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!