How To Fail At Making A Platformer

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  • Опубліковано 10 січ 2025
  • Feel like your platformer is progressing too well? This video will help you stop being so great!
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КОМЕНТАРІ • 631

  • @alexrexaros9837
    @alexrexaros9837 Рік тому +3007

    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  Рік тому +415

      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 Рік тому +77

      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 Рік тому +39

      You can make those autoscroll levels even better by making them ice themed as well!

    • @lydiasteinebendiksen4269
      @lydiasteinebendiksen4269 Рік тому +20

      Ez fix, just make it scroll faster, they did that in kid chameleon, it's totally not near impossible as a result...

    • @fumetsusozo
      @fumetsusozo Рік тому +11

      I actually personally enjoy auto scrolling levels/games when made well.

  • @Artindi
    @Artindi  2 роки тому +2502

    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 роки тому +1

      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 Рік тому +165

      You can't stop me ! I can't read !

    • @jamesmunroe6558
      @jamesmunroe6558 Рік тому +45

      Thanks, I didn't know about jump buffering and coyote time before watching this. This video really made me think.

    • @mahmoodrj13
      @mahmoodrj13 Рік тому +76

      you're right, it wasn't funny.

    • @ugib8377
      @ugib8377 Рік тому +54

      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!

  • @henryhere
    @henryhere Рік тому +580

    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 Рік тому +55

      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 Рік тому +15

      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 Рік тому +17

      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 Рік тому

      What

    • @aDumbBoiAndHisCats
      @aDumbBoiAndHisCats Рік тому +6

      @@aikedukethis is meant to be a bad game, not an EA game…we still have SOME standards.

  • @bigredradish
    @bigredradish Рік тому +68

    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

  • @niracaldwell
    @niracaldwell Рік тому +615

    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  Рік тому +144

      I think everyone's first game is never the greatest. So yeah, always a great learning experience. :)

    • @Davian2073
      @Davian2073 Рік тому +6

      ​@@ArtindiPizza Tower, Undertale (or Toby's Earthbound romhacks, if we can count that as a game)

    • @Cheep5
      @Cheep5 Рік тому

      ​@@Davian2073those are finished and published games, you don't know everything about their behind the scenes work

    • @Pmf95k
      @Pmf95k Рік тому +2

      @@Davian2073
      Weenie Cop and Deltarune count.

    • @kitkatkk2
      @kitkatkk2 Рік тому +19

      @@Davian2073 first game does not equal first published game

  • @atroxxious
    @atroxxious Рік тому +74

    instructions unclear: i made celeste 2

    • @alexthepro9396
      @alexthepro9396 8 місяців тому +10

      Instructions unclear: wife left

    • @JTX30000
      @JTX30000 5 місяців тому +10

      Ikr. The Celeste game does everything this guy said will fail... But it didn't fail... Hmmm

    • @voluntasmortis
      @voluntasmortis 5 місяців тому

      is it a bad game

    • @chrisrockett5897
      @chrisrockett5897 5 місяців тому +1

      ​@@JTX30000Real.

    • @TAREKOZA
      @TAREKOZA 3 місяці тому +1

      Then you succeeded 😊

  • @Ultimaximus
    @Ultimaximus Рік тому +305

    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 Рік тому +13

      *cough* every sonic game ever *cough*

    • @skorupigo5544
      @skorupigo5544 Рік тому +5

      @@chrissysonicutdrloz nun uh the sonic adventure games don’t have them

    • @chrissysonicutdrloz
      @chrissysonicutdrloz Рік тому +6

      @skorupigo5544 I was exaggerating for the sake of comedy

    • @seralyna_
      @seralyna_ Рік тому

      @@skorupigo5544Aquatic Mine and Lost World (the stage not the game)

    • @Nokolo72
      @Nokolo72 Рік тому +17

      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
    @spindash64 Рік тому +693

    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 Рік тому +28

      Not to mention Celeste.

    • @Tuss36
      @Tuss36 Рік тому +35

      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 Рік тому +6

      @@nicreven do you mean like the airdash thingy?

    • @Davian2073
      @Davian2073 Рік тому +18

      ​@@nicrevenDash and nice air physics? Nah, the UA-camr said we should do the exact opposite

    • @nicreven
      @nicreven Рік тому

      celeste's main mechanic, yes.@@stroyosh4670

  • @waffful8732
    @waffful8732 Рік тому +71

    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).

  • @fgvcosmic6752
    @fgvcosmic6752 Рік тому +57

    This is the "terrible writing advice" channel of gaming and I love it

    • @347Jimmy
      @347Jimmy Рік тому +5

      Came to say the same thing

    • @Flameonoodle
      @Flameonoodle Рік тому +3

      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!

  • @kasane1337
    @kasane1337 Рік тому +70

    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)

  • @JuhoSprite
    @JuhoSprite Рік тому +47

    Working on my first ever platformer game, this is exactly what I needed

    • @Artindi
      @Artindi  Рік тому +10

      Glad to hear! :D

  • @ForwardSynthesis
    @ForwardSynthesis Рік тому +93

    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 Рік тому +14

      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 9 місяців тому +1

      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

  • @sloppyy
    @sloppyy 6 місяців тому +4

    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

  • @Rossiter23
    @Rossiter23 Рік тому +22

    "precision platformer = fail"
    **slowly looks over at my Steam/itch library, which is 20% precision platformers**

  • @danolantern6030
    @danolantern6030 Рік тому +18

    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
    @spotishii Рік тому +91

    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 Рік тому +1

      Sometimes it's simpler, and a good quick reminder.

    • @spotishii
      @spotishii Рік тому

      Agree 100% ❤@@SirDavid290

    • @pikminman13
      @pikminman13 Рік тому +2

      Terrible writing advice be like

    • @ap1evideogame44
      @ap1evideogame44 Рік тому

      ​@@pikminman13immediately what I thought of first

  • @hamdan-hoa
    @hamdan-hoa Рік тому +26

    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!

  • @AvenatorDaniel-us4ei
    @AvenatorDaniel-us4ei Рік тому +98

    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  Рік тому +14

      Glad I could deliver. :)

    • @edfreak9001
      @edfreak9001 Рік тому

      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

  • @crusty_77
    @crusty_77 7 місяців тому +3

    “make sure your dash or double jump ability makes no sense at all” (celeste was an award winning game)

  • @healthyminds9279
    @healthyminds9279 Рік тому +32

    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 Рік тому +3

      I hate momentum, one of the reasons Hollow Knight feels so perfect.

    • @EllipticalReasoning
      @EllipticalReasoning Рік тому +3

      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 Рік тому +1

      ​@@night1952Hollow Knight has momentum...

    • @chrisrockett5897
      @chrisrockett5897 5 місяців тому

      ​@@night1952Have fun walking at a turtle's pace.

  • @bartbongers5769
    @bartbongers5769 2 роки тому +189

    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 роки тому +27

      Haha. But hey, ya gotta start somewhere. :D

    • @jamesmunroe6558
      @jamesmunroe6558 Рік тому +26

      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.

  • @kraetyz
    @kraetyz Рік тому +7

    "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.

  • @hightiergarbage
    @hightiergarbage Рік тому +7

    1:01 this is an accurate description of every mario maker level I have ever made

  • @armin3419
    @armin3419 2 роки тому +20

    Pretty high quality vid, deserves some more views 👍
    Edit: "You're the game designer, you know what's fun." lmao

    • @Artindi
      @Artindi  2 роки тому +4

      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. :)

  • @anthonygill718
    @anthonygill718 2 роки тому +49

    Short, sweet, clever and on point. Nice work!

  • @coolrat3816
    @coolrat3816 11 місяців тому +2

    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

  • @wewzer
    @wewzer Рік тому +5

    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.

  • @KasumiRINA
    @KasumiRINA 11 місяців тому +1

    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.

  • @niclaswa5408
    @niclaswa5408 Рік тому +4

    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.

  • @ABlob
    @ABlob Рік тому +7

    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 Рік тому +1

      Best if the platform suddenly changes direction. Best executed on Super Mario Maker's snake blocks.

    • @ABlob
      @ABlob Рік тому +1

      @@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.

  • @goldeatbetwen6428
    @goldeatbetwen6428 Рік тому +4

    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

  • @Donchan1
    @Donchan1 Рік тому +4

    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 ;)

  • @swarple
    @swarple Рік тому +1

    Omg I found the video game version of Terrible Writing Advice, I love it

  • @Gmododo
    @Gmododo Рік тому +1

    I honestly don't know where the line between sarcasm and real advice is.

  • @YetiCat28
    @YetiCat28 Рік тому +2

    1:34 oh my god I remember trying this game and constantly dying on every jump because of the lack of coyote time

  • @Gabonation
    @Gabonation Рік тому +2

    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

  • @JacobKinsley
    @JacobKinsley Рік тому +3

    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!

  • @guitarbrother1234
    @guitarbrother1234 Рік тому +1

    Never heard the term "Coyote time". I've been calling it Donkey Kong jump leeway.

  • @RichieGonzo
    @RichieGonzo Рік тому +3

    "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 5 місяців тому

      Nah, you're valid. I like that "oh, thank God it's over" feeling once I beat a hard level.

  • @seamuskills
    @seamuskills Рік тому +2

    The bad writing advice channel but for video games, I love it!

  • @sewerside01142
    @sewerside01142 Рік тому +1

    Finally, someone talked about that fucking dash ability that every indie game has nowadays, for some reason.

  • @moigdev5091
    @moigdev5091 2 роки тому +1

    "Did you actually pause to read this ?" -Legend

  • @tangentfox4677
    @tangentfox4677 Рік тому

    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.

  • @chromaticfox2553
    @chromaticfox2553 Рік тому +3

    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 😈

  • @joshuasiebenhofer2452
    @joshuasiebenhofer2452 Рік тому +1

    Don't forget having a jump and run platformer with extreme fall damage.

  • @andreleitao1099
    @andreleitao1099 7 місяців тому

    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

  • @Mindstormer
    @Mindstormer 9 місяців тому +2

    This is ironically good advice… except the double jump and dash. LOL

  • @Dadflaps
    @Dadflaps Рік тому

    Finally a youtuber who can explain why things are bad instead of fence sitting forever

  • @slimeinabox
    @slimeinabox Рік тому +1

    Absolutely carbonized every single Kaizo player ever.

  • @artistsometimes2729
    @artistsometimes2729 Рік тому +1

    0:26 Mah Story ;D I actually appreciate the dedication to the pixel art scroll there

  • @meatlejuice
    @meatlejuice Рік тому +1

    Great video, glad UA-cam recommended it to me. Gonna watch some more and maybe it'll inspire me to start learning game development.

  • @anonyguyy
    @anonyguyy Рік тому

    Woah, really quality video, I'm gonna watch this a few times before I make my platformer, overall, good stuff

  • @damionjones8092
    @damionjones8092 Рік тому

    This feels like you're calling out Cloudberry Kingdom for some reasons and that just makes it funnier

  • @chronographer
    @chronographer Рік тому +1

    To be fair, hollow night had a really sick main menu.

  • @Maximum432
    @Maximum432 Рік тому +1

    90% of the NES games library in a nutshell

  • @joseaca1010
    @joseaca1010 Рік тому +1

    Oof, you basically just described Sunblaze, a precision platformer with double jump and dash, its a fun game in my opinion tough

  • @Sketchchess07
    @Sketchchess07 Рік тому +38

    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  Рік тому +13

      Rules are meant to be broken. ;)

    • @guitarbrother1234
      @guitarbrother1234 Рік тому +4

      I've been a Meat Boy hater since it came out. SMW sensibilites ftw.

  • @crimsonsonic2
    @crimsonsonic2 Рік тому +1

    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.

  • @nyromath2195
    @nyromath2195 Рік тому

    Shoutout to youtube for recommending this video to me *after* turning in my game development assignment that I made a platformer for.

  • @ExtraMustardGaming
    @ExtraMustardGaming 3 місяці тому

    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.

  • @psychomanatee3459
    @psychomanatee3459 Рік тому +1

    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

  • @robertjunior5272
    @robertjunior5272 2 роки тому +2

    Absolute GOLD content mate!

  • @koktszfung
    @koktszfung Рік тому +1

    Your pixelated stick figure is so expressive

  • @TheMagdalenoXD
    @TheMagdalenoXD Рік тому

    This video made me realize all the mistakes I'm making in the game I'm developing, I'll try to fix it

  • @nothomebutnotreally3782
    @nothomebutnotreally3782 Рік тому +2

    Feeling inspired to make a game just to follow this tutorial

  • @astroorbis
    @astroorbis Рік тому +8

    let's just take a moment to remember Celeste, one of the best platformers in history

  • @theangryevilscientist2646
    @theangryevilscientist2646 Рік тому +1

    I mean, A play former with a core mechanic that the controls are wonky seems pretty fun.

  • @Trianull
    @Trianull Рік тому +2

    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.

  • @AmeshaSpentaArmaiti
    @AmeshaSpentaArmaiti Рік тому +3

    Terrible writing advice but for gamedev is such a genius idea, i love this video!

  • @Samanimates292
    @Samanimates292 6 місяців тому +1

    alternate title: How to make a good scratch platformer

  • @S0LlDF0X
    @S0LlDF0X Рік тому +2

    Starbound Devs needed to watch this....

  • @mifigor1935
    @mifigor1935 Рік тому +1

    Well that could result like a game that people will play for the memes. Like "getting over it"

  • @utfigyii5987
    @utfigyii5987 Рік тому +1

    Alright, let me make a game using this as a checklist

  • @Photon210
    @Photon210 Рік тому

    Never thought I'd ever be taught how to [Mission: Failed Successfully.]

  • @elijahloiacono
    @elijahloiacono Рік тому +1

    This mans just described super meat boy in two minutes

  • @AntiMuxi
    @AntiMuxi 7 місяців тому +1

    always use the game engine's gravity for your platformer

  • @isaiahkirk4153
    @isaiahkirk4153 10 місяців тому

    You're ironically inspirational! We'll work to make games so crappy they're stunningly fun!

  • @TurboPikachu
    @TurboPikachu Рік тому

    >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

  • @DindellaTheDefender
    @DindellaTheDefender Рік тому

    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.

  • @Famicomnoobation
    @Famicomnoobation 11 місяців тому +1

    So is this a tribute to 90% of the NES library lol

  • @strangecolouredbird
    @strangecolouredbird Рік тому +3

    This is extremely helpful! Fortunately for me, I have no idea how to finetune my player movement in my 3d platformer ✌️

  • @copycat500
    @copycat500 Рік тому +2

    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.

  • @bored_person
    @bored_person Рік тому

    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.

  • @darkchild130
    @darkchild130 Рік тому +1

    As someone who is making a game with zero prior experience, stumbling across this video was an excellent accident.

  • @valletas
    @valletas Рік тому +1

    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  Рік тому +1

      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. :)

  • @RoninCatholic
    @RoninCatholic Рік тому

    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.

  • @blackjacked_xiii
    @blackjacked_xiii 8 місяців тому

    Thank the Heavens! Until this guide, I was worried I would *accidentally* make a good platformer!

  • @maurobrunno6032
    @maurobrunno6032 Рік тому

    meanwhile metroid be like: "You can jump, in multiple ways, and eventually even forever"

  • @mr_nothing.the_one_that_no9134

    Its just bad writing advice but video games, and I'm all here for it

  • @asthalis
    @asthalis 2 роки тому +5

    Very inspiring ! What to fail at next ? Save system ? Hiscore system ?

    • @Artindi
      @Artindi  2 роки тому +2

      I've never even thought of doing a video on those, so many options! Thanks! :D

  • @Boss_candy
    @Boss_candy Рік тому +2

    I like your sprite art :D

  • @praised_goodness
    @praised_goodness Рік тому +2

    1:39 i literally took a screenshot of that part and i'm gonna add most of those to my game

  • @Bransbow
    @Bransbow Рік тому

    It's like @TerribleWritingAdvice but for game development. I love it!

  • @swileyhedrick2373
    @swileyhedrick2373 8 місяців тому +1

    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.

  • @HazySkies
    @HazySkies Рік тому +1

    To know how to fail is to know how to succeed.

  • @whynotanyting
    @whynotanyting Рік тому +1

    Thanks! I'm failing every game jam now!

  • @lisaschuster9305
    @lisaschuster9305 9 місяців тому

    THAT PRINCE OF PERSIA LEVEL!!
    The purpose: Adrenaline.
    The mission: Succeeded.

  • @imperfectimp
    @imperfectimp Рік тому

    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.

  • @josephschubert6561
    @josephschubert6561 Рік тому +1

    Thank you sir. I will watch more of your informative videos.