DRM bug afflicts legitimate Game Maker Studio licensees

Game Maker Studio users should be advised of a potentially disasterous bug that can permanently disfigure their graphical resources.

I have (so far) been unaffected by this issue, and am unaware of what triggers it or who might be affected. From reading the story over at Gamemakerblog, it seems that it may have to do with Steam, but details are still unclear.

This is a good time to re-emphasize the importance of good backups. If you don’t have something to restore from, it’s sad, but you really only have yourself to blame for not having better backups.

GameMaker Studio even incorporates source control features that allow you to store your project resources in a Subversion repository. Anyone who uses subversion with their GameMaker projects should be pretty safe, as long as they have a version of their sprites checked in prior to the images being corrupted.

As well, it’s a good practice to maintain your graphics resources outside of your gamemaker projects. While useful, the built-in sprite editor is rudimentary, and many graphics artists prefer to work in a more robust professional quality tool, then import into GameMaker. If you work this way, you should still have your originals intact, and won’t be as badly affected by this problem.

I really hope that this incident will spur Yoyogames to look at its anti-piracy philosophy and find other controls that they can use to curb unlicensed use of the features that they reserve for paid licensees.

General update

I have been busy and feeling somewhat burned out and have taken a few weeks off from updating the blog here. I’ve actually been quite busy, though, and have a lot going on that I want to talk about.

GameMaker Studio Book

First, Packt Publishing had approached me a few months ago, asking if I’d be interested to author their upcoming book on HTML5 game development using Game Maker Studio. I considered doing this, but in the end I decided against it for a few reasons, the main reason being I would rather put my time into actual game development than into writing tutorials.

As well, I believe that there are already a lot of good resources for learning Game Maker basics, and the book Packt wanted me to write seemed to ignore this, preferring to focus on the admittedly wider audience of GameMaker newbies. The book that I wanted to write would have been something more advanced, targeting intermediate and advanced Game Maker devs who have been through the built-in tutorials, read the helpfile on a regular basis, actively use the GMC forums and wiki, and are looking to do things at the next level. Since GM:Studio is aimed at professional developers, it seemed to me that a book for newbies would be better off using GM:Lite, and that in any case, re-hashing existing material wasn’t an interesting project for me, or useful for anyone.

That said, Packt came back later after they found an author for the project, and asked me if I’d be interested to contribute technical review to the book manuscript, and I’ve been helping them out with it. So far, the book is looking pretty good.

Direction, Goals, Priorities

Considering this book opportunity put me in a position of having to think about my goals and priorities and how I’m devoting my resources to this indie game developer thing, and I concluded that I really want my focus to be on making games. While I’m good at writing, I consider it to be a byproduct of my game development efforts. And right now, I really want to have more completed games to show for my efforts.

I write articles and tutorials for your consumption here, mainly as a byproduct of teaching myself something new as I’m working on my own projects, and I think it really helps me to solidify my understanding of what I think I know. By putting my knowledge out there, I create an opportunity for peer review to take place, and hopefully get useful feedback from readers who know more than I do or see a mistake somewhere. But also, I hope that it helps people who haven’t learned something yet that I have.

I’ve always looked at this blog as a free service, which I’ve been happy to provide because I enjoy it, and because it benefits me to do so, in that the more I learn and write about what I learn, the better I get at what I do. And because other people can see my progress, it gives me a little bit of reputation, and increases my visibility so that I can potentially make friends in the game development community and maybe even collaborate with people on projects. This has been enough of a benefit that I have not needed any further incentive, in terms of money.

I’m going about pursuing any professional or business development goals rather passively, mainly by putting myself out there and letting interested parties approach me, as opposed to actively approaching others with proposals and ideas, but so far this has worked for me, and I’ve actually gotten more success from this than I would have expected. Perhaps that’s just because I’m extremely humble and my expectations have been very low, but I’ve appreciated all the interest and offers that I’ve received, whether I’ve taken advantage of them or not. But I’ve always felt that in order to have any kind of viable career as a game developer, I had to focus first on obtaining the skills of a game developer. I have prioritized this above developing skills as a business entrepreneur. And, knowing what sorts of activities make me happy, I feel this has been the right choice for me.

And while I’ve considered doing things with the website to try to bring in revenue, I haven’t cared that much about doing so, because it would take me away from doing game development, and would introduce new headaches as well (taxes, dealing with advertisers, setting up e-commerce, increasing my security vigilence, etc.) Since I’m only one guy, and work full time, I have to choose where I put my time and energy, and the blog itself already takes up a large enough chunk of what I’m able to devote to my game development efforts.

It’s a conundrum. On the one hand, if I had income from game dev related efforts, I could probably justify putting even more resources into it. On the other hand, a lot of those resources would go into things more on the business side of the house, and actually take me away from making games. And because the business income would in all likelihood be less than what I’m currently earning, for now it makes more sense to keep working fulltime and do the game stuff on the side. If there were a bridge to take me from here to there, I’d be really happy, but for now that doesn’t seem to exist for me, and I don’t know how I’d go about building it for myself, and rather than devote time to figuring that out, I’d rather just make games as best I can with the resources I’m able to devote with my current means.

Pixel Art: Boss Borot/BoboBot

pixel art "BoboBot" by Chris Sanyk 256x256px

Notes:

  1. I actually had to put a face on this one!
  2. Bobobot was the comic relief in the Mazinger Z series. This robot actually had facial expressions that changed according to the pilot, Bobo’s mood. This image, I think, makes him look a bit expressionless and almost zombie-like, in contrast with the cartoon’s very human-like expressions. It’s so difficult to capture emotion and expression and personality in just a few pixels, which is why I’ve refrained from trying to draw them.
  3. Generally, I feel that it’s better to go abstract and just convey the impression of the overall person, rather than try to convey facial expressions at the resolutions I’ve been dealing with. This serves as a good example of why. It would take a great deal of fine tuning and high-resolution finesse to get the nuance in the expression just right. If it’s critical, it is worth it, but it is a lot of extra work, and takes a true artist to pull off well.

Pixel Art: Diana S/Aphrodite A

pixel art "Diana S" by Chris Sanyk 128x128px

Notes:

  1. Diana S. (known as Aphrodite A to American audiences) is the female companion robot to Mazinger Z/Tranzor Z.
  2. The color scheme is pretty garish, but this is pretty accurate to how she was colored in the cartoon.

Pixel Art: Mazinger Z/Tranzor Z

 

pixel art "Mazinger Z" by Chris Sanyk 64x64px

Notes:

  1. From the 1970’s anime series from Japan, one of the early giant robot cartoons. Known as Tranzor Z in the USA.

Pixel Art: Brainiac

I didn’t realize it until I researched the character to get his look, but Brainiac has gone through a number of incarnations. In the 80’s, when I was a kid, Brainiac was a somewhat skeletal-looking robot with a large brain case. He’s basically a light color, like polished aluminum or chrome.

pixel art "Brainiac" by Chris Sanyk 128x128px

But apparently earlier (as well as later?) eras of DC comics featured an organic, human(?) green-skinned, purple outfit Brainiac, who appears to have some kind of electrodes on his head. Perhaps I’ll do a version of this Brainiac in time as well.

For some reason, I seem to remember the robotic Brainiac as being a human brain inside a robotic body, and you could tell he was a human brain inside a robotic body because his pink human brain was under a plexiglass dome, so you could actually see it. So here’s that version:

pixel art "Brainiac" by Chris Sanyk 128x128px

One thing I notice right away about this variant is how much more the flat top of the head jumps out. I want to re-do this with a more dome-shaped head. This wouldn’t fit my original 16×16 base figure, but there’s no reason I can’t take it out an extra pixel and adjust as needed.

pixel art "Brainiac" by Chris Sanyk 128x128px

Pixel Art: Absorbing Man

pixel art "Absorbing Man" by Chris Sanyk 64x64px

Notes:

  1. Absorbing Man’s form is morphic, he adds mass and his shape and texture changes depending on the materials he is absorbing. Thus he can have many different looks. This is his “base” appearance, without absorbing anything.
  2. Palette swaps and gradient blends would be a good way to indicate his powers. In a video game, this could be done dynamically.

Pixel Art: Wonder Woman

This first one is based off of the “Superman” figure:

pixel art "Wonder Woman" by Chris Sanyk 64x64px

Notes:

  1. Chunkier pixels here than are used in the next one. I think this gives a more Atari 2600 look to this drawing.
  2. Despite having a lot of detail in her costume, I didn’t need to go below 64×64 pixels to get the essentials.

And this one is based off of the female figure that I did for Catwoman:

pixel art "Wonder Woman" by Chris Sanyk 64x64px

Notes:

  1. I think this one is just as nice as the first one, but the figure it a bit more womanly, with wider hips and bust.
  2. There’s a little more detail given in the costume, due to a greater reliance on the 64×64 grid than in the first drawing, but both in fact were worked down to 64×64.

Pixel Art: Zzzax

pixel art "Zzzax" by Chris Sanyk 64x64px

Notes:

  1. I’m not sure how well known Zzzax might be to non-comics fans. He is a monster comprised of electrical power, possessing a rudimentary human-like intelligence.
  2. I’m not completely happy with the details I got here; in the comics he looks like a humanoid form made out of pure electricity, with flames and jaggy zappy lines defining his form. Here, due to the pixel size, he looks more like a tree bark camouflage pattern as seen through a yellow filter.
  3. One thing I did like about this attempt is the very faint light yellow glow around his body.
  4. Since I’m not totally satisfied, I’ll probably have to refine my technique and try again. I’m tempted to re-do this using the Hulk body template, which will give thicker limbs and a more monstrous appearance.

Pixel Art: Nightcrawler

pixel art "Nightcrawler" by Chris Sanyk 128x128px

Notes:

  1. Nightcrawler has a fairly dark palette, necessitating use of highlights to indicate some of his features. I really only needed to do it with his hair, to give the sense of texture and shine that he is known for in the comics.
  2. I also gave him a pointy ear, or tried to. I’m not sure how successful this is, but I left it in.
  3. His bifurcated toes are also drawn in, a bit abstractly since they are pointing straight down. Those pixels are more a symbol of his toes than they are representations of them.