If you think this was funny.... Stop. It wasn't... This is a totally serious tutorial series and should be respected as such. ;)
@jozef185912 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.
@mahmoodrj13 Жыл бұрын
you're right, it wasn't funny.
@ugib8377 Жыл 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 Жыл 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 Жыл 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 Жыл 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 Жыл бұрын
You can make those autoscroll levels even better by making them ice themed as well!
@lydiasteinebendiksen4269 Жыл бұрын
Ez fix, just make it scroll faster, they did that in kid chameleon, it's totally not near impossible as a result...
@fumetsusozo Жыл бұрын
I actually personally enjoy auto scrolling levels/games when made well.
@henryhere Жыл 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!
@rateeightx11 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.
@aikeduke11 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.
@ketaminepoptarts11 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
@erreesser11 ай бұрын
What
@aDumbBoiAndHisCats11 ай бұрын
@@aikedukethis is meant to be a bad game, not an EA game…we still have SOME standards.
@niracaldwell Жыл 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 Жыл бұрын
I think everyone's first game is never the greatest. So yeah, always a great learning experience. :)
@Davian2073 Жыл бұрын
@@ArtindiPizza Tower, Undertale (or Toby's Earthbound romhacks, if we can count that as a game)
@Cheep5 Жыл бұрын
@@Davian2073those are finished and published games, you don't know everything about their behind the scenes work
@Pmf95k Жыл бұрын
@@Davian2073 Weenie Cop and Deltarune count.
@kitkatkk210 ай бұрын
@@Davian2073 first game does not equal first published game
@bigredradish11 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
@Ultimaximus Жыл 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
@chrissysonicutdrloz11 ай бұрын
*cough* every sonic game ever *cough*
@skorupigo554411 ай бұрын
@@chrissysonicutdrloz nun uh the sonic adventure games don’t have them
@chrissysonicutdrloz11 ай бұрын
@skorupigo5544 I was exaggerating for the sake of comedy
@seralyna_11 ай бұрын
@@skorupigo5544Aquatic Mine and Lost World (the stage not the game)
@nokolo903811 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!
@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 Жыл бұрын
Not to mention Celeste.
@Tuss36 Жыл 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 Жыл бұрын
@@nicreven do you mean like the airdash thingy?
@Davian2073 Жыл бұрын
@@nicrevenDash and nice air physics? Nah, the KZbinr said we should do the exact opposite
@nicreven Жыл бұрын
celeste's main mechanic, yes.@@stroyosh4670
@kasane1337 Жыл 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)
@pixelatedluisyt11 ай бұрын
did you play my game or smth
@jclkaytwo10 ай бұрын
super metroid be like
@coolrat38169 ай бұрын
transformice
@atroxxious11 ай бұрын
instructions unclear: i made celeste 2
@alexthepro93966 ай бұрын
Instructions unclear: wife left
@JTX300003 ай бұрын
Ikr. The Celeste game does everything this guy said will fail... But it didn't fail... Hmmm
@voluntasmortis3 ай бұрын
is it a bad game
@chrisrockett58973 ай бұрын
@@JTX30000Real.
@TAREKOZAАй бұрын
Then you succeeded 😊
@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 Жыл бұрын
Happy I could help. :)
@cuuplocing3898 Жыл бұрын
hows the game going?
@fgvcosmic6752 Жыл бұрын
This is the "terrible writing advice" channel of gaming and I love it
@347Jimmy11 ай бұрын
Came to say the same thing
@Flameonoodle10 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!
@sloppyy4 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
@JuhoSprite Жыл бұрын
Working on my first ever platformer game, this is exactly what I needed
@Artindi Жыл бұрын
Glad to hear! :D
@ForwardSynthesis Жыл 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.
@thesacredlobo11 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.
@lorenzodiambra52107 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
@novapulse_music_6 ай бұрын
“make sure your dash or double jump ability makes no sense at all” (celeste was an award winning game)
@danolantern6030 Жыл 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.
@spotishii Жыл 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 Жыл бұрын
Sometimes it's simpler, and a good quick reminder.
@spotishii Жыл бұрын
Agree 100% ❤@@SirDavid290
@pikminman13 Жыл бұрын
Terrible writing advice be like
@ap1evideogame4411 ай бұрын
@@pikminman13immediately what I thought of first
@Rossiter23 Жыл бұрын
"precision platformer = fail" **slowly looks over at my Steam/itch library, which is 20% precision platformers**
@hieloso72611 ай бұрын
hi
@AvenatorDaniel-us4ei Жыл 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 Жыл бұрын
Glad I could deliver. :)
@edfreak900111 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
@KasumiRINA9 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.
@bartbongers57692 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
@Artindi2 жыл бұрын
Haha. But hey, ya gotta start somewhere. :D
@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.
@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!
@hightiergarbage Жыл бұрын
1:01 this is an accurate description of every mario maker level I have ever made
@chrisrockett58973 ай бұрын
Did people clear them?
@kraetyz Жыл 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.
@goldeatbetwen642811 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.20115 ай бұрын
r/beatmetoit
@wewzer11 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.
@ABlob Жыл 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.
@divVerent11 ай бұрын
Best if the platform suddenly changes direction. Best executed on Super Mario Maker's snake blocks.
@ABlob11 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.
@healthyminds9279 Жыл 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 Жыл бұрын
I hate momentum, one of the reasons Hollow Knight feels so perfect.
@EllipticalReasoning11 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.
@SioxerNikita11 ай бұрын
@@night1952Hollow Knight has momentum...
@chrisrockett58973 ай бұрын
@@night1952Have fun walking at a turtle's pace.
@armin34192 жыл бұрын
Pretty high quality vid, deserves some more views 👍 Edit: "You're the game designer, you know what's fun." lmao
@Artindi2 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. :)
@niclaswa540811 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.
@JacobKinsley11 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!
@coolrat38169 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
@swarple Жыл бұрын
Omg I found the video game version of Terrible Writing Advice, I love it
@YetiCat2811 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
@AmeshaSpentaArmaiti Жыл бұрын
Terrible writing advice but for gamedev is such a genius idea, i love this video!
@Trianull Жыл 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.
@seamuskills11 ай бұрын
The bad writing advice channel but for video games, I love it!
@Mindstormer8 ай бұрын
This is ironically good advice… except the double jump and dash. LOL
@anthonygill7182 жыл бұрын
Short, sweet, clever and on point. Nice work!
@Artindi2 жыл бұрын
Thanks! :D
@MonkeyMan-uz8zk Жыл бұрын
How does this only have 1 reply?
@guitarbrother123411 ай бұрын
Never heard the term "Coyote time". I've been calling it Donkey Kong jump leeway.
@crimsonsonic2 Жыл 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.
@joseaca101011 ай бұрын
Oof, you basically just described Sunblaze, a precision platformer with double jump and dash, its a fun game in my opinion tough
@RichieGonzo Жыл 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.
@chrisrockett58973 ай бұрын
Nah, you're valid. I like that "oh, thank God it's over" feeling once I beat a hard level.
@copycat500 Жыл 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.
@andreleitao10995 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
@Donchan111 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 ;)
@divVerent11 ай бұрын
Good old Atari jumps.
@iuricunhamurakami826110 ай бұрын
Luigi in meele be like
@psychomanatee345911 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
@chronographer10 ай бұрын
To be fair, hollow night had a really sick main menu.
@chromaticfox255311 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 😈
@theangryevilscientist264611 ай бұрын
I mean, A play former with a core mechanic that the controls are wonky seems pretty fun.
@Sketchchess07 Жыл 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 Жыл бұрын
Rules are meant to be broken. ;)
@guitarbrother123411 ай бұрын
I've been a Meat Boy hater since it came out. SMW sensibilites ftw.
@strangecolouredbird Жыл бұрын
This is extremely helpful! Fortunately for me, I have no idea how to finetune my player movement in my 3d platformer ✌️
@TimeTravelingFetus Жыл бұрын
Finally, someone talked about that fucking dash ability that every indie game has nowadays, for some reason.
@chrisrockett58973 ай бұрын
Dashing is just fun.
@tangentfox467711 ай бұрын
I'm considering following this guide exactly, so that the next time someone is amazed that I make games, I can appropriately set their expectations for my output.
@TheMagdalenoXD11 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
@AntiMuxi6 ай бұрын
always use the game engine's gravity for your platformer
@koktszfung Жыл бұрын
Your pixelated stick figure is so expressive
@Dadflaps10 ай бұрын
Finally a youtuber who can explain why things are bad instead of fence sitting forever
@damionjones809211 ай бұрын
This feels like you're calling out Cloudberry Kingdom for some reasons and that just makes it funnier
@artistsometimes272910 ай бұрын
0:26 Mah Story ;D I actually appreciate the dedication to the pixel art scroll there
@bored_person11 ай бұрын
This is like terrible writing advice, but for game design instead. I love this genre of video, and we need more of it for other types of art.
@imperfectimp10 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.
@Gmododo Жыл бұрын
I honestly don't know where the line between sarcasm and real advice is.
@joshuasiebenhofer245211 ай бұрын
Don't forget having a jump and run platformer with extreme fall damage.
@RoninCatholic10 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.
@ExtraMustardGamingАй бұрын
Haha this gave me a nice laugh. I decided to make a platformer too, but this was two years ago. I spent a ton of time on my movement. I didn’t have any special mechanics either, like many people here. But I did add coyote time and an invincibility mode for some play variation. I basically followed your tutorial exactly, haha let’s see how it goes.
@nothomebutnotreally3782 Жыл бұрын
Feeling inspired to make a game just to follow this tutorial
@neverhelios11 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
@meechsanims11 ай бұрын
celeste
@pixelatedluisyt11 ай бұрын
my idea is ti make it so you can only dash if already moving in my game
@isaiahkirk41539 ай бұрын
You're ironically inspirational! We'll work to make games so crappy they're stunningly fun!
@nyromath219511 ай бұрын
Shoutout to youtube for recommending this video to me *after* turning in my game development assignment that I made a platformer for.
@pengwin_9 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
@whynotanyting Жыл бұрын
Thanks! I'm failing every game jam now!
@josephschubert656111 ай бұрын
Thank you sir. I will watch more of your informative videos.
@meatlejuice Жыл бұрын
Great video, glad KZbin recommended it to me. Gonna watch some more and maybe it'll inspire me to start learning game development.
@asthalis2 жыл бұрын
Very inspiring ! What to fail at next ? Save system ? Hiscore system ?
@Artindi2 жыл бұрын
I've never even thought of doing a video on those, so many options! Thanks! :D
@Samanimates2924 ай бұрын
alternate title: How to make a good scratch platformer
@mifigor193511 ай бұрын
Well that could result like a game that people will play for the memes. Like "getting over it"
@astroorbis Жыл бұрын
let's just take a moment to remember Celeste, one of the best platformers in history
@Bransbow10 ай бұрын
It's like @TerribleWritingAdvice but for game development. I love it!
@slimeinabox11 ай бұрын
Absolutely carbonized every single Kaizo player ever.
@abra_escaped Жыл бұрын
2:03 reminding me of that one flash game Pixel Quest
@PeterMilko9 ай бұрын
My platformer does not have dash or double jump and it was something several players suggested. Kinds suxs that people want expectations and thing game is missing them. Anyway come look at my game. Free demo soon!
@Gabonation Жыл 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
@Schemer27510 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."
@alecelliott7506 Жыл 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.
@utfigyii5987 Жыл бұрын
Alright, let me make a game using this as a checklist
@mr_nothing.the_one_that_no913411 ай бұрын
Its just bad writing advice but video games, and I'm all here for it
@S0LlDF0X Жыл бұрын
Starbound Devs needed to watch this....
@ETBrooD11 ай бұрын
"Doesn't make sense for the character to have this ability" is the only point I disagree with. Otherwise great video :)
@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
@Photon21011 ай бұрын
Never thought I'd ever be taught how to [Mission: Failed Successfully.]
@moigdev50912 жыл бұрын
"Did you actually pause to read this ?" -Legend
@anonyguyy Жыл бұрын
Woah, really quality video, I'm gonna watch this a few times before I make my platformer, overall, good stuff
@Maximum432 Жыл бұрын
90% of the NES games library in a nutshell
@DindellaTheDefender11 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.
@moomooold Жыл бұрын
you almost described I Wanna Be The Guy lmao
@atwistedb Жыл бұрын
literally about to comment that
@gearsbright45993 ай 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
@Artindi3 ай 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. :)
@valletas10 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
@Artindi10 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. :)
@robertlauncher11 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
@segrald11 ай бұрын
I ... I need some self reflection after this :P I also never heard about Coyote Time. That's handy to know, thanks!