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Posted on Sep 2nd 2020 at 05:21:56 PM by (MerryGoRoundGaming)
Posted under coding, coding, video games, the stability of video games, the stuggles in each, help im running out of tags oh no

So, I think that I can say that my last post was good. Thank you to everyone that said that it was good! I didn't think that it would be like that! Back to the point at hand. (Not like I even started with a point... [wait I'm delaying myself even more my saying that ARRRRRRRRRGhhhhhhhhhhhhhhhh])


So, I think that most of my family can agree that my hobby is glitching/breaking/bugging-out/bugging out games. (Heck, I've even broken the hyperlinked images on my blog. If it doesn't show reload the page. [Sorry, bickman2k.]) Traditionally breaking games is easy, if you know where to pick at. Platformer genre in general is all about clipping into things. Role-playing, executing more than one move at once, or dealing too much damage at once. Shooter, clipping and dealing too much damage at once. You probably can guess. PC games allow you to mess with the games files, allowing you to break the game(s) really easy. Here's an example:

Say Example: The Movie: The Game wants to access file1.fileex And file2.fileex is something you want to break the game by accesing earlier than intended.

Rename file2.fileex to file1.fileex (Usually most files in a game like this that are gonna work are of the same file extension, in this case .fileex , but if they are of different extensions, then they need to be the same.)

And, if your game didn't crash, then congratulations, you've caused the game to load the wrong file!

Now usually it will carry out instructions that are contained in the file that it just loaded. (file2.fileex)

(If you're wondering how I glitched out the hyperlinked images on RFGeneration, I created a .png file with only one letter in its base:m. By doing that, most websites will cause them to not even show an image, breaking the tag altogether. [If I hurt your feelings bickman2k, then sorry.])




Now here's the part where coding comes in. Most of my breaking games actually helps in coding because then it's easy to understand what's going on behind the scenes in the games. I've seen t-poses, a-poses, unanimated models and sprites, completely given up games, confused games, black screens and wait-- 
 [img]https://onedrive.live.com/?cid=64B3378894533E83&id=64B3378894533E83%213291&parId=64B3378894533E83%211191&o=OneUp[img/]

Rebooting MerryGoRoundGaming's_trying_to_write_an_article.exe...

Success!

Anyways, as I was saying, I've seen a lot of how games break. And that helps me code, because I know what the polished developers do.

Coding is fun, but often times it can be very repetitive. Variables are my friend. It is fun to code, in my opinion.

In summary, I just like to test things and see what I can mess with.

Whew! I haven't gotten to geek out like that in a while!

😊

Crash image owned by Nintendo, used in one of GameXplain's videos, where I promptly edited it.


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Comments
 
I have seen you break MANY things...

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