of this article.

 


2. Jump Input Buffering

Another issue I see in a lot of student platformers is no input buffering on jumping, which is something that can feel bad if you’re making a game that requires a lot of repeated, precise jumping. Once again, Kyle Pulver has written about this and illustrated it at length, and I recommend reading his article

The solution to this issue is in a way the opposite of the ledge assistance issue: you still want a grace period in which a jump input will register as true, but in this case you want it *after* you hit the jump button instead of before.

Try the Jump Input Buffering Demo (keyboard required)

Similar to the other demo, when the jump input buffer frames is set to 0, this is what you get with the base tutorial version. If you happen to hit the jump button just slightly *before* the character collides with the ground, it will not register, and so the character will sit there on the ground and you will feel grumpy about it. This happens more often when you are trying to do a series of jumps one after the other, jumping as soon as the character hits the ground.

Increasing the buffer frames is basically saying “if the player hits the ground within this number of frames after I press the jump button, just execute the jump as soon as they touch the ground”

Again, there’s no universal answer for how big of a buffer to use. Play around with different frame amounts and try to feel the difference it makes in the jumping. You’re trying to find a balance between compensating for player reaction time and still having the movement look and feel grounded and believable.

And think about what player feeling you are fulfilling with your game. Would it ever make sense to have a really really high input buffer? What would that game look like?? What would the fantasy be for that input to make sense and feel good? Maybe you should try and make that game!

Read on for a script sample.

The Point

When it comes to the wide world of game feel, these are but two small tweaks, and one can really dig in and get really deep into shaping player input to feel amazing. There are many others to explore: tuning variable jump height, nudge assistance, the idea of programming jumping in terms of max time to peak as a number to tune around, and so on.

But when you are just getting started with your first platformer and are feeling like you have a handling on the basics, I think these are good places to introduce yourself to tuning player input. It’s easy to get overwhelmed, especially if you aren’t an experienced coder, when you take on too much right off the bat.

And you can see when looking at the script itself below, even these two tweaks get quite a bit more complicated than the original tutorial script for player movement.

But I think it’s a good place to start, and a great way to add a little extra polish to your first platformer, be it for a class project or a game jam or just for fun.

 


Script Samples

If you are following Spalding’s GameMaker tutorial, you should be able to copy and paste these scripts into the player object’s Create event and Step events, respectively. Set grace_jump_time and jump_buffer to whatever number felt good to you when playing with the two demos. I tried to comment thoroughly. Or you can just look at the whole GameMaker project attached below. Good luck!

Modified Player Create Event

Modified Player Step Event

 


All the Links in One Place

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