Thursday, July 1, 2010

Video: Teleporters and New Weapons

Hello and welcome to the first ever Atmosphirian news broadcast. Today is July 30th, 2010, and I’m your host, Colin.

Atmosphir has received several updates over the past week. The first update, 0.9.8.2, brought the long-awaited teleporters into Atmosphir. These interactive props are designed to transport any player or object from Point A to Point B in an instant. Teleporters take up one space on the design grid, and at this time cannot be scaled or free-placed.

Teleporters are activated simply by standing on them. There may be a charge or cool-down time, as determined by the designer of the level. Interactives, such as beach balls, boxes, and coconuts can be sent through the teleporter. Players have confirmed that bombs can be teleported, though the momentum of the shot will not be carried over unless the teleporter is designed correctly.

Version 0.9.8.3 was released today, bringing the community three new ranged weapons. The Plunderer K-460 is a bomb cannon whose bombs explode on impact. The Berryblaster SW-22 is a new laser weapon which fires a pair of pink rings for each shot. The final weapon, the AX-70, fires two red lasers in rapid succession. Head Moderator Adz was kind enough to provide the community with footage of each of these weapons for players who are cautious to spend their money. Each weapon is available in the store for 300 atmos apiece.

A new category has also been added to the store. This “animations” category is currently empty, but Dave has promised that there will be news about that in the near future. He did however confirm that there will be several basic animations which will be free of charge, while the more advanced animations will be on sale soon. Prices have not been announced.

That’s all for today, everyone. Thanks for watching.

Monday, June 21, 2010

New Design Challenge: Story10

Storytelling has been a part of our world since the very beginning. The expression of feelings, events, and history through the written and spoken word has been a tradition that has been naturally passed on to us through the centuries. Stories are meant to invoke emotions in people, whether they be good (Happiness, joy, excitement) or bad (sadness, depression, gloom). Atmosphir’s latest Design Challenge addresses one of our oldest traditions in a storytelling competition.

Story10, announced last week, is the latest Design Challenge facing Atmosphirians. As the name implies, the object here is to create a story-driven level. There are an infinite number of stories that can be written of course. Dave (OkaySamurai) provided us with numerous examples, including a mystery, trivia game, interactive story, recreation of another story, and many more. If you need some quality examples, be sure to check out the official topic.

For many, the question comes down to “How do I tell a good story?” Unfortunately for the community, NPCs and dialogue are not available yet. However, info stickers are at our disposal. These circular Interactives display a text box whenever the play walks on them, allowing designers to convey a message. In a recent update, a new feature was added to them, allowing them to become invisible. In this challenge, Info Stickers will be the primary weapon.

Of course, a good story alone will not satisfy a majority of the community, who determine whether you win or lose. Excellent gameplay is expected to accompany the level, as always. There are two ways to approach this; build a level around a story, or write a story about a level. Having a basis is very important when it comes to creating both a level and a story.

If you’re having difficulties writing a story, try searching for writing tips on Google. There are many tips out there to help even the poorest writer create an excellent story. Music is also an excellent source of inspiration. Listen to the lyrics or feel the emotion in a song, and let the words flow naturally.

When using info stickers, be careful with your placement and visibility. Plastering your level with visible info stickers can take away from the scenery, but it means your audience will not miss them. On the other hand, invisible info stickers don’t damage the view at all, but they can be very easy to miss. Take the time to create a balance between these two extremes, as it could mean the difference between first place and not ranking at all.

The deadline for Story10 is July 1, 2010. Be sure to include “Story10” in your title! Good luck!

Wednesday, June 9, 2010

Guest Article: Seven Tips to Help You Become a Better Designer

Today we have a guest article by a very special friend of mine, Prototype. He’s been a supporter of the Atmosphirian since the very beginning, and I’m very happy to have him write an article for it.

Atmosphir is one of the most flexible game making tools out there. The possibilities are virtually endless. Semi-recent updates have expanded those possibilities, enabling many advanced concepts to emerge. Over the past few months, great levels from great designers have set the standards for a good level. The following tips will help even the worst designers improve their levels.


1. Plan
One of the most important things you can do, is to plan out your level before you start making it. Not just in your head, either. A sheet of paper, a pen, and an imagination is all that you need to get started. What kind of level will this be? Will you collect treasure, battle enemies, race to the finish? Decide upon the ultimate goal of the level, and build upon it. After that, start drawing. Decide the shape of the level and where you want to end up. Plot where you want enemies to be, and where you want to place powerups or treasures. Try to make it as clear as possible. After you have thought about almost every aspect of your level, you can start making it.


2. Gameplay
In the end, your level has to be fun to play. If just one of your levels is really fun, the player will want to play the rest of your levels. So, what makes good gameplay? Extreme difficulty certainly isn’t the answer. Just because you can make a near-impossible level, doesn’t mean you’re a good designer. In fact, many players resent those who purposefully steal their atmoscore. It would be hard to describe what exactly makes good gameplay. So my advice to you, would be to look at popular levels and see what you can get from them. See how they are designed, and any concepts you can get from them. If there is something you like, copy it in your own level.

3. Concepts
“Good artists copy, great artists steal.” -Pablo Picasso
The previous tip advised you to see what you could copy from other great designers. If you want to be truly great, you won’t do that. At least, you won’t leave it at that. Great designers take it a step further. Once you have the idea, mold it and transform it into your own. The further you transform it, the better. Originality is greatly appreciated, and the original designers will be grateful that you built upon their concept.


4. Environment
A visually appealing level is like candy for your eyes. Not only does the level have to be fun to play, but it has to look good. Sometimes the scenery makes the level, and therefore it is important that you get it right. Just because you’ve thrown props around the level, doesn’t mean it looks good. One thing you can do to greatly increase the quality of your level, is to diversify your walls. When you use the same block to make your walls, the level looks kind of plain. It works for some levels, but not all of them. Throwing in another block or two adds diversity, and makes the overall look of your level more pleasant.


5. Capacity
Pay attention to the capacity bar. This tool can be the difference between the life and death of your level. A level the lags a lot isn’t enjoyable to play at all. Props, Hazards, and interactives take up the most capacity, while blocks and connectors don’t. The capacity bar is there to ensure that all levels work on most computers. The lower the capacity, the better. If you stay below 50 percent, almost every atmosphir user will be able to play your level.


6. Playtest
Just as location is to real estate, playtesting is to Atmosphir. Many consider this to be the most important thing you can do when designing a level. Make sure it is beatable. No one likes an impossible level. Playtesting will also help you prevent people from cheating your level. When playtesting your level, think like a player. Think as if they want to win the level as fast and as easy as they can. Once you prevent any bugs or cheats in your level, you can upload it.


7. Advertise
This is the easiest and shortest tip of all of them. No one is going to know about your level unless you advertise it. Make a thread in the Cool Levels section of the forums. Include a picture, a link, and a brief description of your level. You can also advertise it in your signature, or PM specific users, asking for feedback. Youtube is another great way to advertise your level. Upload a short preview of your level, and bam! You have people playing your level that didn’t even know about Atmosphir!


While there are many ways to make a level, there are many more ways to make a great level. Your designs are sure to get better with more experience. Thanks for reading, and I’m sure Picasso will greatly appreciate you using his advice.
DO THE PROOT

Friday, June 4, 2010

It’s The Final Countdown

Atmosphir has been in development for quite awhile now; well over a year and close to two. Its gone from a simple desktop application with limited features to a web browser game with endless possibilities- and more are on the way. This Monday, June 7th, Atmosphir steps out of private beta and welcomes the world into its halls.

While a specific time has not been established for the launch, it’s expected to take place mid-afternoon. When asked why the launch would take place on a Monday, Dave (OkaySamurai) replied that it would be much easier for the Development Team to address issues over the next week as opposed to letting them build up over the weekend, when a fatal error could easily occur.

The waiting list for Atmosphir has been growing longer since its beginnings during the December of last year. Dave has said that the list contains over 50,000 addresses, all awaiting the launch date. Of course, not all 50,000 will enter the game at once, though the size of the community is expected to swell rapidly over the next week.

Along with the official launch will be the return of the Atmo Store, where players can purchase atmos and player’s club benefits to enrich their Atmosphir experience. At this time, all previously owned or earned atmos or club statuses will be returned to players, with the ability to purchase more immediately available. Dave has announced that some features of the store will not be immediately available, such as the 10% Club discount, and prices should be expected to change as adjustments are made.

Community member Scary101 had a chance to meet up with DEV Team member Kotorna in a multiplayer match recently, and gleamed some information from him. The new laser weapons which were recently announced will not be a launch feature, but will be added in the near future. Small changes can be expected to be seen on the website, though none of them will be major. As an added benefit, Player’s Club members should receive their first exclusive gift on Monday as well.

Dave has also said that there is a very special surprise update planned for the first week of public launch. While it may not be much of a surprise anymore, players are speculating what it could contain. One of the more popular guesses references a secret message planted in the game itself which says that triggers are completed. While this hasn’t been confirmed by Minor Studios in any way, it is a definite possibility.

Whatever the future may bring, it’s certain that it will mean big news for Atmosphir and Minor Studios. As it has been said, this is not an ending. This is only a beginning.

That’s all for today. Thanks for reading!

Friday, May 28, 2010

Atmosphir + Podcast = Atmocast

Throughout its history, Atmosphir has experienced several types of media coverage. These range from numerous blogs to live sessions of the game all the way to crazy machinima creations. Last Friday, a new Atmosphir media surfaced.

Hosted by Wowfunhappy, Bigdrip681, Colinnn, Marcod, and Kaiserg, Atmocast hit the air. Due to some technical difficulties, there was a delay in the broadcast time, and two members of the team were unable to actively participate. Nevertheless, it seemed to be a hit with the community.

This group of well-known Atmosphir players held a live talk show where they discussed various aspects of Atmosphir. Topics included recent updates, gossip within the community, current events, and hot topics. Each host brought a different opinion to the table, making for an interesting conversation. Viewers were able to offer their own opinions and comment on the show through the live chat placed on the broadcasting site, Justin.tv.

While the team admitted that the technical difficulties were unfortunate, they’ve assured the community that they learned quite a bit from the experience and will use that knowledge to improve future episodes. Aside from some minor criticism, the show seemed to earn positive feedback from the community as a whole. Dave (OkaySamurai) himself tuned in to the show and expressed his love for it. In a comment on the feedback thread for the show, he said “That was GREAT! Genuinely funny, interesting discussions...I loved it.”

After the success of their debut, the team is excited to return on Friday, May 28 for yet another exciting episode. The show is expected to begin at 3:00 PT / 6:00 ET at www.justin.tv/atmocast. The team encourages anyone to come take part in the fun, and appreciates the support of the community.

If you missed the first episode, there’s no reason to worry. Kaiserg has provided the community with a downloadable version of the show, with an official iTunes Podcast listing coming soon. You can find the download and summary of the show here.

That’s all for today, thanks for reading!

Saturday, April 10, 2010

Social Networking – Keeping You Up-To-Date With Atmosphir

In today’s day and age, there are so many ways to stay connected. Facebook, MySpace, and Twitter are three of the biggest ways to stay connected and share news. They’re cheap (if not free), effective, and quickly becoming the #1 way to connect with the world. Bigger names in the world are taking notice of it as well. Countless celebrities, companies, and organizations have used social networking to reach out to those who otherwise would not know anything about them.

Atmosphir is no exception to this popular trend. There are numerous ways to stay in touch with and receive updates from Atmosphir, as well as groups within it. The best part is that they’re free and located right on your computer!

Staying in touch with Atmosphir is pretty simple. Twitter is the most frequently updated venue, with updates concerning everything related to the game and its status. Occasionally those who tweet Atmosphir will even receive a response! The official Twitter name is @Atmosphir. If you have a Twitter account, it’s highly recommended that you add it to your watch list! Of course, that is not to say that Facebook does not have its own place. The official Atmosphir fan page, established by Minor Studios, officially represents the game on the world’s most popular social network. While updates are not quite as frequent, they tend to have more substance to them. One of the big Facebook-exclusive features of the fan page is the community polling. Occasionally a question will be asked about how they feel about a particular idea, and anyone is free to respond through the comment system.

The Atmosphir Editorial Staff also have their own Twitter account. You can find it at @AtmosphirES. In the past, the account has been used to provide daily Level of the Day news, updates, and other events taking place. With some transitioning taking place within the Editorial Staff due to some member changes, it’s uncertain where the Twitter account is headed now. However, the only way to find out is to add it to your watch list and find out!

The community itself is also rather involved with Twitter. A majority of the population has a Twitter account, and can be communicated with through the system. This includes some more important members of the community, including Martin Repetto (@Mrepetto) and the moderator staff. It’s not difficult at all to find friends on Twitter!

For those of you who are avid readers of the Atmosphirian, we also have a Twitter and Facebook page for your convenience. Become a fan and receive updates about anything going on here!

Bottom line, it’s not hard to stay in touch with the game you love. All it takes is a few clicks and you’re in. If you’re not already a member of these websites, take a moment to considering becoming one. Despite how much you use it, social networking, as said before, is becoming a huge hobby for the world. You may find something in it that you didn’t see before.

That’s all for today, everyone. Thanks for reading!

Friday, April 9, 2010

Impossible 2 – A Heated Challenge

Ever since their implementation, leaderboards have always been a driving force for players. They provide fun and sometimes heated challenges that keep you coming back for more. That’s good news for the designer, as it means that they receive multiple plays from several users.

Good leaderboard challenges are generally those that do not have a specified high score. Generally that means that the level is timed, and remaining time leads to bonus points. When a challenge gets really heated, a split second can mean the difference between a gold and a silver medal.

Before the official launch, Dave Werner (OkaySamurai) developed a level designed to showcase the new ragdoll effects of dying. In the process, he got a little carried away. The result was known as Impossible 2 (sequel to the original Impossible, which has since been removed from the play browser). An unintentional challenge, it has quickly turned into one of the most played and hottest leaderboard challenges in the game’s history.

Impossible 2 

No one is exactly sure why Impossible 2 is as popular as it is. When looking at it, the level is composed of a long stretch of stone blocks loaded with fire-breathing birds, spinning owl traps, and spiked platforms. This level could quite literally be created in less than fifteen minutes. Regardless of its simplicity, players have fought with tooth and nail for the prized gold medal.

While the name implies that the level itself is unbeatable, that is not the case. At the time of writing, there are 43 ranking on the leaderboards. So how do players manage to beat it? Timing, precision jumping, and above all, luck. Finding a path to the finish flag can be incredibly difficult to do, but once you do, you’d better start memorizing it if you have any dreams of ranking high in the leaderboards. The best tip I can offer is to find a pattern and stick with it. After quite a few frustrating tries, you’re bound to make it to the end.

At the time of writing, there’s a three way tie for first place. Multiplayer, Evilpumpkin95, and CloakedYoshi13 have managed to escape the level with a total of 100,185 points. If you think you’re a good player, I highly suggest you take on their scores. May the best player win!

That’s all for today, everyone. Thanks for reading!

Thursday, April 8, 2010

Tutorial10 Results, Gravity10 News, Atmosphirian on Facebook!

It’s been close to two months since the release of Project Stratosphir, and the community has been hard at work exploring every aspect of the game since then. The results of the community’s work has been truly incredible. From groundbreaking new level designs to some of the coolest avatars you’ll ever see, the game has taken leaps and bounds since version 1.8 (the update prior to Project Stratosphir).

One of the more exciting events of the past few months was Tutorial10, the first design challenge to be presented to the new update. The goal was simple: Create a level which teaches new players what Atmosphir is all about. The community cast their votes for their favorite levels, and the winners were presented a short while after.

For those of you who did not see the video, the winners were (in order from 10th to 1st): The Yellow Brick Road (Fallenflames), Tutorial Sequence (Turqmelon), Training Fortress (TheUltimateYoshi), Neuropasta (Pukezap), Nuinethir’s Guide to Atmosphir (Nuinethir), Isle of Dreams (Drfuzzyness), Ask Stonehead! (Groud), The Ultimate Guide to Atmosphir (Cheezyboom), Tutorial Island 2 (Chillinguy), and The Sunburst Tutorial (Boberto).

Congratulations to everyone who entered, and an extra congratulation to the top three winners! Like any other design challenge, the top three will receive Atmos prizes; 250 for third, 500 for second, and 1,000 for first.

Following Tutorial10 is Gravity10. As the name implies, this design challenge is focused on the Gravity Shifter, which is perhaps one of the most interesting additions to the game. The challenge this time is to create levels which use the new gravity features in a fun and creative way. The deadline for entries is tomorrow, April 9th.

Dave (OkaySamurai) has added an extra incentive for players to participate in this challenge. In addition to issuing Atmos prizes, all designers who enter a level will be entered into a raffle to receive a prize pack from Minor Studios. This pack is guaranteed to include one Atmosphir T-Shirt (A real one, not virtual) in addition to some “goodies” as they were described. The raffle will be held by Dave, following the deadline for the design challenge. Pay attention to the forums for an announcement concerning the winner!

In Atmosphirian news, we have recently launched our very own Facebook fan page! Click here to view it. If you are not familiar with Facebook, simply click the “Become a Fan” button to show your support for the Atmosphirian. Similar to @Atmosphirian on Twitter, becoming a fan on Facebook will keep you up-to-date with everything that is happening in the Atmosphir world. You are also free to leave questions, comments, criticisms, and concerns on this page as well! Pay attention, as we may release some Facebook-exclusive news in the future!

Thanks for reading, everyone!

Thursday, March 4, 2010

Design Challenge – Tutorial10

In the old Atmosphir, Design Challenges were always a big hit. The concept was simple; build a level to meet a certain theme or criteria, and publish it alongside other entries to be judged by members of the community. The best levels were featured on the news page, and the top three winners received Atmos as prizes. First place won 1,000 Atmos, second won 500, and third won 250.

The last design challenge given to the community was Arcade09, back in November. Since then, the community has been deprived of the most popular competition to hit the site. Thankfully this beloved contest has returned in the newest version of the game.

One of the earliest design challenges was Tutorial09. In it, players were instructed to create levels that were idea for beginners. This meant simple concepts that forgave easily and let newbies get into the flow of gaming again. Of course, the downside to that challenge was that the designer had no effective means of communicating with the player, except through the level description before the play button was even pressed. Since then, things have changed.

With the addition of the Info Sticker tool, this month’s design challenge has been taken to a whole new level. Titled Tutorial10, the criteria is essentially the same as it was way back then: Build a level which allows newbies to get used to the game. Dave (OkaySamurai) has encouraged the community to start the level easily, and move up to more advanced concepts which test previous knowledge.

It has not been officially stated how this contest will be judged. The official topic for the design challenge says “At the end of the contest, the Minor Studios staff will select their personal favorites.” This implies that Minor Studios will play and vote on the levels themselves. However, this goes against the tradition of the community selecting levels.

As usual, the prizes will be 1,000 Atmos for first, 500 for second, and 250 for third. As an added bonus, some levels may be selected to be official tutorials for the game in the future! The deadline is March 10, 2010. Good luck everyone!

Thanks for reading!

Wednesday, March 3, 2010

The Evolution of Atmosphir - 3/3/10

It’s been a few weeks since the initial release of the prebeta version of Project Stratosphir. Since then, the community has experienced wave after wave of creative concepts, stunning effects, and the growth of what many believe to be the future of gaming.

As you may recall, roughly 500 users signed up and were accepted to be prebeta testers, in addition to those who had purchased Player’s Club. Since gaining access, they have scarcely tested the limits of the new game. While their clever concepts and sleek designs are no doubt impressive, it’s doubtful that they have even scratched the surface of what is possible.

On the topic of highlighting levels which stand out amongst the others, the Editorial Staff has returned once again to provide the community with daily reviews of the best of the best Atmosphir has to offer. The group of eight (Adz, Boberto, Colinnn, DuffyZeEmu, EliteBlackDragon, EdacOnag, Robcozzens, and Swordsman761) will be aiming to publish daily. For the time being, their articles will be posted in the “Cool Levels” section of the forums, as a functional news page is not yet operational.

The Editorial Staff also now has their own Twitter account. Following @AtmosphirES will provide you with constant updates concerning the group, including Level of the Day links, upcoming events, and important news.

Bit by bit, the forums are also becoming fully functional. Since the initial release, simple BBcode has been made available. We are now capable of making text bold, italicized, larger, or smaller. Hyperlinks and Image Tags have been implemented as well. Each user is also now capable of designating their own signature for their posts, but images have not been allowed yet, if ever. Andres, an employee of Minor Studios, is responsible for these updates. Be sure to thank him if you get the chance!

Through Twitter, @Atmosphir has announced that a new design block will be made available in the very near future. While no official date has been set, it is expected to come along with the newest update to the game since the release of v0.7.2 last week. Pay attention to the official Atmosphir twitter for updates!

As of yet, the AtmoStore is not yet functional. On the forums, Dave has mentioned that it will most likely be later in March, when everyone’s Atmos are reset again, due to a bug in the checkout system. Expect an improvement to the shopping system when compared to previous versions!

The Atmosphir community is in a state of excitement as of late. With a nearly a year’s worth of waiting finally finished, it’s a time of great celebration for everyone. For many, this is a time of bonding and exploration into a world familiar, but yet different. From the Atrmosphirian, we hope you’re having a good time, and thanks for reading!

Monday, February 15, 2010

The Time Is Upon Us

Today is the day we’ve awaited for nearly a year. Provided nothing goes terribly wrong last minute, today 500 or so players will be welcomed into the next generation of Atmosphir.

At the time of writing, anything related to the game has gone seemingly crazy. #Atmosphir currently has 52 participants. The forums broke the previous “Most Online” record, raising it to 92. Currently some members of the community are attempting to make #Atmosphir a trending topic on Twitter, which essentially means it is one of the most discussed topic at the time.

Dave has been feeding the community information through Twitter as well. just recently he has informed us that 3 PM EST should be the official start time, which means the invites will be sent out and it will all begin. Currently the plan is to admit 500 members who signed up through a form posted on the forums, as well as anyone who currently has Player’s Club membership in-game. These members will receive an email informing them about how to access the game.

In the last hour before we all begin anew, the Atmosphirian would like to thank you for the support you have shown since the very beginning. This truly is a great time for Atmosphir now and forever, and the Atmosphirian is proud to be a part of it.

And so it begins. Expect exciting news about the new version of the game from Atmosphir’s leading news source, The Atmosphirian!

See you all on the other side!

Wednesday, February 3, 2010

Getting to Know Project Stratosphir - Snapping

The grid has been around since the very beginning of Atmosphir. Spanning 100 spaces in each direction and climbing 100 floors, designers have been given 1,000,000 spaces to fill with various blocks, props, and other objects from the toolbox. However, placement within these 1,000,000 spaces was limited. The bottom center of every object rested in the exact middle of the space it was placed in. Certain things could overlap, such as treasures being placed on the same space as a floor tile. Even then, they were forced to remain in the center of the space, unable to be placed freely.


Project Stratosphir will feature a new type of placement control, which is activated using the F key. Using this tool is rather simple. To begin, choose an object from the toolbox. Keep in mind that not all objects will work; props, interactives, and a select few other pieces. Once you have made your selection, hold the F key and move your cursor onto the map. The piece will not rotate to place its base wherever you are pointing. This includes blocks, ramps, and essentially any other surface on any floor you can see. If the cursor is not pointing to a surface, you will be able to place the object on any space on the current floor.


However, each object you place using the Snap technique will still take up a space. This space is determined by the center of the object being snapped. The same rules will apply to placing multiple objects on a single space. This means you cannot have a snapped Gravity Changer on the same space as the base of a ramp, or a key on the same space as a springboard.


Because you can place objects on any surface, this leads to some very interesting possibilities. One of the most used possibilities is to snap a gravity changer to a ramp. When the player runs on the ramp and touches the changer, the level will shift as an uncommon angle. With this in mind, it’s more than possible to rotate a level in any possible direction. Using the free rotate tools on a ramp and snapping a gravity changer to said ramp opens a world of possibilities.


One common use for this technique is to make loops. By making a circular formation of ramps in order to give the appearance of a loop, you have laid the foundations. From there, place gravity changers on each ramp. As the player runs up the ramp, the gravity will shift, giving the appearance of running on a loop. Add some speed powerups and you’ve created a high-speed stunt. Be careful with this however; it’s very easy to accidentally create exploits when messing with gravity like this.


The loop was only one example of what can be done with this tool. It is my hope that you, the designers of Atmosphir, will put this feature to the true test and come up with some incredibly crazy ideas for us all to enjoy. I can’t wait to see what you do! Thanks for reading, everyone!

Getting to Know Project Stratosphir - Single Player Rules

In addition to being able to build your own levels, Atmosphir has also allowed designers to determine how their levels are played. Using the Rules menu in the design mode, designers were able to determine various concepts, such as run speed or jump velocity. In Project Stratosphir, many of these variables return alongside some exciting newer features.


Before continuing, please note that these variables are subject to change. New features may be added or some may be taken from the game before launch time. Please keep that in mind as you read today.
In today’s article, I will be discussing the various aspects of the Single Player rulebook. While the Multiplayer Rulebook does have some varied features, the basic concepts are mixed with the Single Player rules. Another day we will discuss the aspects of Multiplayer Rules.


As in the previous versions of Atmosphir, the basic concepts still remain. The first is the Timer. The timer determines how much time you are given to complete a level. This slider goes from an unlimited time limit to 10,000 seconds (166 minutes 40 seconds). Next is the Initial Lives variable. This goes from an Unlimited number (-1) to a total of 100. Extra lives and time can be found within a level.


Unlike past versions, Project Stratosphir allows you to determine how often you receive time and lives based on your score. Two sliders control this: Extra Life Score and Extra Time Score. The extra life score variable ranges from zero to 50,000. This variable moves in increments of 500 (0, 500, 1000, 1500, etc.) If it is at zero, no lives will be awarded based on your score. If the variable is set to 500, you will receive an extra life for every 500 points you receive. The extra time score variable works in the same way, with the exceptions being that it ranges from zero to 30,000, and it gives out time as opposed to lives.


Along the lines of basic variables are the Jump Velocity and Walk Speed. These features remain unchanged from previous versions. Jump velocity determines how high the player can jump, ranging from zero (no jump) to a velocity of ten. Walk Speed ranges from one to ten, with one being the slowest movement possible. Both of these variables can be altered through the use of run and jump powerups.


Jump Velocity goes hand in hand with the new Gravity Force variable. This variable determines how high/quickly/slowly objects and players fly, and how quickly/slowly they fall. The range for this goes from one (low) to 20 (high). Low gravity will result in high, lazy jumps with slower descents. High gravity means very low jumps with faster falling. So far this cannot be changed in-game, but anything is possible for the future.


Single Player game modes remain largely unchanged. The same modes are still available, namely Find the Finish Flag, Survive the Time Limit, beat the Score, Defeat the Enemies, and Defeat the Bosses.


Find the Finish Flag is the basic gamemode which can be completed by simply touching the green finish flag in the level. Survive the Time Limit simply means surviving until the timer runs out. The other three modes have a little more to them than that.


Beat the Score is a mode which involves meeting a certain score requirement in order to beat the level. The Target Score variable determines the score you must beat. It ranges from ten to 100,000 points.


Defeat the Enemies and Defeat the Bosses modes also go hand in hand with one another. The Number of Enemies to Defeat and Number of Bosses to Defeat variables both range from zero to 100. On each enemy, there is a choice to set an enemy as a boss or a standard enemy. Muka Bosses are, by default, bosses, while every other enemy is considered standard.


Keep in mind that these modes can be mixed and matched. For example, you could have a survival level in which you have to kill a certain number of enemies, or a find the finish flag level with a certain requirement for points. Any number of these conditions can be applied to a single level.


Next are the score multipliers given at the end of a level. As in the previous version, they include the Lives Left Multiplier, Time Left Multiplier, and the Score Multiplier. The Lives Left Multiplier (0-5000x) gives you a set amount of points for each life you have remaining at the end of the level. The Time Left Multiplier (0-100x) gives you a set amount of points for each life you have remaining at the end of the level. The final multiplier, the Score Multiplier (.25x-10x), multiplies the points earned during the level by a variable.


A new kind of multiplier is also introduced in Project Stratosphir, titled the Enemy Score Multiplier. This multiplier is applied as you play, and therefore does not appear at the end of the level. In the new update, each enemy can give you a certain number of points upon death. The Enemy Score Multiplier takes this number and multiplies it by a variable between zero and 100.


Along with this is a new switch, Enemies Give Points On Kill Only. This switch determines how you receive points. When it is on, you will only receive your points upon killing (reducing its health to zero) the enemy. If this option is off, you will receive a fraction of the points upon each strike, determined by the amount of damage you do.  If you do all the work, you get all the points. This feature would be handy for Co-op maps where multiple players are fighting the same creature but do not want to share the points.


Finally are the Skybox and Music features, which will be discussed another day. Along with that is thepreview Fog switch, which turns on or off the fog while working in design mode.


While many of the rules are not new to many who is reading this, it is always good to get a refresher in. My apologies for the lack of screenshots; the information presented here is hardly appealing for a screenshot. It is my hope that you will make the most out of the new and old rules alike. I’m looking forward to some interesting setups from you! Thanks for reading!

Sunday, January 31, 2010

Getting to Know Project Stratosphir - Scaling Objects

In previous versions of Atmosphir, anything in the toolbox had a specific size. Blocks took up one space, water took up nine, pillars took up three, etc. With the power of the new version of the game however, players are now able to break free from the grid and expand or shrink various parts of the game to fit their needs.


The concept of scaling is incredibly simple. To begin, take an object from the toolbox, and move it to the grid. At this point, hold the C key. This key must be held when scaling anything. From there, simply move the scroll wheel on your mouse up or down to enlarge or shrink the object respectively. Objects can be enlarged to 200% of their original size, or shrunk to 50%.


Keep in mind that not every object from the toolbox can be resized. Objects that cannot be resized are: Blocks, Floors, Moving Platforms, Falling Platforms, Interactives, Mukas/Skulls/Crows/Crabs, Treasures, and Powerups. On the other hand, the following can be resized: Ramps, Basic Props, Hazards, and Flags.


An advantage of resizing objects is that it does not take up any more capacity than a regularly-sized object. If there is a different, it’s so small that it’s hardly worth accounting for. This means you can have the same number of 200% pillars as you do 50% pillars, and the total capacity of each would be the same.


Another advantage that can be pointed out has been demonstrated in several videos: Building “staircases.” I’m sure many of us would find it more interesting to climb a series of pillars made to look like stairs, as opposed to climbing the traditional staircase. Of course, this means you’re taking up the capacity of pillars as opposed to a simple ramp.


Yet another advantage is the ability to bring a little life into levels. Not every tree is the same size, nor is every staircase built to the same dimensions. The ability to vary the size of an object lets you add the variety that can make an ordinary level extraordinary and full of life in some way.


Atmosphir has been locked into a gird since the beginning. With this new update, the game will begin to break free from these restrictive yet necessary boundaries and allow for a new era of creation. With each new feature, I grow more and more excited to see what the community can create. Thanks again for reading!

Saturday, January 30, 2010

Getting To Know Project Stratosphir - Today's Topic: Moving Platforms

If you want to get a character from Point A to Point B without having them move themselves, moving platforms have always been the way to go. In the newest update, the capabilities of moving platforms have been increased several times over.


The first note to point out is that objects will not slide off of moving platforms unless the angle forces them to. In previous versions, objects such as boxes would simply slide off of these platforms, making it difficult to make puzzles based on moving objects.


A second thing to note is that objects are able to activate moving platforms. This means that if a box, beach ball, log, enemy, or even a bomb touches the platform, it will activate and begin moving. This feature can be turned off in the properties box for moving platforms. Activating the “Player Only” button will set the platform to only respond to a player’s touch.


One more note to make before getting into the deeper concepts is that moving platforms can have inverted start directions. This means that you are now able to determine which direction your platforms will move. This can be determined in the moving platform properties menu.


While the moving platform remains mainly unchanged from previous versions, it has many new tricks. The first thing you may notice (as shown in the above screenshot) is that moving platforms now have an arrow on them. This arrow plays a key role when it comes to Waypoint Rotations, which I will get into later. Please note that moving platforms cannot be rotated using SHIFT + R, nor can they be scaled to be larger or smaller.


The system for plotting the paths of moving platforms no longer is comparable to laying a pipeline, but instead is a matter of moving from Point A to Point B. The Waypoint (As shown above) is the basic tool used for creating paths for moving platforms. After selecting the tool, simply click on a space on the grid to set a waypoint. After you have done so, your cursor will now have a blue trail connecting it to the previously placed waypoint. Clicking somewhere else on the grid will create another waypoint, with the two connected by a blue line. You can continue to do this to create a series of waypoints connected by lines. When you are done charting the path for your platform(s), simply right click to end the series. These lines are where moving platforms will travel. The platform will move in the order the waypoints were placed. Moving Platforms can only begin on waypoints.


Moving Platforms are also now capable of doing flips or moving to a vertical angle. Doing so simply requires rotating gravity in one of two ways. The first way begins with placing a waypoint. Without ending the series, rotate gravity using the Q and E keys until you have the level rotated the way you would like it. At that point, place the next waypoint. Note that the platform will flip over the course of the path. That means if the distance between Point A and Point B is short, the flip will be fast, and if the path is long, the flip will be slow.


The second method, which can be easier, is to simply rotate the waypoint with SHIFT + R. This method has the same principles as the first.


Ending a series of paths is very simple. The Waypoint Stop (as pictured above) is used to stop a moving platform once it touches it. Without this, the moving platform would retrace its path once reaching the end. Placement of the Waypoint Stop is also very simple. Once you have the Waypoint Stop tool selected, click on the second to last waypoint in your series. This will connect the Waypoint Stop to a previous waypoint, creating a path. Simply click where you would like to end the path to place the stopper, and right click to end the series.



The final type of Waypoint is the Waypoint Rotation, and it is the most complicated of the three. As you may recall, the moving platforms now have an arrow alongside them in design mode. As you may also notice, the Waypoint Rotation also has an arrow. The simplest way to explain this tool is through a series of pictures.



In this picture, we see the Aztec hand with the arrow facing north. It is along a path which ends with a waypoint rotation pointing east. If we allow the platform to move on the path…


…the platform will rotate to match the arrow of the waypoint rotation. If we continue to let the platform return along the path it took, it will return to its previous orientation.


In words, the arrow of the moving platform will move in whatever way is necessary to match the arrow of the waypoint rotation by the time it reaches it. As was the case with flipping platforms, short paths result in fast turns, while long paths result in slow turns. These waypoints can also be rotated, just as the normal waypoints could be. Simply use SHIFT + R to direct the arrow. The platform will move to match the arrow as it always does.


One final note to make about moving platforms is that they are now capable of moving through anything. In previous versions, they were only capable of moving through a select group of props.


In the past, it was difficult to create puzzles using moving platforms. With the vast improvements made to one of Atmosphir’s most-used tools, I’m looking forward to seeing what you can come up with! Good luck, and thanks for reading!

Friday, January 29, 2010

Getting To Know Project Stratosphir - Today's Topic: Attacking

A large majority of video games have a combat system which allows players to fight against or alongside other players or NPCs. Atmosphir’s combat system previously relied on very limited use of held weapons and bombs. With the new update, both these features are improved and work alongside a new weapon, the laser, to greatly improve the game’s combat system.


In past versions, fighting with a handheld weapon meant simply whacking an enemy until it died. In the new update, this form of combat has been greatly improved. Before now, each weapon did essentially the same thing. Now each weapon works differently.


Some weapons have different characteristics. Let’s compare two such weapons: the pulse sword and the wooden stick. The pulse sword is a one-handed weapon, which means it can be used while carrying a shield. The wooden stick on the other hand cannot be held in one hand, and does not allow you to use a shield with it. Stats for these weapons vary in different ways. It may take some experimentation to figure out the best style for you.



Bombs were a common item in previous versions of the game. They were used to attack enemies from a distance or to break down crumbling blocks. The new method for firing allows for a much more precise and predictable aiming method. Simply switch to the bomb cannon and the camera will shift to an over-the-shoulder view. A crosshair will appear in the center of your screen at this point as well. Connecting your cannon to the crosshair will be a thin line. This line will form an arch, which represents the path your bomb will fly once it has been fired. While this is the expected path, it can be interrupted if something intercepts it.



Bomb ammo works the same way it has in past versions. A respawn and point value can be assigned to it, and the item is placed in the grid.
The third form of combat being released in this version is the Laser Cannon. Like the bomb cannon, firing lasers makes use of the over-the-shoulder view. The key difference between lasers and bombs is the angle at which they are fired. While a cannon fires a bomb in an arch, lasers are fired in a straight line. While they cannot be used to break down cracked blocks, they are able to harm enemies.



Laser ammo comes in sets of five, and has the same variables as the bomb.


One thing to note about over-the-shoulder views: Your speed is greatly reduced. You can only achieve full speed when carrying a melee weapon. Bomb cannons and laser guns will force you to move at a walking-speed until you switch to a melee weapon.


Atmosphir also features an auto-aim feature. This feature enables the player to have more accurate aim by “locking on” to moving targets elsewhere in the level.


While combat may have been a weaker aspect of gameplay in the past, it has definitely made a comeback in the newest version. No doubt about it, combat has been made much better, and just in time for multiplayer! Thanks for reading, everyone!

Thursday, January 28, 2010

Getting To Know Project Stratosphir - Today's Topic: Gravity

Over the past few weeks, Head Moderator Adz has teased the community with daily screenshots of Atmosphir’s latest update, codenamed Project Stratosphir. For many of us, these screenshots and (occasional) videos are the only connection we have with the game until its launch, which is currently aimed at February 8th, 2010. Today, I would like to bring you one step closer to understanding all of the exciting new features which will be made available on this exciting date. Between now and February 8th, I will try to write up one (or maybe more?) articles every day, each one focusing on a different aspect of the new engine. I hope you all enjoy it, and thanks for reading!


One of the biggest new features of Atmosphir is the ability to change gravity. As it has been demonstrated in various videos, the designer is now capable of rotating the entire level in order to accomplish incredible feats that would have been impossible in previous versions.


There are a few ways to rotate gravity, depending on your current role. I’ll begin simply, with the designer mode. Default keys for rotating gravity are the Z and X keys on the keyboard. Simply tapping one of these two keys will rotate the entire stage. By default, holding the Shift and R keys will rotate an object in a vertical circle, while hitting only the R key will produce a simple horizontal rotation. This is useful for when you do not want to flip an entire level in order to place a rotated block or piece.


Within play mode, gravity can be changed through Gravity Changers, which are placed on the map by the designer in design mode. These devices are very simple; simply running into one will rotate the level and cause the player to fall in that direction, when applicable. By default, these gravity shifters will respawn five seconds after use. The designer may change this variable, however, so beware!



As seen in the above picture, Gravity Changers have an arrow in them indicating the direction the gravity will be shifted to. A tip for players: Be sure to take a look at which direction you are being moved to before touching a Gravity Changer. It is very possible that you may be moved to an undesired location as a result. A tip for designers: If a player dies, gravity does not return to normal when they return to the checkpoint. Be careful of this when designing gravity-based puzzles. As common cure for this problem is to place a gravity changer on the checkpoint itself; when the player respawns, they will instantly touch the changer.


Changing gravity in a level affects all aspects which are not locked into the grid. This includes, but may not be limited to, players, enemies, boxes, beach balls, coconuts, and anything else which is not locked into place.


Gravity levels can also be changed in the Rules menu. Higher gravity will cause players to fall more quickly, shorten the height they can jump, as well as affect other aspects which are not locked into the grid. Gravity can also be reduced; this means higher jumps and slower falling.


Needless to say, gravity changers will become a huge aspect of future levels. Such an interesting concept can make an ordinary level extraordinary. Remember, too much of a good thing can be bad! Avoid spamming the gravity changer at all costs. It makes for an unappealing and generally unpleasant level. I’m looking forward to your adventures with this new tool!

Thursday, January 14, 2010

Welcome to 2010!

To begin, happy new year from the Atmosphirian! We’re entering into 2010, and already some exciting news has come from the Atmosphir staff and community!

First, to the disappointment of some, the release date for Project Stratosphir has been pushed back. Dave (OkaySamurai) has said that they are hesitant to establish another date, but has said that they are aiming for February 5, 2010. His official announcement can be found here.

On that note, the migration to the new game has begun. On January 12, 2010, a deadline was drawn for level uploads and high scores. Any levels uploaded or any scores earned past this date will not be migrated into the new game. While this means that the game is essentially dead at the moment, it does show that the migration is indeed beginning.

Due to the lack of new content to review, the Editorial Staff has decided to take a break from their job for the time being. The last review to be uploaded to the news page will be on Saturday, January 16. They will resume operations one week after Project Stratosphir’s launch.

Adz has been fueling the community’s craze lately, releasing a new screenshot from Project Stratosphir roughly every day. These screenshots feature various aspects of the game, most often gameplay. The official thread for these screenshots can be found here.

Screenshot posted by Adz on January 13, 2010

Dave has also made it known that he has allowed a very exclusive and small group into Stratosphir prebeta. He has asked that this select group of individuals remain anonymous to the community. In a reassuring statement to the community, he said:

“I have asked these people to remain anonymous and keep their testing confidential, because I don't want it to become a you vs. them thing. Truth be told, I could easily name 100+ of you that could fit these roles, so please don't be offended or take things personally if you're not selected for this particular task. We just need about 10 people to help us iron out several remaining bugs before launch, and unfortunately don't have the time to set up and review a full-blown application process.” –OkaySamurai

The official announcement can be found here.

Needless to say, 2010 is going to be the biggest year for Atmosphir yet. With the biggest update since launch just around the corner, the community is ready for the next chapter of Atmosphir’s life.

That’s all for today everyone, thanks for reading!