Platform Masters - Will you be the world's next platform master?
Last updated: April 28, 2014 (level 9 update - lots of rewriting, significant updates, or removals (due to no longer applying), section 4 added)
Here are some frequently asked questions (FAQ). This list will be expanded on and updated as development continues.
1.1 What happened to "The Supernatural Olympics"?
Q. What happened to "The Supernatural Olympics", your other game?
A. "The Supernatural Olympics" has been abandoned in favor of Platform Masters since, to some extent, they have quite a few similarities though Platform Masters has far more to it and is much more of a real, classic game.
1.2 Why create this game?
Q. Why did you bother to create this game?
A. There are a few reasons. First, I hate games with limits that are rather low and too easy to get like 99 lives, 9999 max HP or 9,999,999 max score. Platform Masters needs not a few days or weeks to max the stats, but years, decades, to even centuries and beyond. Second, the direction the game design industry has been going has resulted in me losing a great deal of interest in video games, with a 1 in 500 chance (and rapidly dropping) of even being able to get a game of interest since the feel of the classics have pretty much vanished and there's too much focus on the mass market which results in dumbed-down games, I wanted something that would "restore" the trend of the classics. Third, I wanted something that I could do while waiting for events to occur and I'm not ready to play video games.
1.3 3D flat plane clouds and ground decals
Q. How did you get the 3D effects for the clouds and ground decals, and why are they a flat plane?
A. There is a video on YouTube spanning nearly 2 hours that details the entire routine. See the development history section for the video. In brief, the formula "Pixels*Scaling = CU" is at their heart, as explained in the parallax scrolling section. The flat plane is a limitation with 2D that I have. Working around this would result in too high of a draw count which hurts the frame rate.
1.4 Small character
Q. Why is the character you play so small in size? He's hard to see!
A. Everything in Platform Masters is realistically to scale from the foreground to the background. This is one thing that sets Platform Masters apart from other 2D platformers (that I've seen and played). At 192 mph, you're moving 60 blocks every second (nearly 2 full screen widths and 2 1/2 full screen heights) at the location and distance the character is at. 192 mph is fairly easy to reach, especially with the bounce ability and slow compared to what can be reached with the Sentus Mountains. With the top speed easily able to get to 72 mph (freeway speeds), there's no other alternative than to make the character small so that objects don't go by in a blur giving you no time to react to things like spikes, enemies, or even a cliff that leads to a bottomless pit if you fail to stop in time). This size, 40 pixels when standing (Jeremy Kaplan is 40 CU tall, 70.4 inches (5 feet, 10.4 inches; 178.8 cm)) accurately mimics a typical adult). Being at a scaling of 1 (for about 100 1/8 feet of distance from the camera when the field of view is about 73.74°), it's much easier to program everything (multiplying and dividing by 1 doesn't change the value so accounting for the scaling can easily be left out). By being this far out, it's also easier to see where more of the platforms are, to find your way to the all-important goal platform. As a tip, if you're going by the screenshots and YouTube videos, watch the YouTube videos in fullscreen mode. This will give you a more accurate representation as to what the character's size will be in fullscreen on your monitor.
1.5 Measurement units
Q. Are metric units possible? Also, what's a "CU" or a block?
A. Definitely. I don't have 40+ configuration settings for nothing. See the overworld and glossary section for details.
1.6 Contributing to Platform Masters
Q. Do you need any help with the programming, artwork, or sound?
A. Although I'd like to do as much of PM as I can on my own, I have a few major weak points that stand out, especially on the audio front. For programming, I don't really need anything as I pretty much already know how to program everything Platform Masters needs. For artwork, the main thing I need above everything else are trees. Trees must be randomly generated (there's around 10,000 unique trees, most of which hogged up by Keveran Forest) complete with lighting (shadows are optional but a big bonus), be at least 2048 pixels tall. I need 3 different types of trees - a deciduous tree with dense foliage, a pine tree like a spruce, and a palm tree like a coconut palm. Without trees, I can't complete the scenery. As far as audio goes, the music is well covered though the sound effects aren't. It's best to wait on the sound effects until I get at working on the game play aspects but there are several sounds that are definitely known to be needed.
1.7 Design document
Q. What is a design document, and why is yours over 300 pages (and counting)?
A. A design document is like a blue print for the design of building for future construction only for a software program instead, including video games. Blue prints for buildings list measurements, mark where doors will be, and various other things. Design documents detail how a program should be laid out. In the case of Platform Masters, a video game, the design document covers how movement should work (including formulas), how progressing through levels works, how levels should be designed, what enemies there are and how they're defeated, how scoring works, the layout of the scenery in the worlds, and even the entire story. Every aspect of Platform Masters is explained to a fine degree of detail. The list of configuration settings, scenery descriptions, and story alone use up over 150 pages.
While I don't have any idea how the pros have them (I've never seen a completed design document like the pros would use), so I can't compare the level of detail that I get into. Take the jewels, for example. I've got about a half of a page detailing them. The details include things like what they look like, a description of their core function, the scoring, how collision detection is to work, how they fit in with the object identification system, how they must be placed in levels, and other such things. That's just the 5 jewels, let alone the springs, extra lives, platforms (and their 11 types), spikes, water, and other game objects. I don't know if this is normal, but it sure is a lot of detail for just one element in the game. The fact the entire story is also included in the design document also contributes a lot. This is partly why my design document is well over 200 pages. I use half inch margins for the standard 8.5x11 paper size and the font Tahoma at size 10 for the basic text. It wouldn't be too unusual for the design document to get as long as 300 pages by the time I'm done with it.
1.8 Classified contents
Q. What do you mean by "classified" and why are some things considered this?
A. When I mention that something is considered as "classified", such as what the blue and magenta flags are for on the overworld or signs and the like in background scenery marked with this, it means that the details about it, other than what I've already specified or that you can see, are hidden from the public. Only I know about them - not even my family knows about them. Why do I do that? I'm just mimicking what other game companies do - I just do it in a different way. The idea comes from military stuff (UFO-related stuff is riddled with this kind of stuff) - no one except the military (to some extent) knows about it. Instead of being for a country's defensive or security reasons, in my case, it's a sort of an anti-theft system (I'm not exactly sure on this either or why game design companies do it in the first place). Regardless, over time, these elements will eventually get declassified - that is, become known to the public. For a while, Carnivalesta was classified outside the fact it took place at night (the only world that used the night sky) and was world 9 (8 in the previous system), but it's now been declassified for a long time and has changed considerably since then. What the story is about has been classified for the first 5 years of Platform Masters' development but has now known to the public, at least in brief.
1.9 Numerous worlds
Q. Most games I see usually have no more than 8 themed worlds or a single level is essentially a world. Why does Platform Masters have so many?
A. This is for a few reasons. The first and primary is that I wanted as much variety as I could, while also sticking to a storyline. The second, a close second, is to increase the total play time. The third is that I wanted to go to an extreme. As I was planning the overworld layout and the basics of the story, I needed to take into account the variety of environments one might go through, from the tropics to the arctic, the forest to the desert, and a lake of refreshing water to a lake of hot lava. Common themes I see in video games involve forests, swimming levels, lava-based levels, deserts, slippery ice in arctic worlds, and grasslands, among a few lesser common others. Platform Masters contains pretty much everything I can think of and recall from other games I've played like theme parks, cities, and mountains.
1.10 Development computer specifications
Q. What kind of computer are you developing Platform Masters on?
A. My computer is generally sort of midrange, but it constantly changes as time goes on, with small upgrades here and there. As of April 25, 2014, these are my computer specs to the best of my knowledge. Comments follow after the "//".
Origin = custom built; // most parts are from Newegg. I get everything computer-related from Newegg, a great place for getting computer hardware. I've used them for years and I don't foresee changing.
Type = desktop; // desktops are the only types of computers I'm familiar with. They offer 2 key advantages that laptops/notebooks don't. The first is that desktops are generally more powerful - faster overall. The second is that they are very easy and cost effective to upgrade. Instead of buying a whole new computer from scratch, just buy the piece of hardware you want to upgrade and replace it. Video card not enough any more? Buy a new, better one and swap out the old one with the new one, selling the old one after a bit. You don't have to buy a new hard drive, case, CPU, motherboard, RAM, etc. When another piece of hardware needs an upgrade, upgrade only it, unless there's a compatibility problem where more hardware needs upgrading. Usually, to upgrade the CPU, the motherboard and RAM also have to be upgraded, but you still don't need a new case (unless the new motherboard doesn't fit), new hard drive, PSU (unless inadequate), etc. You can't do this with a laptop, only a desktop.
Computer case: Cooler Master Centurion 5; // I like this case. It's simplistic and to the point. The only downside is that it's black and black absorbs heat which isn't good for electronics.
Power supply: NZXT 750-watt Hale 90. 62 amps on a single +12V rail is very nice. It's also gold-certified so it's extremely efficient, about 90% efficient.
Motherboard: Gigabyte GA-Z68P-DS3. This is a socket 1155 motherboard with a Z68 north bridge. Aside from the mounting screws shorting it out when the bottom of the screw head makes contact with the motherboard and only 1 PS/2 port instead of 2, this is quite a decent motherboard.
Processor: Intel i7-2600K. It has 6 MB of L3 cache and is a quad core with a 3.4 GHz clock. I've overclocked this to 4 GHz without any voltage change needed. Most of the time, it's idling but with video editing or bulk processing of things, I need a strong CPU, more so than the GPU.
CPU fan: Cooler Master Hyper 212 Plus; // with the stock fan being inefficient (getting to nearly 70C on the temps under load at the stock 3.4 GHz clock, very high and barely in the safety zone), I got this fan to combat the high temps and it really works. Even under heavy load for several hours at 4 GHz, I can't seem to get my CPU above 65C. The only downside is it's sheer size and the installation.
RAM: 12 GB of mixed brands; // 2 sticks of 2 GB G.Skill Ripjaws, 1 stick of 8 GB PNY. Although my motherboard supports up to 32 GB, I almost never need more than 3 GB even with the 64-bit Windows 7.
Video card: Nvidia GeForce GTX 460; // the GPU isn't something I actively really need outside what a cheap one can offer. At least this one will last a long time. The previous card I had was a GeForce 7600 GT - I only upgraded due to video editing needs and the GPU not being sufficient enough.
Sound card: Creative SoundBlaster Audigy RX; // a prescription for sound, as I like to think of it. I had to upgrade as my previous sound card's programs wouldn't install in Windows 7.
Primary hard drive: Seagate Barracuda with a 250,048,479,232-byte capacity, 16 MB cache, and 7200 RPM; // this hard drive has Windows and all my programs stored on it, as well most documents. This will be what is now the secondary hard drive very soon.
Secondary hard drive: Samsung with a 1,000,202,240,000-byte capacity, 16 MB cache, and 7200 RPM; // this hard drive is dedicated for video and music processing, as well as photos and videos from my cameras. Videos were the primary reason I got this big drive since videos are demanding. I was limited to uncompressed video at the time until I got the Lagarith codec. This hard drive will be the primary one once I get the 3 TB hard drive - that bigger hard drive will take up the role of this hard drive.
Optical drive: ASUS blu-ray burner combo drive; // I use this as a way to back up my data and also to install software that comes on CDs (usually drivers, occasionally programs)
Monitor: Philips 109B65/27, a 19-inch CRT with 1920x1440 resolution; // LCD monitors are not an option as you pay twice as much for even less resolution than this. 1920x1200 is lower resolution. The only thing higher is 2048x1536 (on a CRT) and 2560x1440 or 2560x1600 (on an LCD). There's now 3840x2160 available that I'd love to get, but I don't have the $2000 for it.
Display resolution: 1920x1440; // despite having this monitor for 3 years, this is still generally higher than what most have (apparently 1920x1080 is the most common high end with rare cases of anything higher). Thus, this is one of my computer's strongest points. Yes, it means that I have 144 pixels every inch making the pixels very tiny. I have very fine vision so I can easily see the dot of the i in the Courier New font at size 10.
Keyboard: Lite-on standard 102-key corded keyboard; // nothing special here other than it being the only PS/2 hardware I have. I hate wireless so I wouldn't bother with it.
Mouse: Dynex corded optical; // nothing special here. Again, I don't like wireless as I don't like bothering with batteries.
Speakers: Bose Companion II; // I almost exclusively listen to stuff in mono so I otherwise have no need for a 5.1 setup. I got these in early September of 2011 at the end of a vacation. The main weak point is that these have way too strong of a bass, needing a 15 dB reduction for the deepest bass.
Operating System: Windows 7 Pro SP1; // Microsoft forced me to have to upgrade and it took over a year to save up to finally (and just barely in time) get it. I sure hope I can finish Platform Masters before Windows 7 has to be upgraded.
From what you can see here, the resolution and CPU are really the only strong points of my system. Platform Masters does not need anywhere near as strong of a system to play. See the system requirements for what kind of computer you do need - it's way lower. Got a computer with Windows 98, 256 MB RAM, a Geforce 6500 or Radeon X1300, and an old 2 GHz Pentium 4? No problem!
1.11 Determining contrast
Q. What is meant by a contrast of 100? How is it determined?
A. Contrast, in my case, is a measure of the difference in the apparent brightness of 2 colors, especially when adjacent to each other. It is based on the shade of gray that appears to be just as bright as the color in question. Take green. Most color to grayscale converters I've seen report 153 as the value. This is far from correct. You can see for yourself by putting the color (153,153,153) next to (0, 255, 0). The shade of gray is much darker. However, gray shade 212 (use (212, 212, 212) for that) is much, much closer. With gray shade 212, you practically can't tell the difference between the two in regards to how bright they appear. Thus, the contrast between the typical converted gray shade and the actual color is 212-153 or 59. That's quite significant. When it comes to text readability, I have a standard that calls for a minimum contrast of 64 with 96 as the minimum being preferred.
I have a contrast calculator on my main site at the bottom of section 4.4.1 here. You'll need to take the difference between the apparent brightness of the 2 colors.
1.12 only 1024x768 resolution
Q. Why is Platform Masters hard fixed on running at a 1024x768 resolution?
A. The primary reason is that higher resolutions give players an unfair advantage. This is a limitation of 2D. What may be 32x24 blocks visible at the 1024x768 resolution turns into 120x67.5 blocks at 3840x2160 and only 20x15 blocks with 640x480. I chose 1024x768 as it's one of the most widely supported resolutions and it's a good balance between detail from the resolution, work needed, and system demands for the kinds of minimum systems I was targeting. This simulates what it'd be like to run Platform Masters at 1024x768 versus 3840x2160 (a 4K display), 1920x1080 (full HD), 640x480, and 320x240, as a 1/4 scale simulation:
1024x768 (control, bottom center) is compared to 3840x2160, 1920x1080, 640x480, and 320x240 for level visibility.
As you can tell, the greater the resolution, the more of the level is visible. If I simply upscale the images or even only the rendered output, you'll only get a blurry image and significantly increase the GPU load. Thus, between the unfair advantage and the blurriness, Platform Masters is hard fixed to 1024x768 with no chance of this being changed.
2 Game play
Q. How difficult will this game be?
A. That's actually your choice. Want to take it lame and real easy just so you can see and follow the story? Choose difficulty 0 (effortless). Want a serious challenge that only true masters at this genre can handle? Choose difficulty 8 (extreme). Difficulty affects both the time limit and the amount of HP loss enemies and hazards cause. The speed of platforms is not affected though as this will cause jumps to change due to the game's physics. For further details, see the levels section.
Q. What is grinding and do I have to do it to advance?
A. Grinding, often called powerleveling in RPGs, is repeatedly fighting enemies or clearing early levels to get unusually powerful for the current point in the story. Platform Masters does not require any grinding to advance. Just advance as you see it. In fact, Platform Masters allows for the direct opposite. Taking after what I often see in GameFAQs guide, low level challenges for example, I'm designing Platform Masters to be possible to be completed with no stat increases or ability learning at all. Yep, you can work your way to Musan Swamp and even complete its very challenging levels with only the game-starting stats and abilities. This means a power of 3 (later bosses will take over 100 hits), 3-block high jumps, a 24 mph top speed, a short cast range with a slow cast speed, and all without the ability to swim, glide, bounce, or anything. It's doable, but it's very hard, especially in the later worlds.
2.3 Raising stats and learning abilities
Q. I've heard you can learn abilities and raise stats to the extreme. How is that going to be done?
A. You can definitely learn abilities and raise stats. The exact details on how it's done is classified. I don't intend on declassifying it until I begin working on that part of the game play.
2.4 Player-created levels
Q. Will I be able to make my own levels?
A. It's doubtful as setting up for this requires a lot of special checks and stuff, complex positioning, among numerous others. This is still an open possibility though so don't count it out just yet.
2.5 Themed platforms
Q. All of your platforms always have a randomly colored checkerboard pattern. Why don't the platforms stick to the theme of the setting?
A. Complexity, the great workload required, memory/disk space usage, download size, low motive, and my core concept designs (in order of strongest to weakest influence for the major reasons). First, there are 16 different slope variations - floors, walls, and two sets of 7 other slopes (one set goes down, the other goes up). Second, the spans of the platforms vary anywhere from 1 to 256 blocks, snapping to the block - this means a huge variety is needed should they be varied. Third, coming up with 20 different themes for each world is really crazy. In all, that would be 81,920 platforms to process. It's just impractical to do all that. Plus, with the checkerboard pattern, it's much easier to see and judge if a jump is possible and with time being important, this helps, especially since everything is aligned to the block. There reasons behind the colors of the platforms as well, but the finer details are classified.
2.6 Cheat codes
Q. Will there be any cheat codes available?
A. Doubtful. With difficulty 0 there's really no challenge to the game as it is to begin with. With 20 HP to start and spikes doing 5 damage at difficulty 0 (enemies hover around 2's), you can take a lot of hits with game-starting HP. Plus, lives are pretty easy to obtain in the first place so you almost won't have to worry about getting a game over. Still, difficulty, whether 0 or 8, has no effect on how the platforms move and behave, but the special abilities, if used wisely, can almost work around that. Short of an "unlock all abilities" type thing, there's really no need for cheat codes.
Q. Today's games often have minigames present. Will Platform Masters have any?
A. So far, I have 4 ideas. All but one of which are classified as to what they are. The one that isn't involves targeting, but beyond that, the details for that one too are classified. As to whether or not Platform Masters will have any minigames, that's classified.
3 Release and sale
3.1 Date of release
Q. When will the game be released?
A. There is no set release date and it won't be known until the game nears completion (like 98% done). Progress continues constantly. While I do take breaks, making no progress while this happens, I work on Platform Masters very regularly. I've always been off on my estimates as I'm bad at estimating how long it takes to do something. Thus, to play it safe compared to what I've observed, I'm estimating anywhere from 3 to 8 years (that is, from 2017 to 2022) for the completion but I can't guarantee anything.
3.2 Public beta
Q. Will there be a public beta?
A. Yes. At first, it will only be for the demo version. Once the game is released for sale, public betas will be available for all editions, when updates are being made, if any. One key problem that I have with this is getting it available for download. I can't just put a 100 MB demo (or however big it'll be) on my server here or I'll bring it down from the excessive traffic. Most sites offering software don't allow betas. Until a solution can be found, there won't be a public beta.
3.3 Porting the game to other systems
Q. Will this game be ported to a console system?
A. It's very doubtful any time soon. The main obstacle: I don't have the SDK or licensing stuff to develop for them. At the price tags I've seen and heard, you might as well buy 2 brand new medium-quality sedans.
3.4 Buying the game
Q. When you finally release Platform Masters, how will I buy it?
A. Regnow is otherwise guaranteed. This is because I already have an account with Regnow from selling "The Supernatural Olympics 2.4". Another alternative that I'm highly considering is Steam. The last alternative is Desura. One of my greatest dreams would be seeing a boxed version on store shelves, but short of paying something like $5000+ for a publisher, this isn't much of an option. If you can find a publisher with a print-on-demand-type service, much like Lulu is for books, where I can design my own covers, disk labels, instruction manuals, and whatever else I may need, I would appreciate it. I've even got a whole 3 or so pages in my design document explaining how the box is to be designed, if I could do this. Although unknown, 1 GB is a very big for a download - it puts a lot of bandwidth strain on a server. It's way too big to put on my site's server - I'll quickly and easily max out the bandwidth limit, given the high amount of attention toward it. Given the amount of attention PM has, announcing it's release, I'd eat up 1 TB of bandwidth in just the first few hours alone. Shared hosting can't handle that and a dedicated server would just be crippled. So, I can't have it on PM's site's server it has to be on another server that can handle the very high transfer rates.
3.5 Strategy guides
Q. Will there be a strategy guide available?
A. I've had strong thoughts of making one, though it'll have to be made available through Lulu, unless Brady Games or something decides to publish it. I may not have the best strategies for everything as there's a good chance that there's something better for a particular situation than I can think of. How much will it cost? I wouldn't have a clue at this point, but Lulu is hinting that it will cost $40 in color (yes, its a bit ridiculous), or about $15 if grayscale (aka black and white). I don't trust the security with digital files much so an Ebook is kind of out of the question.
3.6 Platform Masters development history book
Q. What is this about a book on Platform Masters development?
A. Since late September of 2010, I've had thoughts of writing a book detailing the entire history of how Platform Masters came to be, from start to finish. From before the initial concept was started, and the writing of the design document, to the troubles with programming, the fun of making the levels, and eventually getting it released, maybe even beyond this. Due to the extreme cost of color printing (color printing costs more than 7 times that of grayscale per page to print), the book will almost certainly be grayscale unless better alternatives are found.
I can already envision parts of it. It'll be either 16 or 32 chapters (that's my target, the latter especially). The early chapters will cover my history with gaming, briefly, followed by my childhood dream of making my own video games. The birth of the concept of Platform Masters then the actual game's concepts follow. The use of parallax scrolling, the terminology, and various other things, including secrets you may never know about without it (more than just knowing what the blue and magenta flags are for on the overworld or even how to access the two hidden worlds - 19 and 20). The entire history of the development will follow until the last chapter or two, of which will likely revolve around the future of both Platform Masters and other projects. This what I have for the layout at this moment and it's bound to change by the time I finish Platform Masters in its entirety.
3.7 64-bit OS support
Q. Will Platform Masters work on a 64-bit operating system?
A. Yes. All 32-bit programs will run on a 64-bit OS. Whether or not Platform Masters will be released with a 64-bit version of the program is undecided - you won't be able run this version on XP and earlier but you can on Vista and later, provided you have the 64-bit version of the OS installed.
Q. Do you have a Kickstarter for donating to Platform Masters' development?
A. As I've stated countless times before, Platform Masters does not need money for its development, just time, and a lot of time. Plus, Kickstarter seems to force a release date and I've seen a lot of users having difficulties and bad experiences with it. Being through Paypal, the entirety of the donation doesn't even take effect. Platform Masters has never had a release date and I never intend to have a set release date. I'm focused on quality for Platform Masters, not rushing anything. I'm also bad at estimating how long it takes to do something. I have everything I need to work on Platform Masters outside unexpected cases coming up like support for older, better quality operating systems than what's currently available being lost.
Of all the tools and stuff I need, most of it's open source or has unlimited free versions available. Of course, there is the unexpected case of having to upgrade the OS because the OS I was using was no longer being supported and the newer ones are poorer in quality, or hardware upgrades that come not as a result of working on Platform Masters but other things I do. The only expenses I have directly relating to Platform Masters is hosting this site (about $6 a month) and stuff involving the distant future such as a possible second (el cheapo) computer for testing on and the unlikely case of going with boxed distribution, with Platform Masters on store shelves.
4 After Platform Masters
4.1 Error and warning messages
Q. What's with the "fatal error" notices and the like?
A. There are 3 types of notices that may appear while running Platform Masters. This screenshot compilation shows examples of 4 such notices that may come up:
2 fatal errors (division by zero and array overflow), a nonfatal error (text set up error), and a warning (inadequate resolution) are shown - click on image to view full size version to read it.
Here's what each type of notice means:
- Fatal error: these are usually caused by a bad bug or oversight in my programming or, rarely, design. It results in an immediate crash, hence being fatal. Any unsaved data will be lost should this happen. Division by zero, infinite loops, array overflow, null pointers, window creation failing, buffer creation failing, and required images not loading due to not being present (or a typo in the file name), are many examples of such things that can cause one of these to occur. The meaning behind them is clearly explained in the "what this error means" section.
- Error: these are the nonfatal errors. They occur due to problems on my end. They do not result in a crash like the fatal errors do; instead, they result in potentially hindered game play.
- Warning: these are issues that are present on your end that you, yourself, will need to address yourself. They are usually from limitations in the game engine and are, thus, a rare occurrence. Please do not report warnings.
In general, when you get a fatal error or regular error, report it, detailing what you were doing beforehand as best as you can. Be sure to let me know all details in the "crash report details" section. You don't have to understand it, just copy it as you see it.
4.2 Updates and bug fixes
Q. After Platform Masters is released, will you continuing to update it like you do with your book?
A. Very likely. Should anyone be getting one of those "fatal error" notices, report these immediately, detailing what's in the "crash report details" section and what you were doing before. With this, I can make the fix and release an update very quickly, unless it's a stubborn bug that takes a while to find the cause of or you've given me too poor of information to be able to do anything about it. For the lesser bugs, as from errors, they'll follow after the crasher ones.
4.3 Downloadable content
Q. Will Platform Masters have any DLC (downloadable content)?
A. I'm generally against the idea of DLC so Platform Masters will not have such extra content. As it stands now, only downloading PM itself is all you'll do. Updates are mainly just bug fixes and not new features.
4.4 Beyond Platform Masters
Q. What comes after Platform Masters is finished?
A. There are 2 key projects that are in my focus. The first one is my 2D RPG. This has been planned on since June of 2007, before my book even existed as my book used its systems. Since then, the systems have been considerably improved with many enhancements and other simplifications. As of April 27, 2014, I've only done the basic planning of it. The design document almost needs to be rewritten as it's very messy, but it hovers around 250 pages. For the most part, expect the same unlimited potential that Platform Masters has for stats and what you read in my book for how things are affected is a sense on how the systems work. Appendix 2 explains a lot.
After my 2D RPG, I have had thoughts on a possible 3D remake of Platform Masters. Just imagine being able to walk around Carnivalesta and hop around on the buildings, instead of just the terrain only. Imagine being able to glide over Lake Keveran from the Keveran Mountains that surround it, climbing them all you want. Like the vastness of what 2D Platform Masters has, think of the same for the 3D remake of it. And yes, feel free to jump up into outer space and see the Earth down below very gradually changing and to scale. This is only the start of the possibilities that a 3D remake of Platform Masters would have. Just picture the entire overworld as one single giant area.