How To Fail At Making A Platformer
Тәжірибелік нұсқаулар және стиль
Feel like your platformer is progressing too well? This video will help you stop being so great!
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Twitter: / theartindi
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Doh De Oh by Kevin MacLeod
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If you think this was funny.... Stop. It wasn't... This is a totally serious tutorial series and should be respected as such. ;)
@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
Жыл бұрын
You can't stop me ! I can't read !
@jamesmunroe6558
Жыл бұрын
Thanks, I didn't know about jump buffering and coyote time before watching this. This video really made me think.
@mahmoodrezajarandei5839
10 ай бұрын
you're right, it wasn't funny.
@ugib8377
7 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!
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
7 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
7 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
6 ай бұрын
You can make those autoscroll levels even better by making them ice themed as well!
@lydiasteinebendiksen4269
6 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
6 ай бұрын
I actually personally enjoy auto scrolling levels/games when made well.
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
7 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
6 ай бұрын
And you can reuse a lot of the code for a good game later lol
@Etherealscorpions
6 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
6 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
6 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.
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
6 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
6 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
6 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
6 ай бұрын
What
@aDumbBoiAndHisCats
5 ай бұрын
@@aikedukethis is meant to be a bad game, not an EA game…we still have SOME standards.
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
8 ай бұрын
I think everyone's first game is never the greatest. So yeah, always a great learning experience. :)
@David2073
7 ай бұрын
@@ArtindiPizza Tower, Undertale (or Toby's Earthbound romhacks, if we can count that as a game)
@Cheep5
7 ай бұрын
@@David2073those are finished and published games, you don't know everything about their behind the scenes work
@Pmf95k
6 ай бұрын
@@David2073 Weenie Cop and Deltarune count.
@kitkatkk2543
5 ай бұрын
@@David2073 first game does not equal first published game
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
6 ай бұрын
*cough* every sonic game ever *cough*
@skorupigo5544
6 ай бұрын
@@chrissysonicutdrloz nun uh the sonic adventure games don’t have them
@chrissysonicutdrloz
6 ай бұрын
@skorupigo5544 I was exaggerating for the sake of comedy
@seralyna_
6 ай бұрын
@@skorupigo5544Aquatic Mine and Lost World (the stage not the game)
@nokolo9038
6 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!
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
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
7 ай бұрын
Not to mention Celeste.
@Tuss36
7 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
7 ай бұрын
@@nicreven do you mean like the airdash thingy?
@David2073
7 ай бұрын
@@nicrevenDash and nice air physics? Nah, the KZreadr said we should do the exact opposite
@nicreven
7 ай бұрын
celeste's main mechanic, yes.@@stroyosh4670
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
6 ай бұрын
did you play my game or smth
@jclkaytwo
5 ай бұрын
super metroid be like
@coolrat3816
4 ай бұрын
transformice
This is the "terrible writing advice" channel of gaming and I love it
@347Jimmy
6 ай бұрын
Came to say the same thing
@Flameonoodle
5 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!
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
11 ай бұрын
Happy I could help. :)
@cuuplocing3898
8 ай бұрын
hows the game going?
Working on my first ever platformer game, this is exactly what I needed
@Artindi
9 ай бұрын
Glad to hear! :D
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
6 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
2 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
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
2 жыл бұрын
Haha. But hey, ya gotta start somewhere. :D
@jamesmunroe6558
10 ай 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.
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.
"precision platformer = fail" **slowly looks over at my Steam/itch library, which is 20% precision platformers**
@hieloso726
6 ай бұрын
hi
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
6 ай бұрын
Sometimes it's simpler, and a good quick reminder.
@spotishii
6 ай бұрын
Agree 100% ❤@@SirDavid290
@pikminman13
6 ай бұрын
Terrible writing advice be like
@ap1evideogame44
6 ай бұрын
@@pikminman13immediately what I thought of first
instructions unclear: i made celeste 2
@alexthepro9396
Ай бұрын
Instructions unclear: wife left
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
7 ай бұрын
Glad I could deliver. :)
@edfreak9001
6 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
1:01 this is an accurate description of every mario maker level I have ever made
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!
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
6 ай бұрын
I hate momentum, one of the reasons Hollow Knight feels so perfect.
@ryanjensen1945
6 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
6 ай бұрын
@@night1952Hollow Knight has momentum...
"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.
Short, sweet, clever and on point. Nice work!
@Artindi
2 жыл бұрын
Thanks! :D
@MonkeyMan-uz8zk
8 ай бұрын
How does this only have 1 reply?
Pretty high quality vid, deserves some more views 👍 Edit: "You're the game designer, you know what's fun." lmao
@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. :)
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
5 ай бұрын
Best if the platform suddenly changes direction. Best executed on Super Mario Maker's snake blocks.
@ABlob
5 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.
Great video, glad KZread recommended it to me. Gonna watch some more and maybe it'll inspire me to start learning game development.
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
10 күн бұрын
r/beatmetoit
Woah, really quality video, I'm gonna watch this a few times before I make my platformer, overall, good stuff
Omg I found the video game version of Terrible Writing Advice, I love it
The bad writing advice channel but for video games, I love it!
1:34 oh my god I remember trying this game and constantly dying on every jump because of the lack of coyote time
Terrible writing advice but for gamedev is such a genius idea, i love this video!
Thank you sir. I will watch more of your informative videos.
Absolute GOLD content mate!
@Artindi
2 жыл бұрын
Thanks! :D
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
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!
This is extremely helpful! Fortunately for me, I have no idea how to finetune my player movement in my 3d platformer ✌️
Finally, someone talked about that fucking dash ability that every indie game has nowadays, for some reason.
“make sure your dash or double jump ability makes no sense at all” (celeste was an award winning game)
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
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
6 ай бұрын
Rules are meant to be broken. ;)
@guitarbrother1234
5 ай бұрын
I've been a Meat Boy hater since it came out. SMW sensibilites ftw.
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
5 ай бұрын
Good old Atari jumps.
@iuricunhamurakami8261
5 ай бұрын
Luigi in meele be like
I absolutely love this series)
@Artindi
2 жыл бұрын
Me Too! :D
Feeling inspired to make a game just to follow this tutorial
Never heard the term "Coyote time". I've been calling it Donkey Kong jump leeway.
thanks for all the tips
I honestly don't know where the line between sarcasm and real advice is.
Thanks! I'm failing every game jam now!
This video made me realize all the mistakes I'm making in the game I'm developing, I'll try to fix it
Starbound Devs needed to watch this....
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.
Thank you )) Finally =)) The first video I followed the advice from, and succeeded ))) in failing my game )))
@Artindi
Жыл бұрын
Glad I could help. :)
I mean, A play former with a core mechanic that the controls are wonky seems pretty fun.
I ... I need some self reflection after this :P I also never heard about Coyote Time. That's handy to know, thanks!
You're ironically inspirational! We'll work to make games so crappy they're stunningly fun!
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.
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
I love it! Devs need to step their game UP!
0:26 Mah Story ;D I actually appreciate the dedication to the pixel art scroll there
"Don't add things like jump buffering or *coyote time*" [stares at Dustforce]
Very inspiring ! What to fail at next ? Save system ? Hiscore system ?
@Artindi
2 жыл бұрын
I've never even thought of doing a video on those, so many options! Thanks! :D
To be fair, hollow night had a really sick main menu.
Your pixelated stick figure is so expressive
I like your sprite art :D
@Artindi
9 ай бұрын
Thanks. :)
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.
>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
This gives me a lot of confidence yippee
This mans just described super meat boy in two minutes
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
5 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. :)
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
It's like @TerribleWritingAdvice but for game development. I love it!
1:39 i literally took a screenshot of that part and i'm gonna add most of those to my game
Shoutout to youtube for recommending this video to me *after* turning in my game development assignment that I made a platformer for.
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.
Alright, let me make a game using this as a checklist
90% of the NES games library in a nutshell
"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.
Don't forget having a jump and run platformer with extreme fall damage.
def gonna use this advice
@Artindi
7 ай бұрын
can't wait to see how hard you fail! ;)
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 😈
let's just take a moment to remember Celeste, one of the best platformers in history
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.
This feels like you're calling out Cloudberry Kingdom for some reasons and that just makes it funnier
Never thought I'd ever be taught how to [Mission: Failed Successfully.]
Thank the Heavens! Until this guide, I was worried I would *accidentally* make a good platformer!
I love your content LOL, this sounds like the voices in my head 🤣
@Artindi
8 ай бұрын
Listen to the voice.... it will guide you... 0.0 ;)
@randomjimbitz512
8 ай бұрын
@@Artindi lol
This is making me want to try and make a game now XD
@Artindi
7 ай бұрын
In the words of Emporor Palpatine: Do it. ;)
Well that could result like a game that people will play for the memes. Like "getting over it"
Absolutely carbonized every single Kaizo player ever.
THAT PRINCE OF PERSIA LEVEL!! The purpose: Adrenaline. The mission: Succeeded.
Its just bad writing advice but video games, and I'm all here for it
"Did you actually pause to read this ?" -Legend
Mission failed successfully
@Artindi
2 жыл бұрын
I solute you.... I think.... I'm so confused. 0.o
Good advice, but I'll save it and come back when I can get my ramp and collision physics working in pygame first :)
Very educational to be only 2:39 minutes!!! Amazing video.
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.
I watched 2 celeste videos and the KZread recommends gave me this. Thanks😀
I like this series, maybe my next game will be better
@Artindi
2 жыл бұрын
Man, you must not be paying attention then. ;)
This format slaps
@Artindi
2 жыл бұрын
Oh it slaps hard. :) Thanks! :D