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How To Fail At Making A Platformer

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Artindi

Artindi

2 жыл бұрын

Feel like your platformer is progressing too well? This video will help you stop being so great!
You can join my discord server if you want, I'm actually trying to be active there again: / discord
Twitter: / theartindi
Contact:
artindigames@gmail.com
Music:
Doh De Oh by Kevin MacLeod
Link: incompetech.fi...
License: filmmusic.io/s...

Пікірлер: 608
@Artindi
@Artindi 2 жыл бұрын
If you think this was funny.... Stop. It wasn't... This is a totally serious tutorial series and should be respected as such. ;)
@jozef18591
@jozef18591 2 жыл бұрын
Your fire keep going you will make it or not , i don't now i'm not a Old man i'm a stopped teenager who wait the life to get batter with out doing anything ヘ(。□°)ヘ
@jaydensandhu2740
@jaydensandhu2740 Жыл бұрын
You can't stop me ! I can't read !
@jamesmunroe6558
@jamesmunroe6558 Жыл бұрын
Thanks, I didn't know about jump buffering and coyote time before watching this. This video really made me think.
@mahmoodrezajarandei5839
@mahmoodrezajarandei5839 Жыл бұрын
you're right, it wasn't funny.
@ugib8377
@ugib8377 9 ай бұрын
Thank you so much for this tutorial. I have been toying with the idea of making a platformer, but I didn't know quite how to achieve failure. After watching this, I feel fully confident in my ability to fail miserably. Thanks again!
@alexrexaros9837
@alexrexaros9837 10 ай бұрын
You forgot that, as any good game designer would tell you, autoscroll lecels are never bad. They dont restrict your speed or movement by forcing you to wait until the screen has moved far enough!
@Artindi
@Artindi 9 ай бұрын
Camera control is indeed a very important part of any platformer, and there are plenty of ways to fail at it. Maybe I'll make a how to fail for just camera stuff. hm....
@gabs3147
@gabs3147 8 ай бұрын
The closest thing to a good autoscroll level imo is one where you're escaping a threat and you can run as far ahead of it as your own skills allow, but I guess that makes it more of a timed level. I also dont mind SMALL autoscroll sections, like the giant baobab fruit chase from tropical freeze
@trajectoryunown
@trajectoryunown 8 ай бұрын
You can make those autoscroll levels even better by making them ice themed as well!
@lydiasteinebendiksen4269
@lydiasteinebendiksen4269 8 ай бұрын
Ez fix, just make it scroll faster, they did that in kid chameleon, it's totally not near impossible as a result...
@fumetsusozo
@fumetsusozo 8 ай бұрын
I actually personally enjoy auto scrolling levels/games when made well.
@henryhere
@henryhere 8 ай бұрын
Important note: your players need the freedom to control the camera, so make it so that the camera only moves when they want it to, and never automatically!
@rateeightx
@rateeightx 8 ай бұрын
The opposite of an auto-scroller, The camera doesn't even follow the player you need to use a different input for that. And it either moves it super slowly if you push the buttons repeatedly, or super quickly if you hold them down.
@aikeduke
@aikeduke 8 ай бұрын
You should add following camera for $10/month. BUT players can open lootboxes and get QoL features (like following camera, jump buffer, coyote time). but lootboxes also can be empty, and they are $5 each + you need 5$ key to open them. Every good platformer game have this.
@ketaminepoptarts
@ketaminepoptarts 8 ай бұрын
make sure that it does move automatically in a few random levels though, bc if theres 2 things people hate in video games its definitely logic and consistent gameplay
@erreesser
@erreesser 8 ай бұрын
What
@aDumbBoiAndHisCats
@aDumbBoiAndHisCats 7 ай бұрын
@@aikedukethis is meant to be a bad game, not an EA game…we still have SOME standards.
@Kwlla
@Kwlla 9 ай бұрын
Hot take: I think that making a main menu will actually not help you fail. This is because I think that - as long as you don’t spend to long on it - it can make your game look a little more finished which can be motivating
@Artindi
@Artindi 9 ай бұрын
Actually good advice. There are so many things to work on in a game if you start to feel burned out just switch it up a bit. Even if it means making something that you might change later, if it helps you feel motivated to keep working then it's probably a good thing.
@stevewalker1790
@stevewalker1790 8 ай бұрын
And you can reuse a lot of the code for a good game later lol
@Etherealscorpions
@Etherealscorpions 8 ай бұрын
For sure, especially since making a good template for your menus serves you well in future projects. There's a similar idea in making a cosplay - I've had multiple pros recommend, when making a full-body cosplay, to start with the helmet. It's the one piece that looks good on the shelf, even if you never finish the rest of it, so you'll always have something to show for your effort. Conversely, if you're making something niche and the code/mechanics don't work anywhere else, you risk either falling into sunk cost or feeling like you've wasted your time when you could have been working on other things.
@SaphireLattice
@SaphireLattice 8 ай бұрын
If you want to make your players suffer, though, make sure every single UI interaction has a sound. No, not a sound, but THE SOUND. Make sure it's extremely grating when heard more than one or two times. This way only people above certain age can play it at all. Or at least somewhat deaf.
@329link
@329link 8 ай бұрын
Good menus with a lot of options do a LOT more for first impressions than some people realize. If all a player sees is "new game", "load game", and "quit", it can be surprisingly dull. Not that it kills a game immediately, it's just one small part that may harm your first impression.
@niracaldwell
@niracaldwell 10 ай бұрын
i love how one of my first ever projects was a platformer that followed everything in this video unknowingly. i'm sorta glad i gave up on it but it gave me good experience in game dev i guess
@Artindi
@Artindi 10 ай бұрын
I think everyone's first game is never the greatest. So yeah, always a great learning experience. :)
@Davian2073
@Davian2073 9 ай бұрын
​@@ArtindiPizza Tower, Undertale (or Toby's Earthbound romhacks, if we can count that as a game)
@Cheep5
@Cheep5 9 ай бұрын
​@@Davian2073those are finished and published games, you don't know everything about their behind the scenes work
@Pmf95k
@Pmf95k 8 ай бұрын
@@Davian2073 Weenie Cop and Deltarune count.
@kitkatkk2543
@kitkatkk2543 7 ай бұрын
@@Davian2073 first game does not equal first published game
@bigredradish
@bigredradish 8 ай бұрын
what's most important in creating a platformer is making sure your camera is zoomed in tight and your player character moves incredibly fast. you want that exhilarating platformer rush but you also want players to appreciate your tilesets
@spindash64
@spindash64 Жыл бұрын
It seems to me like the common-ness of the Double Jump is really about something much more integral: air mobility. A double Jump is one of the simplest ways to let the player reset their speed and position mid-jump without completely breaking the game. However, it is far from the only way. To name a few examples off the top of my head: -Spin Jump in Super Mario Galaxy: it may technically count as a double jump, but I think its implementation is unique enough to warrant a pass -Stomp attacks: these let the player quickly get back to the ground in the event of either being knocked away, or just needing to return to ground state, and also makes for a very cool attack -homing attack, Sonic Adventure onwards: without a target to lock onto, this is a simple air dash, helping the player quickly regain speed after slowing down for a jump. But with a target, the attack will joke Sonic in to jump off of them without the player needing to precisely line him up. This can let Sonic effectively _fly_ across a stage for as long as there is a chain of targets to hit -aerial recovery, Kingdom Hearts: by being able to cancel your knockback animation in midair, the player can quickly escape a dangerous combo situation and return to the fight
@nicreven
@nicreven 9 ай бұрын
Not to mention Celeste.
@Tuss36
@Tuss36 9 ай бұрын
To add, a more complicated approach could be something like Prince of Persia or Braid's time rewind mechanic. Overshoot a platform? No you didn't!
@stroyosh4670
@stroyosh4670 9 ай бұрын
@@nicreven do you mean like the airdash thingy?
@Davian2073
@Davian2073 9 ай бұрын
​@@nicrevenDash and nice air physics? Nah, the KZfaqr said we should do the exact opposite
@nicreven
@nicreven 9 ай бұрын
celeste's main mechanic, yes.@@stroyosh4670
@Ultimaximus
@Ultimaximus 8 ай бұрын
I would've also considered adding underwater levels to your platformer. It is really fun to go from gameplay that rewards speed and precision to very slow and clunky gameplay that takes away all of your movement abilities and sometimes takes away some of your attacking abilities as well
@chrissysonicutdrloz
@chrissysonicutdrloz 8 ай бұрын
*cough* every sonic game ever *cough*
@skorupigo5544
@skorupigo5544 8 ай бұрын
@@chrissysonicutdrloz nun uh the sonic adventure games don’t have them
@chrissysonicutdrloz
@chrissysonicutdrloz 8 ай бұрын
@skorupigo5544 I was exaggerating for the sake of comedy
@seralyna_
@seralyna_ 8 ай бұрын
@@skorupigo5544Aquatic Mine and Lost World (the stage not the game)
@nokolo9038
@nokolo9038 8 ай бұрын
You forgot to have enemies that chase you faster than you can move, but only put them RIIIIIIIIIIGHT at the end of the level. Make their spawn points randomized too!
@kasane1337
@kasane1337 8 ай бұрын
I think even better than dash and double jump are wall jumps that are extremely difficult to pull off so only about one third of your players actually gets to use that ability (and many don't use it because there's no real reward for being able to pull them off)
@pixelatedluisyt
@pixelatedluisyt 8 ай бұрын
did you play my game or smth
@jclkaytwo
@jclkaytwo 7 ай бұрын
super metroid be like
@coolrat3816
@coolrat3816 6 ай бұрын
transformice
@waffful8732
@waffful8732 Жыл бұрын
Thank you! I am currently trying to make a 2D platformer so this really helps me by knowing what pitfalls to avoid. I was feeling a bit demovtivated because I could tell my game wasn't going in a fun direction but now you've given me the motivation to keep going and try different things. (Especially with the core mechanic thing, I was developing just a regular 2D platformer).
@Artindi
@Artindi Жыл бұрын
Happy I could help. :)
@cuuplocing3898
@cuuplocing3898 10 ай бұрын
hows the game going?
@fgvcosmic6752
@fgvcosmic6752 8 ай бұрын
This is the "terrible writing advice" channel of gaming and I love it
@347Jimmy
@347Jimmy 8 ай бұрын
Came to say the same thing
@Flameonoodle
@Flameonoodle 7 ай бұрын
I love that channel so much, and ironically enough, I binged watched it to learn how to make a good story and some characters for my dream game. Now I'm watching these to get tips on the actual gameplay!
@ForwardSynthesis
@ForwardSynthesis 9 ай бұрын
I would argue making the simplest platformer possible without expansive movement options is a good learning step. Plus you get the motivation of knowing you made a game at all, full stop, even if it isn't the best. First project: make a platformer. Second project: make a GOOD platformer.
@thesacredlobo
@thesacredlobo 8 ай бұрын
In my experience as someone that merely plays and reviews a lot of RPG Maker games. It's usually best for a developers first project to be something short and basic since it's going to take a new developer a while to get used to the tools they are using. Plus if you aim for something small your more likely to complete it. I can't tell you how many 10+ hour games I've seen people start but never finish over the years.
@lorenzodiambra5210
@lorenzodiambra5210 4 ай бұрын
It's much easier to create a game with "physical vector speeds + land-position-grid" than to create a system of material-zones with strange rigid collision functions and horrible data storage of positions in computer, but the creators keep making that shit because it requires low brain use while good platformers require you to learn to code, no copy an oversimplified tutorial. anyway OPP small sucks a bit
@atroxxious
@atroxxious 8 ай бұрын
instructions unclear: i made celeste 2
@alexthepro9396
@alexthepro9396 3 ай бұрын
Instructions unclear: wife left
@JTX30000
@JTX30000 18 күн бұрын
Ikr. The Celeste game does everything this guy said will fail... But it didn't fail... Hmmm
@voluntasmortis
@voluntasmortis 17 күн бұрын
is it a bad game
@chrisrockett5897
@chrisrockett5897 15 күн бұрын
​@@JTX30000Real.
@JuhoSprite
@JuhoSprite 11 ай бұрын
Working on my first ever platformer game, this is exactly what I needed
@Artindi
@Artindi 11 ай бұрын
Glad to hear! :D
@spotishii
@spotishii 8 ай бұрын
I love videos like these. Instead of giving you things TO do, they give you things NOT TO do. Sets you on a better path in life ❤
@SirDavid290
@SirDavid290 8 ай бұрын
Sometimes it's simpler, and a good quick reminder.
@spotishii
@spotishii 8 ай бұрын
Agree 100% ❤@@SirDavid290
@pikminman13
@pikminman13 8 ай бұрын
Terrible writing advice be like
@ap1evideogame44
@ap1evideogame44 8 ай бұрын
​@@pikminman13immediately what I thought of first
@AvenatorDaniel-us4ei
@AvenatorDaniel-us4ei 9 ай бұрын
I thought this was going to be a video about what do do to not fail at making platforms games (I know, it literally says the opposite in the title), but no. He really made a guide for how to fail. That's it. No joke. Visionary.
@Artindi
@Artindi 9 ай бұрын
Glad I could deliver. :)
@edfreak9001
@edfreak9001 8 ай бұрын
it's honestly a pretty good reference even still, there's so many ways to succeed so having just a list of "don't fall into these pitfalls" is not a terrible idea imo obviously there's stuff that can still work (everyone loves double jumps) they just need to fit your design
@7amdan.7amid
@7amdan.7amid Жыл бұрын
Super creative way to deliever the msg, laughed through most of it. I don't think the message would have delievered the same if the video was "How To Sucess At Making A Platformer". Good job!
@bartbongers5769
@bartbongers5769 2 жыл бұрын
Sometimes it is better to know what NOT to do in geme dev. Says me, who is learning game development and making a platformer with no interesting core mechanic XD
@Artindi
@Artindi 2 жыл бұрын
Haha. But hey, ya gotta start somewhere. :D
@jamesmunroe6558
@jamesmunroe6558 Жыл бұрын
If you're finding your game mechanic isn't engaging, keep asking yourself why. Think about games you really enjoy playing. Play them, and ask yourself as you're playing, "What is it about this game that makes it so much fun?" If you keep iterating on these questions, you'll get there.
@healthyminds9279
@healthyminds9279 8 ай бұрын
Great video! Momentum is also very important in platformers. Too much momentum physics and you'll feel out of control, like you crash into things too easily. Too little momentum to where you can accelerate instantly and stop instantly, makes the game feel very flat; it doesn't feel rewarding to keep your speed by dodging stuff when you can insta stop and start without thinking. There's a spectrum of possibilities for good momentum physics, and the level design should compliment the character's physics as well as possible.
@night1952
@night1952 8 ай бұрын
I hate momentum, one of the reasons Hollow Knight feels so perfect.
@ryanjensen1945
@ryanjensen1945 8 ай бұрын
Yeah I have to agree with night, the only platfromer game I've enjoyed enough to put over 100 hours into is spelunky, which has almost no momentum affecting your air movement, and I really love how in-control it feels. I think minimal momentum can work well, as long as the game is designed to still make the movement challenging or interesting in other ways.
@SioxerNikita
@SioxerNikita 8 ай бұрын
​@@night1952Hollow Knight has momentum...
@chrisrockett5897
@chrisrockett5897 15 күн бұрын
​@@night1952Have fun walking at a turtle's pace.
@Rossiter23
@Rossiter23 9 ай бұрын
"precision platformer = fail" **slowly looks over at my Steam/itch library, which is 20% precision platformers**
@hieloso726
@hieloso726 8 ай бұрын
hi
@danolantern6030
@danolantern6030 9 ай бұрын
I want to make a rage platformer now with a knight cursed to always double jump, even if they have the heaviest armor that weighs two tonnes and are trying to simply jump 1 inch off the ground, and their motivation is to kill some wizard that cursed them to this.
@armin3419
@armin3419 2 жыл бұрын
Pretty high quality vid, deserves some more views 👍 Edit: "You're the game designer, you know what's fun." lmao
@Artindi
@Artindi 2 жыл бұрын
Thanks! I hope eventually it catches on and the series get better know one day, for now just the lucky enough to find it and click get to see it. :)
@sloppyy
@sloppyy Ай бұрын
having just taken up game development, i can confidently say the reason double jump and dash are in every game is because they feel so good to implement
@KasumiRINA
@KasumiRINA 6 ай бұрын
Reason PoP and Tomb Raider worked the way they do is that they actually delayed your jump to the very end of the ledge. They also had precise set lengths for steps, jumps and running jumps, and levels were built using that knowledge: i.e. Lara can make this specific jump when running and grabbing the ledge but the game engine makes it easy to kick off at the exact end while pressing the button earlier - yea, it buffered jumping during running, so did Prince.
@scottcaramel
@scottcaramel 8 ай бұрын
I hate to say this but most of this video’s points are dangerously close to just describing Hollow Knight Edit: I hadn't played much hollow knight when I posted this, but after playing a bunch more. Yeah. This video just describes Hollow Knight. No idea how anyone likes that game.
@3arthQuak
@3arthQuak Ай бұрын
Its still fun. There's a whole lot of content and different ways to play which makes it different from the usual kind of platformer game. Also the story is interesting and is told through more than just "lazily written dialogue" like the video suggests. If you don't like it maybe its not for you ig.
@ABlob
@ABlob 8 ай бұрын
Make sure to force the player to run on a moving platform to stay on top of it. It'd make the game too good if the player could just stay idle on top of a moving platform with no issues.
@divVerent
@divVerent 7 ай бұрын
Best if the platform suddenly changes direction. Best executed on Super Mario Maker's snake blocks.
@ABlob
@ABlob 7 ай бұрын
@@divVerent Well, the snake blocks already do that. I mean just ordinary moving platform code being broken because the logic to move the player with the platform just isn't there. I know Lego Island 2 does that.
@kraetyz
@kraetyz 8 ай бұрын
"Coyote time" That's a MUCH better term for it than what we settled on in college. :D I proudly labeled the logic that tracked it as the "donkey kong timer", since Donkey Kong Country is so lenient in that regard.
@anthonygill718
@anthonygill718 2 жыл бұрын
Short, sweet, clever and on point. Nice work!
@Artindi
@Artindi 2 жыл бұрын
Thanks! :D
@MonkeyMan-uz8zk
@MonkeyMan-uz8zk 10 ай бұрын
How does this only have 1 reply?
@Sketchchess07
@Sketchchess07 8 ай бұрын
the best part is that Super Meat Boy is widely regarded as one of the best platformers of all time and it follows a lot of these principles
@Artindi
@Artindi 8 ай бұрын
Rules are meant to be broken. ;)
@guitarbrother1234
@guitarbrother1234 7 ай бұрын
I've been a Meat Boy hater since it came out. SMW sensibilites ftw.
@hightiergarbage
@hightiergarbage 8 ай бұрын
1:01 this is an accurate description of every mario maker level I have ever made
@chrisrockett5897
@chrisrockett5897 15 күн бұрын
Did people clear them?
@niclaswa5408
@niclaswa5408 8 ай бұрын
Also don’t forget to make the endgame as short and anticlimactic as possible. That way, all of those upgrades the player went out of their way to get felt like a waste of time.
@chromaticfox2553
@chromaticfox2553 8 ай бұрын
Locking the player character to one movement speed (which they'll snap to with no gradual acceleration) and give them a set jump height regardless of jump input length 😈
@JacobKinsley
@JacobKinsley 8 ай бұрын
You should also make sure: the first environment is a forest (green and blue helps people learn faster) If you have NES graphics you should add an OST with real instruments at 128kbps If you get bored making levels just make it so the game gets dark in tone really quickly (bonus points if the twist is that the character is delusional and nothing is real) Make it pixel art, despite the fact you've literally never made any pixel art your entire life Don't just restrict yourself to one colour pallete, use the whole colour wheel whenever you need to change colour! You absolutely need a speedrun timer on the bottom right that counts fractions of a millisecond Can't forget a crt filter for that nostalgic feeling! Some really original enemy designs that makes sense for your hero to slaughter on the quest for restore peace are bats, wolves, bears, rats, snakes, eagles, scorpions and penguins. When you're done, don't forget to publish it online! We've all been waiting patiently for someone, _anyone_ to make a pixel art puzzle platformer!
@RichieGonzo
@RichieGonzo 8 ай бұрын
"The only thing that makes a platformer good is how unnecessarily difficult it is to get from point A to point B" As someone who loves Mega Man Zero is it bad that I somewhat unironically agree with this.
@chrisrockett5897
@chrisrockett5897 15 күн бұрын
Nah, you're valid. I like that "oh, thank God it's over" feeling once I beat a hard level.
@Donchan1
@Donchan1 8 ай бұрын
You forgot the best tip, making jumps have absolutely zero arc. Make sure it feels like your character is bashing their head on an invisible ceiling each time ;)
@divVerent
@divVerent 7 ай бұрын
Good old Atari jumps.
@iuricunhamurakami8261
@iuricunhamurakami8261 7 ай бұрын
Luigi in meele be like
@neverhelios
@neverhelios 8 ай бұрын
I love dashes, I feel they are a very cool way to give to the player a sense of speed, and once fine tuned, they make the game flow really well
@meechsanims
@meechsanims 8 ай бұрын
celeste
@pixelatedluisyt
@pixelatedluisyt 8 ай бұрын
my idea is ti make it so you can only dash if already moving in my game
@goldeatbetwen6428
@goldeatbetwen6428 8 ай бұрын
1:59 It reminds me of that transformation in pizza tower, a knight one, and it's the only one that gives you double jump
@Albert.2011
@Albert.2011 2 ай бұрын
r/beatmetoit
@andreleitao1099
@andreleitao1099 2 ай бұрын
at first i watched these because they were funny, but now i started making a game and this video taught me a few things that i should modify and stuff that i didnt even knew about
@AmeshaSpentaArmaiti
@AmeshaSpentaArmaiti 8 ай бұрын
Terrible writing advice but for gamedev is such a genius idea, i love this video!
@novapulse_music_
@novapulse_music_ 2 ай бұрын
“make sure your dash or double jump ability makes no sense at all” (celeste was an award winning game)
@wewzer
@wewzer 8 ай бұрын
I don't think you need a "unique" mechanic really, and barely anything that can be made by a single gamedev enthusiast can be truly unique. Your goal is to make a very small game, like 15-30 minutes long, and make sure it works well and gameplay is smooth. Finishing a project like that from sratch gives you insight and experience on the overall process, which lets you grow much faster as opposed to trying to start by making a MMORPG with 1500 bosses.
@coolrat3816
@coolrat3816 6 ай бұрын
You forgot the part where you add randomly spawning projectiles to your precision platformer so that players can experience new, inventive, and unavoidable ways to die every run
@meatlejuice
@meatlejuice 8 ай бұрын
Great video, glad KZfaq recommended it to me. Gonna watch some more and maybe it'll inspire me to start learning game development.
@seamuskills
@seamuskills 8 ай бұрын
The bad writing advice channel but for video games, I love it!
@strangecolouredbird
@strangecolouredbird 8 ай бұрын
This is extremely helpful! Fortunately for me, I have no idea how to finetune my player movement in my 3d platformer ✌️
@YetiCat28
@YetiCat28 8 ай бұрын
1:34 oh my god I remember trying this game and constantly dying on every jump because of the lack of coyote time
@astroorbis
@astroorbis 8 ай бұрын
let's just take a moment to remember Celeste, one of the best platformers in history
@Trianull
@Trianull 8 ай бұрын
Oh and be sure when programming your collision to just undo the vertical movement for that frame and set your velocity to zero, that way you have to fall to the ground a second time and can't jump until you do so.
@crimsonsonic2
@crimsonsonic2 8 ай бұрын
Remember, if you are going to have a dash or double jump then make sure there is an in universe reason as to why the character can do such a thing. There are many ways it can be done such as rocket boots are a magical item the can throw you forward, but it usually depends on the games setting and world.
@josephschubert6561
@josephschubert6561 8 ай бұрын
Thank you sir. I will watch more of your informative videos.
@asthalis
@asthalis 2 жыл бұрын
Very inspiring ! What to fail at next ? Save system ? Hiscore system ?
@Artindi
@Artindi 2 жыл бұрын
I've never even thought of doing a video on those, so many options! Thanks! :D
@TurboPikachu
@TurboPikachu 8 ай бұрын
>video shows indies how to make a bad game >mainstream studio Sonic Team travels to the future from 2017 and follows this video to a T when going back to make Sonic Forces
@theangryevilscientist2646
@theangryevilscientist2646 8 ай бұрын
I mean, A play former with a core mechanic that the controls are wonky seems pretty fun.
@imperfectimp
@imperfectimp 7 ай бұрын
Also, from an art standpoint, always make sure the platforms use the same color values as the background so the players have to learn what they can and can't stand on. I've fallen through so many "solid" objects I just stopped playing indie platformers.
@isaiahkirk4153
@isaiahkirk4153 5 ай бұрын
You're ironically inspirational! We'll work to make games so crappy they're stunningly fun!
@valletas
@valletas 7 ай бұрын
This video saved my game No joke i watched it a few months ago and everything he said here reflected on my game At first i was stubborn after all changing the entire game i worked more then an year already would be brutal But i eventually just came to accept that my game was jist not fun and i did an entire combat rework on it that i am still finishing now But well the game is fun now Thanks i can now see a future where my game actually succeds now with ismt something i could do before
@Artindi
@Artindi 7 ай бұрын
It's the occasional comments like yours that make it feel like my channel is worth while. Thank you for sharing. I'm glad the video helped. :)
@swarple
@swarple 8 ай бұрын
Omg I found the video game version of Terrible Writing Advice, I love it
@copycat500
@copycat500 9 ай бұрын
The first “Platformer” game I thought of making is very inspired by Hollow Knight. I did put reason as to how you are able to dash, which just like Hollow Knight you don’t immediately have until you beat a boss, but still only 1 jump (not including walls) even after getting all the abilities.
@TimeTravelingFetus
@TimeTravelingFetus 8 ай бұрын
Finally, someone talked about that fucking dash ability that every indie game has nowadays, for some reason.
@chrisrockett5897
@chrisrockett5897 15 күн бұрын
Dashing is just fun.
@anonyguyy
@anonyguyy 9 ай бұрын
Woah, really quality video, I'm gonna watch this a few times before I make my platformer, overall, good stuff
@Gmododo
@Gmododo 9 ай бұрын
I honestly don't know where the line between sarcasm and real advice is.
@artistsometimes2729
@artistsometimes2729 7 ай бұрын
0:26 Mah Story ;D I actually appreciate the dedication to the pixel art scroll there
@robertjunior5272
@robertjunior5272 2 жыл бұрын
Absolute GOLD content mate!
@Artindi
@Artindi 2 жыл бұрын
Thanks! :D
@joseaca1010
@joseaca1010 8 ай бұрын
Oof, you basically just described Sunblaze, a precision platformer with double jump and dash, its a fun game in my opinion tough
@guitarbrother1234
@guitarbrother1234 7 ай бұрын
Never heard the term "Coyote time". I've been calling it Donkey Kong jump leeway.
@Reindeer_candy
@Reindeer_candy 11 ай бұрын
I like your sprite art :D
@Artindi
@Artindi 11 ай бұрын
Thanks. :)
@Gabonation
@Gabonation 8 ай бұрын
how to fail at making a platformer: 1. dont even make it, you've failed to create a platcormer thus making you failed making a platformer
@nothomebutnotreally3782
@nothomebutnotreally3782 8 ай бұрын
Feeling inspired to make a game just to follow this tutorial
@psychomanatee3459
@psychomanatee3459 8 ай бұрын
With the power of this channel and terrible writing advice, I am bound to make the most innovated, creative, groundbreaking story driven video game there will ever be
@chronographer
@chronographer 7 ай бұрын
To be fair, hollow night had a really sick main menu.
@forkkal
@forkkal 8 ай бұрын
Step 1. Start a project. Step 2. Prioritize making devlog videos.
@Mindstormer
@Mindstormer 4 ай бұрын
This is ironically good advice… except the double jump and dash. LOL
@S0LlDF0X
@S0LlDF0X 8 ай бұрын
Starbound Devs needed to watch this....
@whynotanyting
@whynotanyting 9 ай бұрын
Thanks! I'm failing every game jam now!
@swileyhedrick2373
@swileyhedrick2373 8 ай бұрын
Also, make sure to make all precision platformers have poorly made slippery physics! It adds more fake difficulty than you can shake a stick at!
@lisaschuster9305
@lisaschuster9305 5 ай бұрын
THAT PRINCE OF PERSIA LEVEL!! The purpose: Adrenaline. The mission: Succeeded.
@swileyhedrick2373
@swileyhedrick2373 4 ай бұрын
ignore him saying double jumps and dashes are bad. they can be used very well with your core mechanic, and are great for games where the main focus isn't platforming, ie I wanna lockpick or super smash bros.
@IllusionistsBane
@IllusionistsBane Жыл бұрын
I'm actually scared. I'm trying to make one but I'm confused as to when it's time to switch from platforming mechanics design to level design. Will I have to go back and forth every time I add a new thematic level hazard or a level feature?
@Artindi
@Artindi Жыл бұрын
Once you have the main mechanics in place and you've tested them to satisfaction. Then I would go to level design with a focus on your already made mechanics, if you have to add something and feel you need to tweak the main mechanics don't feel like you can't. All with adequate testing of course. For example: After adding a few new levels to my game, because the pacing was faster in those new levels I felt I needed to slightly tweaked the speed a player can break blocks to make it a bit more comfortable. Doing so didn't break any past levels so it was an easy balance to make. It's all trial and error. Don't be afraid to make mistakes! :)
@squee1701
@squee1701 11 ай бұрын
A nice way to get started, before any level design is make a 'sandbox' level. And focus on the mechanics there. That sandbox can have a variety of different obstacles, fast/slow areas, you name it and you can do all your experimenting there. Think what is the "core experience" you want a user to have, everything else is built on this. It doesn't have to be perfect, but after doing that, you should hopefully only have to make small adjustments in the future. Above all, have fun. :)
@koktszfung
@koktszfung 9 ай бұрын
Your pixelated stick figure is so expressive
@pengwin_
@pengwin_ 6 ай бұрын
it is also important to have a player sprite that is teeny tiny that you can barely see on the 4k screen resolution
@TheMamaluigi300
@TheMamaluigi300 2 ай бұрын
Speaking of the feel of movement, plaformers are generally at their best when the physics and the level design complement one another. So don’t just make a precision platformer: make one with the most sluggest controls in human history: make your character accelerate at the speed of a Pinto; make them brake like a car going 2000 mph with… no brakes. On ice. Also, the character should fall at about the speed of light. Basically, a game about fast reflexes and quick thinking should have physics that essentially require you to set up jumps five lifetimes beforehand.
@Bransbow
@Bransbow 7 ай бұрын
It's like @TerribleWritingAdvice but for game development. I love it!
@utfigyii5987
@utfigyii5987 8 ай бұрын
Alright, let me make a game using this as a checklist
@gaurdianAQ
@gaurdianAQ 8 ай бұрын
This is making me want to try and make a game now XD
@Artindi
@Artindi 8 ай бұрын
In the words of Emporor Palpatine: Do it. ;)
@praised_goodness
@praised_goodness Жыл бұрын
1:39 i literally took a screenshot of that part and i'm gonna add most of those to my game
@mr_nothing.the_one_that_no9134
@mr_nothing.the_one_that_no9134 8 ай бұрын
Its just bad writing advice but video games, and I'm all here for it
@Schemer275
@Schemer275 7 ай бұрын
Legit I started making a Platformer to practice my programming skills just today. This is hilarious to me because I caught myself thinking about the easy stuff like menus and the like and I said to myself, "I never give a fuck about menus. Lets focus on making player movement good."
@TheMamaluigi300
@TheMamaluigi300 2 ай бұрын
1:24 Aside from those jumping gimmicks, the real meat of making platforming feel good is a nice, smooth jump arc, such as in, for example, the 3DS LEGO games, so rip your physics straight from them and you can start from there.
@Photon210
@Photon210 8 ай бұрын
Never thought I'd ever be taught how to [Mission: Failed Successfully.]
@ScrewdriverGaming
@ScrewdriverGaming 8 ай бұрын
Could I get more explanation as to why double jump isn't great? I think it's really important to allow for recovery, thus giving the player more control in the event they mess up. I do get your point about a knight with heavy armor, but at that point it's a discussion of visual design vs gameplay design i think
@Artindi
@Artindi 8 ай бұрын
Nothing wrong with a double jump as long as it fits the design of the game, some developers just notice it's in a lot of things and add it even though it doesn't make sense or otherwise fits the needs of the game. A dash ability though has this issue even more as it is added to so many games simply because the dev couldn't think of anything better. Otherwise both are just clichés that are used because they often serve a purpose, such as recovery as you mentioned, however the same purpose could be fulfilled with something that fits better and/or stands out, such as a grappling hook, a bomb the forces you the other direction, a throwable magnate, gravity swapping equipment, webbing, hand held rocket that consumes health with use or many other things that would be considerably more interesting then the common double jump or dash. So nothing wrong with a double jump, it just could be something better, it's reaching the bar, instead of double jumping over it. ;)
@JacobKinsley
@JacobKinsley 8 ай бұрын
It's just such a cop-out for making more satisfying air turning momentum.
@gearsbright4599
@gearsbright4599 18 күн бұрын
1:51 I feel so called out, wanting to implement at least almost every single one of those movement mechanics, like at least 8/14 and probably the only reason not more might be becasue I don't know exactly what is spin or vault and what's the difference between grapple and swing
@Artindi
@Artindi 18 күн бұрын
@@gearsbright4599 I'm not sure what spin us either. But vaulting is when you use a stick or poll or even your arm to extend your jump. Grapple could be the same as swing, but it could also include drawing you up towards the point of grapple. But every game could implement all these movement mechanics differently. :)
@RoninCatholic
@RoninCatholic 7 ай бұрын
Since I started my game development with turn based RPGs, my ideas for platformer mechanics have to do with stat numbers and customization of builds. There'd be certain "baseline" levels of running and jumping designed to be satisfying and all the main challenges of the game at least _possible_ with all stats at zero, but stats for "how much coyote time?" and "maximum bonus jump height" and "number of multi-jumps before landing" as RPG style stats that can be grown, whether through static in-world upgrades (Metroidvania), shops that use money drops from enemies, or experience system(s) from either defeating enemies and choosing an upgrade in the menu or from repeatedly doing an action gradually improving the action itself. I'd also make the platforming itself pretty easy regardless, due to my own relatively poor action game reflexes.
@joshuasiebenhofer2452
@joshuasiebenhofer2452 8 ай бұрын
Don't forget having a jump and run platformer with extreme fall damage.
@DindellaTheDefender
@DindellaTheDefender 8 ай бұрын
2:34 , easy for you to say! I've never had one whole thought my whole life! 😹 I love the sarcasm for this tutorial. 10/10. I think you just summarized why I don't enjoy platforming and jump puzzles in most games, honestly.
@Samanimates292
@Samanimates292 Ай бұрын
alternate title: How to make a good scratch platformer
@blackjacked_xiii
@blackjacked_xiii 3 ай бұрын
Thank the Heavens! Until this guide, I was worried I would *accidentally* make a good platformer!
@TheMagdalenoXD
@TheMagdalenoXD 8 ай бұрын
This video made me realize all the mistakes I'm making in the game I'm developing, I'll try to fix it
@alecelliott7506
@alecelliott7506 8 ай бұрын
This literally applies to every independent pursuit of art, whether it be music or illustration or animation. Independence implies that there is a corporate/ team counterpart to your efforts that battle for the attention of your audience. You can't make a product that is trying to replicate what the corporate counterpart has mastered (in this case a basic platformer) and expect people to enjoy it more than said counterpart because you're doing the same as them but objectively worse because of your independence. That's why independent projects are so quirky and different from the market standard. Sure this game was made by one person as opposed to the collective at Nintendo, but it offers an experience never seen before to consumers. So if your an artist, even an artist who's art isn't games, take this advice to heart if you want to make it somewhere with your art.
@robertlauncher
@robertlauncher 8 ай бұрын
The basic part is how I felt about Mutant Mudds. Oh I’m sorry, you can jump between background and foreground and it adds so much and doesn’t feel like a cheap way to hide a few collectibles
@mifigor1935
@mifigor1935 8 ай бұрын
Well that could result like a game that people will play for the memes. Like "getting over it"
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