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How To Fail At Making A Platformer 

Artindi
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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.filmmusic.io/song...
License: filmmusic.io/standard-license

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27 янв 2022

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Комментарии : 581   
@alexrexaros9837
@alexrexaros9837 7 месяцев назад
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 7 месяцев назад
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 6 месяцев назад
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 6 месяцев назад
You can make those autoscroll levels even better by making them ice themed as well!
@lydiasteinebendiksen4269
@lydiasteinebendiksen4269 6 месяцев назад
Ez fix, just make it scroll faster, they did that in kid chameleon, it's totally not near impossible as a result...
@fumetsusozo
@fumetsusozo 6 месяцев назад
I actually personally enjoy auto scrolling levels/games when made well.
@Artindi
@Artindi 2 года назад
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 года назад
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 Год назад
You can't stop me ! I can't read !
@jamesmunroe6558
@jamesmunroe6558 11 месяцев назад
Thanks, I didn't know about jump buffering and coyote time before watching this. This video really made me think.
@mahmoodrezajarandei5839
@mahmoodrezajarandei5839 10 месяцев назад
you're right, it wasn't funny.
@uncertaintytoworldpeace3650
@uncertaintytoworldpeace3650 9 месяцев назад
Is this video doublespeak?
@Kwlla
@Kwlla 6 месяцев назад
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 6 месяцев назад
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 6 месяцев назад
And you can reuse a lot of the code for a good game later lol
@Etherealscorpions
@Etherealscorpions 6 месяцев назад
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 6 месяцев назад
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 6 месяцев назад
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.
@henryhere
@henryhere 6 месяцев назад
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 6 месяцев назад
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 6 месяцев назад
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 6 месяцев назад
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 5 месяцев назад
What
@aDumbBoiAndHisCats
@aDumbBoiAndHisCats 5 месяцев назад
@@aikedukethis is meant to be a bad game, not an EA game…we still have SOME standards.
@niracaldwell
@niracaldwell 7 месяцев назад
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 7 месяцев назад
I think everyone's first game is never the greatest. So yeah, always a great learning experience. :)
@David2073
@David2073 6 месяцев назад
​@@ArtindiPizza Tower, Undertale (or Toby's Earthbound romhacks, if we can count that as a game)
@Cheep5
@Cheep5 6 месяцев назад
​@@David2073those are finished and published games, you don't know everything about their behind the scenes work
@Pmf95k
@Pmf95k 6 месяцев назад
@@David2073 Weenie Cop and Deltarune count.
@kitkatkk2543
@kitkatkk2543 5 месяцев назад
@@David2073 first game does not equal first published game
@Ultimaximus
@Ultimaximus 6 месяцев назад
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 5 месяцев назад
*cough* every sonic game ever *cough*
@skorupigo5544
@skorupigo5544 5 месяцев назад
@@chrissysonicutdrloz nun uh the sonic adventure games don’t have them
@chrissysonicutdrloz
@chrissysonicutdrloz 5 месяцев назад
@skorupigo5544 I was exaggerating for the sake of comedy
@seralyna_
@seralyna_ 5 месяцев назад
@@skorupigo5544Aquatic Mine and Lost World (the stage not the game)
@nokolo9038
@nokolo9038 5 месяцев назад
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!
@bigredradish
@bigredradish 6 месяцев назад
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 Год назад
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 6 месяцев назад
Not to mention Celeste.
@Tuss36
@Tuss36 6 месяцев назад
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 6 месяцев назад
@@nicreven do you mean like the airdash thingy?
@David2073
@David2073 6 месяцев назад
​@@nicrevenDash and nice air physics? Nah, the RU-vidr said we should do the exact opposite
@nicreven
@nicreven 6 месяцев назад
celeste's main mechanic, yes.@@stroyosh4670
@kasane1337
@kasane1337 6 месяцев назад
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)
@pixelatedluis
@pixelatedluis 5 месяцев назад
did you play my game or smth
@jclkaytwo
@jclkaytwo 5 месяцев назад
super metroid be like
@coolrat3816
@coolrat3816 3 месяца назад
transformice
@ForwardSynthesis
@ForwardSynthesis 6 месяцев назад
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 6 месяцев назад
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 Месяц назад
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
@fgvcosmic6752
@fgvcosmic6752 6 месяцев назад
This is the "terrible writing advice" channel of gaming and I love it
@347Jimmy
@347Jimmy 6 месяцев назад
Came to say the same thing
@Flameonoodle
@Flameonoodle 4 месяца назад
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!
@waffful8732
@waffful8732 10 месяцев назад
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 10 месяцев назад
Happy I could help. :)
@cuuplocing3898
@cuuplocing3898 8 месяцев назад
hows the game going?
@JuhoSprite
@JuhoSprite 8 месяцев назад
Working on my first ever platformer game, this is exactly what I needed
@Artindi
@Artindi 8 месяцев назад
Glad to hear! :D
@atroxxious
@atroxxious 6 месяцев назад
instructions unclear: i made celeste 2
@alexthepro9396
@alexthepro9396 Месяц назад
Instructions unclear: wife left
@bartbongers5769
@bartbongers5769 2 года назад
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 года назад
Haha. But hey, ya gotta start somewhere. :D
@jamesmunroe6558
@jamesmunroe6558 10 месяцев назад
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.
@Rossiter23
@Rossiter23 6 месяцев назад
"precision platformer = fail" **slowly looks over at my Steam/itch library, which is 20% precision platformers**
@hieloso726
@hieloso726 5 месяцев назад
hi
@spotishii
@spotishii 6 месяцев назад
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 6 месяцев назад
Sometimes it's simpler, and a good quick reminder.
@spotishii
@spotishii 6 месяцев назад
Agree 100% ❤@@SirDavid290
@pikminman13
@pikminman13 6 месяцев назад
Terrible writing advice be like
@ap1evideogame44
@ap1evideogame44 5 месяцев назад
​@@pikminman13immediately what I thought of first
@danolantern6030
@danolantern6030 6 месяцев назад
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.
@AvenatorDaniel-us4ei
@AvenatorDaniel-us4ei 6 месяцев назад
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 6 месяцев назад
Glad I could deliver. :)
@edfreak9001
@edfreak9001 5 месяцев назад
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
@healthyminds9279
@healthyminds9279 6 месяцев назад
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 6 месяцев назад
I hate momentum, one of the reasons Hollow Knight feels so perfect.
@ryanjensen1945
@ryanjensen1945 6 месяцев назад
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 6 месяцев назад
​@@night1952Hollow Knight has momentum...
@hightiergarbage
@hightiergarbage 6 месяцев назад
1:01 this is an accurate description of every mario maker level I have ever made
@7amdan.7amid
@7amdan.7amid 9 месяцев назад
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!
@kraetyz
@kraetyz 6 месяцев назад
"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.
@armin3419
@armin3419 2 года назад
Pretty high quality vid, deserves some more views 👍 Edit: "You're the game designer, you know what's fun." lmao
@Artindi
@Artindi 2 года назад
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. :)
@goldeatbetwen6428
@goldeatbetwen6428 6 месяцев назад
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
@ABlob
@ABlob 6 месяцев назад
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 5 месяцев назад
Best if the platform suddenly changes direction. Best executed on Super Mario Maker's snake blocks.
@ABlob
@ABlob 5 месяцев назад
@@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.
@anthonygill718
@anthonygill718 2 года назад
Short, sweet, clever and on point. Nice work!
@Artindi
@Artindi 2 года назад
Thanks! :D
@MonkeyMan-uz8zk
@MonkeyMan-uz8zk 8 месяцев назад
How does this only have 1 reply?
@coolrat3816
@coolrat3816 3 месяца назад
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
@Donchan1
@Donchan1 6 месяцев назад
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 5 месяцев назад
Good old Atari jumps.
@iuricunhamurakami8261
@iuricunhamurakami8261 4 месяца назад
Luigi in meele be like
@JacobKinsley
@JacobKinsley 5 месяцев назад
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!
@novapulse_music_
@novapulse_music_ 10 дней назад
“make sure your dash or double jump ability makes no sense at all” (celeste was an award winning game)
@niclaswa5408
@niclaswa5408 6 месяцев назад
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.
@meatlejuice
@meatlejuice 6 месяцев назад
Great video, glad RU-vid recommended it to me. Gonna watch some more and maybe it'll inspire me to start learning game development.
@YetiCat28
@YetiCat28 6 месяцев назад
1:34 oh my god I remember trying this game and constantly dying on every jump because of the lack of coyote time
@Sketchchess07
@Sketchchess07 6 месяцев назад
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 6 месяцев назад
Rules are meant to be broken. ;)
@guitarbrother1234
@guitarbrother1234 5 месяцев назад
I've been a Meat Boy hater since it came out. SMW sensibilites ftw.
@anonyguyy
@anonyguyy 6 месяцев назад
Woah, really quality video, I'm gonna watch this a few times before I make my platformer, overall, good stuff
@AmeshaSpentaArmaiti
@AmeshaSpentaArmaiti 6 месяцев назад
Terrible writing advice but for gamedev is such a genius idea, i love this video!
@seamuskills
@seamuskills 5 месяцев назад
The bad writing advice channel but for video games, I love it!
@josephschubert6561
@josephschubert6561 5 месяцев назад
Thank you sir. I will watch more of your informative videos.
@strangecolouredbird
@strangecolouredbird 6 месяцев назад
This is extremely helpful! Fortunately for me, I have no idea how to finetune my player movement in my 3d platformer ✌️
@swarple
@swarple 6 месяцев назад
Omg I found the video game version of Terrible Writing Advice, I love it
@Trianull
@Trianull 6 месяцев назад
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.
@Gabonation
@Gabonation 6 месяцев назад
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
@theangryevilscientist2646
@theangryevilscientist2646 6 месяцев назад
I mean, A play former with a core mechanic that the controls are wonky seems pretty fun.
@robertjunior5272
@robertjunior5272 2 года назад
Absolute GOLD content mate!
@Artindi
@Artindi 2 года назад
Thanks! :D
@Gmododo
@Gmododo 6 месяцев назад
I honestly don't know where the line between sarcasm and real advice is.
@Lime130
@Lime130 6 месяцев назад
thanks for all the tips
@TimeTravelingFetus
@TimeTravelingFetus 6 месяцев назад
Finally, someone talked about that fucking dash ability that every indie game has nowadays, for some reason.
@RichieGonzo
@RichieGonzo 6 месяцев назад
"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.
@butt317
@butt317 6 месяцев назад
"Don't add things like jump buffering or *coyote time*" [stares at Dustforce]
@crimsonsonic2
@crimsonsonic2 6 месяцев назад
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.
@KasumiRINA
@KasumiRINA 3 месяца назад
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.
@chromaticfox2553
@chromaticfox2553 5 месяцев назад
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 😈
@guitarbrother1234
@guitarbrother1234 5 месяцев назад
Never heard the term "Coyote time". I've been calling it Donkey Kong jump leeway.
@scottcaramel
@scottcaramel 6 месяцев назад
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.
@copycat500
@copycat500 6 месяцев назад
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.
@astroorbis
@astroorbis 6 месяцев назад
let's just take a moment to remember Celeste, one of the best platformers in history
@artistsometimes2729
@artistsometimes2729 4 месяца назад
0:26 Mah Story ;D I actually appreciate the dedication to the pixel art scroll there
@imperfectimp
@imperfectimp 4 месяца назад
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.
@rateeightx
@rateeightx 6 месяцев назад
Fantastic video, I'm not even that interested in video game development (Although I _did_ think of a fantastic idea for one earlier and I'm tempted to try and make it, Even though it's _way_ too ambitious for a single person who doesn't know how to code and has almost no experience making games), And yet after this alone I subscribed.
@segrald
@segrald 6 месяцев назад
I ... I need some self reflection after this :P I also never heard about Coyote Time. That's handy to know, thanks!
@palerite7526
@palerite7526 2 года назад
I absolutely love this series)
@Artindi
@Artindi 2 года назад
Me Too! :D
@chronographer
@chronographer 4 месяца назад
To be fair, hollow night had a really sick main menu.
@nothomebutnotreally3782
@nothomebutnotreally3782 6 месяцев назад
Feeling inspired to make a game just to follow this tutorial
@Reindeer_candy
@Reindeer_candy 8 месяцев назад
I like your sprite art :D
@Artindi
@Artindi 8 месяцев назад
Thanks. :)
@TurboPikachu
@TurboPikachu 5 месяцев назад
>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
@isaiahkirk4153
@isaiahkirk4153 3 месяца назад
You're ironically inspirational! We'll work to make games so crappy they're stunningly fun!
@psychomanatee3459
@psychomanatee3459 6 месяцев назад
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
@nyromath2195
@nyromath2195 6 месяцев назад
Shoutout to youtube for recommending this video to me *after* turning in my game development assignment that I made a platformer for.
@koktszfung
@koktszfung 6 месяцев назад
Your pixelated stick figure is so expressive
@whynotanyting
@whynotanyting 6 месяцев назад
Thanks! I'm failing every game jam now!
@utfigyii5987
@utfigyii5987 6 месяцев назад
Alright, let me make a game using this as a checklist
@S0LlDF0X
@S0LlDF0X 6 месяцев назад
Starbound Devs needed to watch this....
@asthalis
@asthalis 2 года назад
Very inspiring ! What to fail at next ? Save system ? Hiscore system ?
@Artindi
@Artindi 2 года назад
I've never even thought of doing a video on those, so many options! Thanks! :D
@pengwin_
@pengwin_ 3 месяца назад
it is also important to have a player sprite that is teeny tiny that you can barely see on the 4k screen resolution
@DindellaTheDefender
@DindellaTheDefender 6 месяцев назад
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.
@TheMagdalenoXD
@TheMagdalenoXD 5 месяцев назад
This video made me realize all the mistakes I'm making in the game I'm developing, I'll try to fix it
@valletas
@valletas 5 месяцев назад
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 5 месяцев назад
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. :)
@randomjimbitz512
@randomjimbitz512 8 месяцев назад
I love your content LOL, this sounds like the voices in my head 🤣
@Artindi
@Artindi 8 месяцев назад
Listen to the voice.... it will guide you... 0.0 ;)
@randomjimbitz512
@randomjimbitz512 8 месяцев назад
@@Artindi lol
@joshuasiebenhofer2452
@joshuasiebenhofer2452 6 месяцев назад
Don't forget having a jump and run platformer with extreme fall damage.
@Photon210
@Photon210 5 месяцев назад
Never thought I'd ever be taught how to [Mission: Failed Successfully.]
@xenaryst
@xenaryst Год назад
Thank you )) Finally =)) The first video I followed the advice from, and succeeded ))) in failing my game )))
@Artindi
@Artindi Год назад
Glad I could help. :)
@praised_goodness
@praised_goodness 11 месяцев назад
1:39 i literally took a screenshot of that part and i'm gonna add most of those to my game
@thenoseguy
@thenoseguy 6 месяцев назад
This gives me a lot of confidence yippee
@abra_escaped
@abra_escaped 6 месяцев назад
2:03 reminding me of that one flash game Pixel Quest
@Wack910
@Wack910 6 месяцев назад
def gonna use this advice
@Artindi
@Artindi 6 месяцев назад
can't wait to see how hard you fail! ;)
@gaurdianAQ
@gaurdianAQ 6 месяцев назад
This is making me want to try and make a game now XD
@Artindi
@Artindi 6 месяцев назад
In the words of Emporor Palpatine: Do it. ;)
@blackjacked_xiii
@blackjacked_xiii 19 дней назад
Thank the Heavens! Until this guide, I was worried I would *accidentally* make a good platformer!
@Bransbow
@Bransbow 5 месяцев назад
It's like @TerribleWritingAdvice but for game development. I love it!
@damionjones8092
@damionjones8092 5 месяцев назад
This feels like you're calling out Cloudberry Kingdom for some reasons and that just makes it funnier
@maxshibanov818
@maxshibanov818 6 месяцев назад
I love it! Devs need to step their game UP!
@TheMamaluigi300
@TheMamaluigi300 7 дней назад
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.
@RoninCatholic
@RoninCatholic 4 месяца назад
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.
@moigdev5091
@moigdev5091 Год назад
"Did you actually pause to read this ?" -Legend
@mezlux
@mezlux 6 месяцев назад
Holy crap, I didn’t know scratch platformers were badly designed!
@Matzu-Music
@Matzu-Music 5 месяцев назад
You mean games made by people with no prior understanding of game design don't have good game design?
@mifigor1935
@mifigor1935 6 месяцев назад
Well that could result like a game that people will play for the memes. Like "getting over it"
@neverhelios
@neverhelios 6 месяцев назад
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 6 месяцев назад
celeste
@pixelatedluis
@pixelatedluis 5 месяцев назад
my idea is ti make it so you can only dash if already moving in my game
@lisaschuster9305
@lisaschuster9305 2 месяца назад
THAT PRINCE OF PERSIA LEVEL!! The purpose: Adrenaline. The mission: Succeeded.
@slimeinabox
@slimeinabox 6 месяцев назад
Absolutely carbonized every single Kaizo player ever.
@michaelwallace9461
@michaelwallace9461 6 месяцев назад
Good advice, but I'll save it and come back when I can get my ramp and collision physics working in pygame first :)
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