Platform Masters Title
Platform Masters - Will you be the world's next platform master?

Earth Space Base - Floor troubles 2

Date: Dec 25, 2011
Screenshot #231: Not liking the red initially and thinking about those staying on the space base as a tourist attraction, I thought of making the tiles a medium gray instead of red. It turns out that that wasn't a good idea as it looked worse.

Earth Space Base - Floor troubles 3

Date: Dec 25, 2011
Screenshot #232: Wanting visibility on the floor's tiles/panels, I went for high opacity. Unfortunately, that turned out to be too much, way too much.

Earth Space Base - Floor troubles 4

Date: Dec 25, 2011
Screenshot #233: Starting to get frustrated with hour-long redos, I used one of my techniques that I tend to forget about being available, like I did with setting the color of the day time water - put a sample over the expected background and see what the results are. This technique led to the final result.

Earth Space Base - Floor troubles 5

Date: Dec 26, 2011
Screenshot #234: After yet another redo, the sixth in all, I finally get a reasonable result as this screenshot indicates. The text part hasn't been redone at this point in the development.

Earth Space Base - Ground level

Date: Dec 28, 2011
Screenshot #235: From near ground level, the space base has a few visible details. The large, 8-block-wide tiles/panels are obvious. However, rooms are beyond using 2-block-wide tiles/panels. Between some of the rooms are portals, the odd bluish-green objects.

Earth Space Base - Space Base name

Date: Dec 28, 2011
Screenshot #236: This screenshot, visible from fairly high above, shows the name of the space base as well as the location and ID number. The space base's name was originally intended to be "Myridras Space Base Company" but this was extremely long or would've wrapped around 3 rows. I, thus, shortened it. The bottom left corner has the name of the planet the space base is over. You should know what planet that is in the background - you live on it! The filled circle icon represents a planet. The bottom right corner has the space base's ID. The number is based on the order of creation within a given solar system. The hollowed dome icon represents a space base (since, technically, that's what a space base is). "Sol" is the name of that big bright ball in the sky visible in the day time that gives Earth the light and heat it needs. The 18 means it's the 18th space base made around Sol.

Earth Space Base - Platform Masters text

Date: Dec 28, 2011
Screenshot #237: Other games tend to put their own logos and titles in themselves. I can do that too, provided, of course, I use my own name. Platform Masters is the name of the game so, to decorate the floor more, I decided to make this. I originally intended on having this as 2 lines and starting at a scaling of 12 instead of 20, but memory-related issues changed this. I didn't want to need to create any more ground decal arrays as I had enough to begin with.

Earth Space Base - Earth moves

Date: Dec 28, 2011
Screenshot #238: Every video game that I've seen that has extremely distant objects has them simply not move at all. Platform Masters is an exception. The Earth in the distant really does move. You may recall the most distant mountains in the Sentus Mountains world having a scaling of 1792, right? How about 131,072 for the scaling? Climbing from the lowest point in the Sentus Mountains world to the top of the tallest mountain isn't enough for a whole pixel on the Earth, but it's pretty close. This puts everything out of proportion as to how extremely far Earth is. Yet, like all other scenery, Earth repeats. Notice the nearly 800 million CU on the X axis? This is actually a loop of Earth repeating and I'm now on the left side of it rather than the right as you'd normally expect. The 13.7 million CU on the Y axis is enough to offset the Earth just over 100 pixels downward. I've never seen a video game that takes distant objects to an extreme. Platform Masters is the first game that does that.

Earth Space Base - Warped star troubles

Date: Dec 28, 2011
Screenshot #239: World 17 isn't complete yet either. There are to be more rooms added to the scene. In addition, I need an astronomically correct sky. Temporarily replacing the space sky background with one rendered by Celestia, this gives you the idea on what part of the sky I need visible. Trouble is, it's warped like crazy. Warped? Notice how the grid is smaller in the center part of the view and wider the further away from the center getting really bad at the edges? That's the problem that makes Celestia unusable. PM uses a linear angular distribution. Without a way to automatically generate the positions of every star visible up to magnitude 6.5, I can't really make the astronomically correct sky that I want.

What's with the "14h" or "15" on the edges? This is astronomical terminology for locating objects. The "14h" means "14 hours". That's the right ascension. The angle is the declination. When you look at a star atlas, you'll find these 2 terms used. This is almost exactly what part of the sky I need visible. It's only slightly off on a few fronts, but it's very close. Oddly, upon closer inspection, the field of view is way off. PM's field of view is exactly "atan(4/3)*2" or about 106.26 degrees. The rendered version appears to be showing a value over 120, apparently 125 when I know I set it to something as close as I could to 106 15' 36.7". Still, even a 90 field of view, it's quite warped. Without an effective way to set the positions of every star, I won't be able to get an astronomically correct sky.

Processing music contributions 1

Date: Jan 9, 2012
Screenshot #240: Due to my very low experience and know-how with music creation, I've been after music contributions. Now several months later, I've received quite a few, some of which I could listen to for 1000 times quite easily. These 11 screenshots (from 240 to 250) cover the entire process on how I process music contributions.

Before anything, obviously, I have to download the contribution. When I set the file name, I be sure to include the one who made the file, so I know who gets the credit for it. If a world is suggested for it, I note that as well.

The first step, of which only applies when I get a MIDI file (I skip it if I get an MP3 or OGG), is recording the file. Doing this is easy. First, I start Audacity and select "MIDI Synth" as the input source. Second, I set the project rate accordingly. Third, I start an external program that plays MIDI files. Fourth, I start recording with Audacity. This will result in silence. Fifth, I start playing the MIDI file. The silence becomes noise, music like I would expect. I wait for the entire song to get recorded into a waveform. When done, of which the song will go silent, I stop the recording in Audacity. From there, I need to process the song.

This screenshot shows what I have while recording. While recording, I take careful note of the waveform, making sure it doesn't max out (causing distortion). Here, it's good, though pushing it.