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RGamesOfficial's News

Posted by RGamesOfficial - 1 day ago


I guess it's about time I dust off the good 'ol Galactic Blasters BR project file and try to finish it up...


Today, I'd like to go over most of the things I've done with Galactic Blasters BR - Artist's Faith (the 4.5th Galactic Blasters game) since the vBHGJ version. Yes, it did take me over two years just to do what's mentioned here, please don't underestimate the power of procrastination! The screenshots here are from the latest built version unless otherwise mentioned. And so without further ado...


[Gameplay Changes]


For starters, I've made it so focusing will make your ship's central hitbox be visible. The graphic is slightly larger than the actual hitbox to make it easier to see (because the actual hitbox is only 2 x 2 pixels), and if you're playing in multiplayer the second player's hitbox will be a different color! Well, if they actually appeared in multiplayer, but I'm getting ahead of myself...


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Player 1 would have a blue hitbox, player 2 would have a purple hitbox.


Another change I made to the gameplay is to make the HDS128 v2's focused speed slightly slower to allow for more precise movement. This comes from me repeatedly running into bullets while testing out some of the new ultra difficulty boss patterns even while focused, keeping in mind that the screen's practically packed with slower-moving bullets that the gameplay wasn't originally designed around. So I slightly slowed down the focused speed of the HDS128 v2 to make it easier to dodge these slower-moving bullets while leaving the other ships the same for accuracy reasons. While I haven't done the same change to Galactic Blasters D2's gameplay yet, when I get to working on that game again this will probably be one of the first things I do...


I ran into another issue while testing the boss patterns where some of my inputs just weren't registering while holding multiple keys together. This is actually caused by the keyboard itself as many keyboards have combinations of keys that just won't work together, so I ended up just implementing a new control scheme that moves around some of the keys to get around the problem. Strangely, my old laptop was perfectly fine with the regular control scheme, so how come my current gaming laptop's keyboard isn't? We may never know, but I feel the new alternate control scheme might be a bit more comfortable (at least for me)!


[Graphical Changes]


As you've probably noticed by now, I've completely changed the fonts used across the UI and HUD. While I really liked how the old fonts looked, I realized that it would NOT be a good idea to distribute them with the game since they're copyrighted. So in my search for new, free fonts to use that could be redistributed, I ended up choosing Normaleste and Video Glau from Sik's Font Pack (https://sik.itch.io/fonts). Luckily for me these fonts worked quite well with the UI I already made, although I still needed to slightly adjust some text... And adjust the in-game HUD quite a bit because I spaced out the text with spaces. Still, the results don't look that bad!


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I've also tweaked some of the layers of Stage 2's background to make the water look more blue. Yeah, I don't think there's a lot I need to say...


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Before (vBHGJ).


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After (Current Build).


Finally, some other graphical changes include Johnathan Slade's placeholder artwork from Galactic Blasters ++ being replaced with new artwork on the character select screens, as well as the RGames logo on the "Created by RGames" screen being replaced with the RadikalGames logo. The latter's also been slightly reorganized to be a bit less cluttered, a.k.a. removing the mention of the Danmaku Fusion framework, which is essentially my framework for this type of game! The Danmaku part's pretty obvious if you know about bullet hell games, while Fusion comes from the name of the game engine used, Clickteam Fusion. Still, it's not really necessary to mention it on the "Created by" screen.


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Don't mind the stray number, it's just debug stuff.


[Additions]


Have you ever wanted to take a break from the game, perhaps even a break for longer than a second? Well, introducing the revolutionary new pause feature! By pressing the escape key on the keyboard you too can pause time until you're ready to play the game again, at which point you need to simply press escape again! ...there's a good reason why I didn't have a pause function before, and it's that I didn't know how to implement a pause function that worked with both keyboards and controllers.


Back during Galactic Blasters D's development (likely relatively early on too if I remember), I found that Clickteam Fusion's built-in pause action could only be unpaused if you use the keyboard, which I didn't want, but at the same time I wasn't bothered to implement my own pausing system. The closest thing was the continue screen, and even then every bullet on-screen would be destroyed because they would've kept moving had they not been. Nowadays I'm more willing to just use the built-in pause action since the player's likely going to be close to the keyboard regardless of their input method.


Another thing I've implemented is a setting for changing your graphics mode between 840x480, 1680x960, and fullscreen, with an additional three options that tone down graphical effects for weaker computers. However, this does come at the cost of the English/Japanese language setting, which I removed because not only can't I properly verify the accuracy of the translations (I can't read Japanese, so I'd have to rely on translation services), but the new fonts don't support Japanese characters. Therefore, text would probably look wrong anyway.


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I've also been trying to work on adding new ultra difficulty attack patterns, specifically for Galactic Blasters D's bosses as that game didn't let you play the story mode in ultra difficulty. Though my mindset here isn't to make even harder bosses, but rather to make Galactic Blasters D's bosses more in-line with Galactic Blasters D2's, whose bosses have denser, yet slower bullets. I mean, I sure do prefer a game that's difficult but fair rather than a game whose difficulty comes from being unfair! And luckily, I'm trying my best to make sure the bosses' ultra patterns are the former. It just takes a while to actually get to something I like...


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Of course, I must mention that there's some new music tracks (some reused from other projects that never got off the ground) alongside the dialog being completely rewritten. The good and bad endings have also been implemented, which I shouldn't show directly to avoid spoilers but just know that they're no longer just a wall of text. But something that's going to be pretty exciting is that...


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The third stage has been implemented! ...mostly. I still have some work to do for the final boss, but for the most part it's complete! It'll consist of the bosses from the latter half of Galactic Blasters D (from Stage 5 to Stage 7), and so far the first two sections are fully complete.


[Some Bugs to Fix]


Currently, there aren't that many bugs I'm aware about in the current development build! There's stuff as small as the high score entry screen not displaying anything when you complete Stage 3, and switching between resolutions might be a bit buggy right now since changing it in settings doesn't account for DPI at the moment (however, the window is the proper size when the game starts up). Those aren't really anything urgent that I have to fix up immediately, but something that I for sure want to fix as soon as possible would be the player hitboxes not showing up when focusing in multiplayer.


There was also a bug where fonts wouldn't be properly loaded in if the font files weren't in the exact path they would be on my own laptop. I do kinda blame Clickteam Fusion's documentation for this since I'm pretty sure it's not clear on how binary data works (which I tried to use to keep fonts embedded in the .exe rather than as separate files). However, I've managed to solve this bug before finishing up this post, so it's no longer an issue. But for the sake of just showing how the game looked when the fonts weren't loaded...


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Yeaaaah... That's not right. I'm glad I fixed it!


[Conclusion]


In conclusion, Galactic Blasters BR - Artist's Faith has seen a whole bunch of development now that I'm motivated to develop it again, and hopefully I can get it released by either May 2025 or June 2025. I hope it'll be worth the wait when I do finally release it! Until next time, this has been RGamesOfficial, signing out from the Radikal dimension!


p.s. I also hope to start uploading more of my soundtrack backlog again, particularly Galactic Blasters Photo's MIDI soundtrack and Galactic Blasters Zero's soundtrack...


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Posted by RGamesOfficial - 1 month ago


[UPDATE (2025-04-02)] In case it isn't blatantly obvious, this is an April Fools joke. I didn't really plan any April Fools jokes this year so I had to come up with one on the spot, which led to me rushing this out a little bit. But don't worry, my laptop's Windows 10 installation got me covered in the realm of jokes by making the login screen vanish entirely, so that's going to be some time wasted on reinstalling the operating system...


On this beautiful day, I'm excited to announce a brand new direction for RadikalGames and its content! Say hello to Radikal+!


[Media Offline]


Well, it appears that the logo isn't completed yet... Oh well, we can just claim it's "early access" and everybody will beli- wait, I'm still typing the post?


Anyway, Radikal+ is a brand new revolutionary subscription service to add onto the pile of subscription services you already have to deal with! For just $200 a month you'll be able to access all of RadikalGames' games, music, and more! What's that, you can already access all of that for free? Well sorry, but we're going to automatically patch everything so it requires Radikal+, because we're in an age where people don't really own anything.


[Library of Content]


With every subscription service comes a use for it, and this one ain't no exception! Every four months we'll add in exactly one game or music track even though we have the capability to do much better. For the content that'll be on here when it launches:

  • Galactic Blasters Bill - Surprise Mechanics (Game): A new experience where for every dollar you put into the game, you have a slight chance of getting an extra life.
  • Virtual Pet - Cease|Desist (Game): Let's hope the ninjas don't throw us into court for patent infringement!
  • ₷û₿Φœ⪋τ 2025 - ⨡3h βŰ௹ $ρ®Æ (Game?): We didn't bother fixing the bugs in this one, that's for the players to do.
  • The Worst Song Ever (Track): Don't let the name fool you, Every instrument going absolutely insane sounds good!


[Conclusion]


In conclusion, Radikal+ is a revolutionary, innovative, perhaps even inventive subscription service that everybody will subscribe to! Please, our corporate overlords will be very angry at us if we're unable to keep the line going up... In the meantime, I'll be signing out from the Radikal Dimension. Hopefully all the subscription services I've got don't bankrupt me...


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Posted by RGamesOfficial - February 14th, 2025


Since around late 2013, I’ve been creating stuff under the group that I lead, RGames, whether said stuff is an entire game console within LBP2, a game made for computers or retro consoles, or something entirely different! However, while RGames’ past is pretty neat to look back on, I need to think about the future of RGames as well. I’ve been working on plenty of things that should hopefully finally come out this year, as well as a refresh of RGames as a whole. So without further ado, let’s get into what that refresh will have to offer!


[Welcome to the Radikal Dimension]


Starting today, RGames will start officially rebranding to RadikalGames. Although for the sake of not rotting links, I'll do my best to keep links the same as before, but where I can (and care to do so, which automatically means the mess called Twitter won't be included in this), the RGames branding will be replaced with RadikalGames.


The new name’s something that was kinda thought up of many years ago with the purpose of not making RGames’ name a carbon copy of T-Games’ (another, much more popular group that began in LBP2, whose LBP2 consoles were the main inspiration for me creating RGames), with Kowan011 suggesting Radikal as the name. Although this name wasn’t used since RGames didn’t end up getting renamed at the time, back in 2023 I had the idea of taking that name idea and add Games at the end of it, to make it look like the R in RGames was being expanded to become RadikalGames. And that's when the new name was born, although it wouldn't be until 2024 when a logo was made to accompany it...


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This is the ‘Hydra’ RadikalGames logo, named as such because my projects seemed to be like a hydra. I finish one, then three more pop up! Joking aside, this is what RadikalGames’ logo is going to look like from now until the next logo, complete with this dreamlike space-like background (well, that was what I tried going for anyway). Kowan011 was who primarily designed it, with input from me as neither of our initial ideas were that worthy of succeeding the preceding logo (though it is derived from his original idea for a RadikalGames logo, so wouldn't that mean that his initial idea technically DID make it into the RadikalGames logo?). If you're curious as to what my idea was, it was just an edit of the previous logo, which would've been pretty lazy if I went forward with what I originally had in mind.


[Conclusion]


In conclusion, RGames is becoming RadikalGames. I do apologize for how rushed this post may seem for such a major announcement, but I wanted to try and keep things brief here. I do have some stuff I hope to unveil and release soon, assuming I do so in a timely manner since I was procrastinating this important announcement for several months... Until next time, this has been RGamesOfficial, signing out from the Radikal dimension!


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Posted by RGamesOfficial - December 6th, 2021


5 years ago, in a game called LittleBigPlanet 2 for the PlayStation 3, I had finally released the first version of the RGames Propane.

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The RGames Propane was the first modern RGames console (there was a console before the Propane, but we don't speak of it). While in the beginning it may have had features that were added for the sake of being added ('Not Safe' and 'Safe' Lights?), the console started to become what it is now in v1.1 (and v1.1.1). And even after the release of its successor, the Propane Deluxe, I liked working on the original Propane.

Sony's moderation team unfortunately struck the Propane in 2020, removing it from the LittleBigPlanet Servers all because of an icon I didn't design, the Self-Destruct Icon (which I understand why that was moderated). Stickers that said 'Games Images and Software' were also moderated (wut). I struck back by releasing the final version of the Propane (which was v1.3) all the way back on June 1st, 2020, removing those stickers and replacing the icon. I even released the very first game for the Propane (shockingly, the Propane had no games for most of its life), called TicTacToe.

Unfortunately, the LittleBigPlanet Servers suffered the first of a couple of attacks back in March of 2021, which brought down the Servers for a week or 2, which not only delayed the release of the very first Virtual Pet games (Virtual Pet - Circle | Square), but also delayed the Propane Deluxe's successor (the RGames Pentane) to March 31st, 2021. After the second wave of attacks in May of 2021, the servers went down for multiple months, affecting my ability to work on content for the Propane and Pentane.

Eventually, Sony and Sumo would get the last laugh on September 13th, 2021, by announcing the permanent shutdown of LBP1, LBP2, LBP3 PS3, and LBPV server access (and the return of the servers for LBP3 PS4), effectively forcing me to finally stop working on the Propane (and Pentane). While the RGames Propane was the first modern RGames console, to the point where its 2 successors, and an otherwise unrelated console were based off of it in one way or another, it could not survive the decisions of a large game developer.

Today (December 6th, 2021) is the 5th anniversary of the Propane's original release date, and so you're probably going to see more stuff related to the Propane (and other LBP2 RGames Consoles) on this day and throughout the month. I will start by finally releasing LittleBigPlanet 2 Level Backups of the Propane and Pentane hubs (complete with their respective final games, Simple Platform Game Maker and Game Device Simulator, and Virtual Pet - Triangle | Rhombus).

Download "Propane and Pentane Hubs for LBP2" (this links to the .zip on my dumping grounds)


Oh, there's also a Virtual Pet Online event to celebrate the Propane's 5th anniversary (of course).

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Like with all the other events, follow these instructions to get these Virtual Pets:

1 - Go to Virtual Pet Online, or Virtual Pet Online - Fall Time

2 - Click on the Code Entry Button

3 - Enter the code for either the Propane Circle or Propane Square

4 - Click on the Verify Button

5 - If the code was entered properly, and 8 Buttons appear, select one of the 8 Boxes to send the Virtual Pet to

6 - Enjoy!

Note: The received Virtual Pet will never be Rare.


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Posted by RGamesOfficial - October 29th, 2021


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A Windows Port of Virtual Pet Online, named Virtual Pet Online - Fall Time will be releasing today!

Some of the new features include Controller Support, Full-Screen mode, and more.


It is available here: https://rgamesofficial.itch.io/virtual-pet-online-fall-time

Edit: There is also a Japanese Version that is available here: https://rgamesofficial.itch.io/virtual-pet-autumn-time


Plus, here is yet another event!

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Like usual, follow these instructions to get 30 Meat:

1 - Go to Virtual Pet Online (v1.16 or later), or Virtual Pet Online - Fall Time.

2 - Click on the Code Entry Button.

3 - Enter TRICKORTREAT into the Code Entry box.

4 - Click on the Verify Button.

5 - If the code was entered properly, and a button appears, click on it.

6 - Enjoy!


Fun Fact: Virtual Pet Online - Fall Time was based on Virtual Pet Online v1.15 - Spooky Update, and so I decided to bring some of Virtual Pet Online - Fall Time's additions over to Virtual Pet Online v1.16 - Micro Update.


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Posted by RGamesOfficial - October 21st, 2021


Virtual Pet Online - v1.14 Code Update 2 is out!


[Virtual Pet Codes]

The highlight feature of this update is the ability to input a 5-Digit Virtual Pet Code in order to receive a Virtual Pet. This code can be from either Virtual Pet Online, or Quest. To get your active Virtual Pet's code, simply go to the Virtual Pet Storage System and check the top-left corner. There, you will find a 5-Digit Number.

Here is an example of a Virtual Pet Code: 13302

Virtual Pet Codes are intended to be shared with other people, but you can also transfer a Virtual Pet from one game to another by using the code that you'd receive in said game.


[New Info Book Pages]

Two pages have been added to the Info Book for the Triangle and Rhombus.


[Bugfixes]

Obviously, we can't forget about the bugfixes.


Hopefully, you still enjoy playing Virtual Pet Online. Here's an event to celebrate the release of v1.14.

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Like last time, follow these instructions to get these Virtual Pets:

1 - Go to Virtual Pet Online (v1.13 or later)

2 - Click on the Code Entry Button

3 - Enter the code for either the Rare Triangle or Rare Rhombus

4 - Click on the Verify Button

5 - If the code was entered properly, and 8 Buttons appear, select one of the 8 Boxes to send the Virtual Pet to

6 - Enjoy!

Note: The received Virtual Pet will always be Rare.


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Posted by RGamesOfficial - September 19th, 2021


Quest - The Adventure for the 6 Stones v1.0.1 is now out!

Changes include fixing a bug that occurred when winning/losing in Battle Universe Arcade, fixing an "unfortunal" typo, and adding the ability to get a code from your active Virtual Pet.


Yes... that's all.


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Posted by RGamesOfficial - August 26th, 2021


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Seeing as Virtual Pet - Triangle and Virtual Pet - Rhombus are going to release on the Pentane this year (assuming that the LittleBigPlanet servers go back up), I decided to add these Virtual Pets into Virtual Pet Online so that people can get them early. If you'd like to get either a Triangle or Rhombus Virtual Pet early, then follow these instructions:

1 - Go to Virtual Pet Online (v1.11 or later)

2 - Click on the Code Entry Button

3 - Enter the code for either the Triangle or Rhombus

4 - Click on the Verify Button

5 - If the code was entered properly, and 8 Buttons appear, select one of the 8 Boxes to send the Virtual Pet to

6 - Enjoy!

Note: The received Virtual Pet cannot be Rare.


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