OHAI Overbyte Magazine!

February 17th, 2010 by Philip Gamble | Categories: Magazines

YoYo Games moderator RedChu has published the first issue of Overbyte which “will try to be a monthly magazine”.

Unlike many other Game Maker magazines Overbyte does not take itself too seriously – a good idea of what to expect comes for the very first page, headed “OHAI”, which states:

“This being our first issue, it means it’s our biggest ever. Inside these virtual pages you will find some of the most intriguing artifacts to surface since another intriguing artifact that surfaced sometime ago,…”

There are some amusing observations starting off with “it’s safe to assume the majority of those games [entered into YYG competition 5] aren’t going to win.”

Content wise there is a short news round-up, a look at the upcoming GameJolt weekend Game Jam, an interview with Ben Smith – creator of the SigmaNine game maker community, 6 game reviews and a few odds-and-ends at the back on the magazine.

I quite like the humorous comments on stories throughout the magazine although I expect this will serve only to annoy some people and the novelty may wear off after a few issues!

The best issue of a Game Maker magazine that has been released for a long time.

Download (left click only)

  1. February 17th, 2010 at 12:54
    Reply | Quote | #1

    Really encouraging start. Very nice layout overall with only minor spacing problems here and there. Some welcome humor but a little memetastic. The comic was a let down and should probably be eliminated from any future issues. I’ve yet to see a funny comic in any of these magazines. Regardless of my badmouthing, I liked the issue. Good luck with Overbyte, RC.

    • February 17th, 2010 at 13:10
      Quote | #2

      I remember GMWeekly was popular for it’s comics. Did those fail to tickle you, too? :P

    • February 17th, 2010 at 13:40
      Quote | #3

      More like GM Weakly, amirite? This joke sponsored by Overbyte.

  2. February 17th, 2010 at 16:53
    Reply | Quote | #4

    Not to be nit-picky, but shouldn’t the red guy in the logo have a jaw line that doesn’t match up to the upper lip… like an overbite?

  3. February 17th, 2010 at 18:01
    Reply | Quote | #5

    Me, RC and Choclatesailor. Are going to make a game together from the GJ jam. xD

  4. February 17th, 2010 at 21:44
    Reply | Quote | #6

    “Philip Gamble – Inevitably posting this on GMB”

    Lol’d.

  5. February 18th, 2010 at 01:06
    Reply | Quote | #7

    That, was freaking amazing.

  6. brady
    February 18th, 2010 at 02:06
    Reply | Quote | #8

    hi,im brady at a unrelated way id like to know if you can help me,im making a game i want to have lives like on super mario bros.3 where you need to get mushrooms and when something hits you you go small and when you get hit when your small you die,please help…email me at bbgunn12@hotmail.com

  7. February 18th, 2010 at 19:57
    Reply | Quote | #9

    Brady– not quite the place for it, as you intuit, but it’s actually quite simple to do with drag-and-drop.

    In the Create Event of your player object, create two variables (we’ll call them “hits” and “vuln”) and define them as 0.

    In the collision event for the mushroom-type object, set the variable “hits” to 1 (this is assuming collecting more mushrooms/power-ups doesn’t give you more hits), change the sprite to your larger sprite, and destroy the other (that is, the mushroom) object.

    In the collision event for the enemy, you’ll want to check both variables (that’s the little stop-sign shaped box w/ the VAR in it in drag-and-drop), first checking “vuln” (and I’ll explain why in a moment) then checking “hits”: if “vuln” is equal to 0, then check if “hits” is equal to 1; if “hits” IS equal to 1, then change the value of “hits” to 0, change the sprite to the smaller sprite, change the value of “vuln” to 1 and set an alarm for however many frames you want the character to be invulnerable– ELSE (that is, if “hits” is not equal to 1) then destroy the player object, restart the room, set lives relative to -1, etc.

    In the alarm event we set off during the enemy collision, you’ll change “vuln” back to 0.

    The reason why you’d want to use “vuln” is because otherwise the game will keep checking the collision with the enemy object and kill the player almost instantly; while “vuln” is equal to 1, the game won’t enact the other events.

    In the future, you really should go somewhere like the GMC forums (gmc.yoyogames.com) with a question like this. I found that they’re very helpful when you’re just trying to find your feet with Game Maker.

  8. Frederick
    February 20th, 2010 at 08:48

    Very nice. Though I lost that sense of humor long ago… O_O

  9. February 22nd, 2010 at 01:04

    I thought it was pretty good, and look forward to future issues. It’s the first GM magazine that I read all the way through, if that says anything.

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