How To Fail At Making A Platformer

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  • เผยแพร่เมื่อ 27 ม.ค. 2022
  • 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
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    artindigames@gmail.com
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    Doh De Oh by Kevin MacLeod
    Link: incompetech.filmmusic.io/song...
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ความคิดเห็น • 573

  • @alexrexaros9837
    @alexrexaros9837 6 หลายเดือนก่อน +2781

    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  6 หลายเดือนก่อน +373

      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 5 หลายเดือนก่อน +69

      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 5 หลายเดือนก่อน +33

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

    • @lydiasteinebendiksen4269
      @lydiasteinebendiksen4269 5 หลายเดือนก่อน +18

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

    • @fumetsusozo
      @fumetsusozo 5 หลายเดือนก่อน +10

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

  • @Artindi
    @Artindi  2 ปีที่แล้ว +2290

    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 ปีที่แล้ว +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 ปีที่แล้ว +153

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

    • @jamesmunroe6558
      @jamesmunroe6558 11 หลายเดือนก่อน +43

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

    • @mahmoodrezajarandei5839
      @mahmoodrezajarandei5839 9 หลายเดือนก่อน +73

      you're right, it wasn't funny.

    • @uncertaintytoworldpeace3650
      @uncertaintytoworldpeace3650 8 หลายเดือนก่อน +7

      Is this video doublespeak?

  • @Kwlla
    @Kwlla 5 หลายเดือนก่อน +1282

    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  5 หลายเดือนก่อน +336

      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 5 หลายเดือนก่อน +21

      And you can reuse a lot of the code for a good game later lol

    • @Etherealscorpions
      @Etherealscorpions 5 หลายเดือนก่อน +18

      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 5 หลายเดือนก่อน +10

      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 5 หลายเดือนก่อน +3

      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 5 หลายเดือนก่อน +452

    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 5 หลายเดือนก่อน +41

      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 5 หลายเดือนก่อน +11

      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 5 หลายเดือนก่อน +14

      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 หลายเดือนก่อน

      What

    • @aDumbBoiAndHisCats
      @aDumbBoiAndHisCats 4 หลายเดือนก่อน +3

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

  • @raincaldwell
    @raincaldwell 7 หลายเดือนก่อน +530

    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 หลายเดือนก่อน +120

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

    • @David2073
      @David2073 5 หลายเดือนก่อน +4

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

    • @Cheep5
      @Cheep5 5 หลายเดือนก่อน

      ​@@David2073those are finished and published games, you don't know everything about their behind the scenes work

    • @Pmf95k
      @Pmf95k 5 หลายเดือนก่อน +2

      @@David2073
      Weenie Cop and Deltarune count.

    • @kitkatkk2543
      @kitkatkk2543 4 หลายเดือนก่อน +11

      @@David2073 first game does not equal first published game

  • @bigredradish
    @bigredradish 5 หลายเดือนก่อน +33

    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
    @Ultimaximus 5 หลายเดือนก่อน +259

    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 หลายเดือนก่อน +9

      *cough* every sonic game ever *cough*

    • @skorupigo5544
      @skorupigo5544 5 หลายเดือนก่อน +4

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

    • @chrissysonicutdrloz
      @chrissysonicutdrloz 5 หลายเดือนก่อน +4

      @skorupigo5544 I was exaggerating for the sake of comedy

    • @seralyna_
      @seralyna_ 5 หลายเดือนก่อน

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

    • @nokolo9038
      @nokolo9038 4 หลายเดือนก่อน +7

      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 ปีที่แล้ว +660

    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 หลายเดือนก่อน +25

      Not to mention Celeste.

    • @Tuss36
      @Tuss36 5 หลายเดือนก่อน +31

      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 5 หลายเดือนก่อน +5

      @@nicreven do you mean like the airdash thingy?

    • @David2073
      @David2073 5 หลายเดือนก่อน +14

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

    • @nicreven
      @nicreven 5 หลายเดือนก่อน

      celeste's main mechanic, yes.@@stroyosh4670

  • @fgvcosmic6752
    @fgvcosmic6752 5 หลายเดือนก่อน +37

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

    • @347Jimmy
      @347Jimmy 5 หลายเดือนก่อน +3

      Came to say the same thing

    • @Flameonoodle
      @Flameonoodle 4 หลายเดือนก่อน +2

      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 5 หลายเดือนก่อน +49

    I think even better than dash and double jump are wall jumps that are extremely difficult to pull off so only about one third of your players actually gets to use that ability (and many don't use it because there's no real reward for being able to pull them off)

    • @pixelatedluisyt
      @pixelatedluisyt 5 หลายเดือนก่อน +1

      did you play my game or smth

    • @jclkaytwo
      @jclkaytwo 4 หลายเดือนก่อน +5

      super metroid be like

    • @coolrat3816
      @coolrat3816 3 หลายเดือนก่อน

      transformice

  • @ForwardSynthesis
    @ForwardSynthesis 5 หลายเดือนก่อน +73

    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 5 หลายเดือนก่อน +9

      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 หลายเดือนก่อน +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

  • @JuhoSprite
    @JuhoSprite 8 หลายเดือนก่อน +36

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

    • @Artindi
      @Artindi  8 หลายเดือนก่อน +8

      Glad to hear! :D

  • @bartbongers5769
    @bartbongers5769 2 ปีที่แล้ว +183

    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 ปีที่แล้ว +26

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

    • @jamesmunroe6558
      @jamesmunroe6558 9 หลายเดือนก่อน +24

      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.

  • @waffful8732
    @waffful8732 10 หลายเดือนก่อน +60

    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 หลายเดือนก่อน +7

      Happy I could help. :)

    • @cuuplocing3898
      @cuuplocing3898 7 หลายเดือนก่อน +2

      hows the game going?

  • @Rossiter23
    @Rossiter23 5 หลายเดือนก่อน +14

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

    • @hieloso726
      @hieloso726 4 หลายเดือนก่อน

      hi

  • @AvenatorDaniel-us4ei
    @AvenatorDaniel-us4ei 5 หลายเดือนก่อน +96

    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  5 หลายเดือนก่อน +14

      Glad I could deliver. :)

    • @edfreak9001
      @edfreak9001 5 หลายเดือนก่อน

      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

  • @spotishii
    @spotishii 5 หลายเดือนก่อน +84

    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 5 หลายเดือนก่อน +1

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

    • @spotishii
      @spotishii 5 หลายเดือนก่อน

      Agree 100% ❤@@SirDavid290

    • @pikminman13
      @pikminman13 5 หลายเดือนก่อน +2

      Terrible writing advice be like

    • @ap1evideogame44
      @ap1evideogame44 5 หลายเดือนก่อน

      ​@@pikminman13immediately what I thought of first

  • @hightiergarbage
    @hightiergarbage 5 หลายเดือนก่อน +5

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

  • @danolantern6030
    @danolantern6030 5 หลายเดือนก่อน +15

    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.

  • @atroxxious
    @atroxxious 5 หลายเดือนก่อน +7

    instructions unclear: i made celeste 2

    • @alexthepro9396
      @alexthepro9396 13 วันที่ผ่านมา

      Instructions unclear: wife left

  • @7amdan.7amid
    @7amdan.7amid 9 หลายเดือนก่อน +24

    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!

  • @armin3419
    @armin3419 2 ปีที่แล้ว +20

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

    • @Artindi
      @Artindi  2 ปีที่แล้ว +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. :)

  • @kraetyz
    @kraetyz 5 หลายเดือนก่อน +5

    "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.

  • @healthyminds9279
    @healthyminds9279 5 หลายเดือนก่อน +31

    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 5 หลายเดือนก่อน +3

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

    • @ryanjensen1945
      @ryanjensen1945 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน

      ​@@night1952Hollow Knight has momentum...

  • @goldeatbetwen6428
    @goldeatbetwen6428 5 หลายเดือนก่อน +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

  • @ABlob
    @ABlob 5 หลายเดือนก่อน +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 4 หลายเดือนก่อน +1

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

    • @ABlob
      @ABlob 4 หลายเดือนก่อน +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.

  • @anthonygill718
    @anthonygill718 2 ปีที่แล้ว +49

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

    • @Artindi
      @Artindi  2 ปีที่แล้ว +2

      Thanks! :D

    • @MonkeyMan-uz8zk
      @MonkeyMan-uz8zk 7 หลายเดือนก่อน

      How does this only have 1 reply?

  • @meatlejuice
    @meatlejuice 5 หลายเดือนก่อน +1

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

  • @anonyguyy
    @anonyguyy 5 หลายเดือนก่อน

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

  • @josephschubert6561
    @josephschubert6561 5 หลายเดือนก่อน +1

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

  • @Sketchchess07
    @Sketchchess07 5 หลายเดือนก่อน +32

    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  5 หลายเดือนก่อน +12

      Rules are meant to be broken. ;)

    • @guitarbrother1234
      @guitarbrother1234 4 หลายเดือนก่อน +4

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

  • @seamuskills
    @seamuskills 5 หลายเดือนก่อน +2

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

  • @YetiCat28
    @YetiCat28 5 หลายเดือนก่อน +2

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

  • @strangecolouredbird
    @strangecolouredbird 5 หลายเดือนก่อน +3

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

  • @AmeshaSpentaArmaiti
    @AmeshaSpentaArmaiti 5 หลายเดือนก่อน +3

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

  • @TimeTravelingFetus
    @TimeTravelingFetus 5 หลายเดือนก่อน +1

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

  • @robertjunior5272
    @robertjunior5272 2 ปีที่แล้ว +2

    Absolute GOLD content mate!

    • @Artindi
      @Artindi  2 ปีที่แล้ว

      Thanks! :D

  • @TheMagdalenoXD
    @TheMagdalenoXD 5 หลายเดือนก่อน

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

  • @segrald
    @segrald 5 หลายเดือนก่อน

    I ... I need some self reflection after this :P
    I also never heard about Coyote Time. That's handy to know, thanks!

  • @Donchan1
    @Donchan1 5 หลายเดือนก่อน +3

    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 4 หลายเดือนก่อน

      Good old Atari jumps.

    • @iuricunhamurakami8261
      @iuricunhamurakami8261 4 หลายเดือนก่อน

      Luigi in meele be like

  • @niclaswa5408
    @niclaswa5408 5 หลายเดือนก่อน +3

    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.

  • @artistsometimes2729
    @artistsometimes2729 4 หลายเดือนก่อน +1

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

  • @JacobKinsley
    @JacobKinsley 5 หลายเดือนก่อน +2

    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!

  • @xenaryst
    @xenaryst ปีที่แล้ว

    Thank you ))
    Finally =))
    The first video I followed the advice from, and succeeded ))) in failing my game )))

    • @Artindi
      @Artindi  ปีที่แล้ว +1

      Glad I could help. :)

  • @palerite7526
    @palerite7526 2 ปีที่แล้ว

    I absolutely love this series)

    • @Artindi
      @Artindi  2 ปีที่แล้ว

      Me Too! :D

  • @randomjimbitz512
    @randomjimbitz512 7 หลายเดือนก่อน

    I love your content LOL, this sounds like the voices in my head 🤣

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +1

      Listen to the voice.... it will guide you... 0.0
      ;)

    • @randomjimbitz512
      @randomjimbitz512 7 หลายเดือนก่อน

      @@Artindi lol

  • @KasumiRINA
    @KasumiRINA 3 หลายเดือนก่อน

    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.

  • @Lime130
    @Lime130 5 หลายเดือนก่อน

    thanks for all the tips

  • @rateeightx
    @rateeightx 5 หลายเดือนก่อน

    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.

  • @koktszfung
    @koktszfung 5 หลายเดือนก่อน +1

    Your pixelated stick figure is so expressive

  • @DindellaTheDefender
    @DindellaTheDefender 5 หลายเดือนก่อน

    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.

  • @whynotanyting
    @whynotanyting 5 หลายเดือนก่อน +1

    Thanks! I'm failing every game jam now!

  • @nothomebutnotreally3782
    @nothomebutnotreally3782 5 หลายเดือนก่อน +2

    Feeling inspired to make a game just to follow this tutorial

  • @butt317
    @butt317 6 หลายเดือนก่อน +1

    "Don't add things like jump buffering or *coyote time*" [stares at Dustforce]

  • @isaiahkirk4153
    @isaiahkirk4153 2 หลายเดือนก่อน

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

  • @RichieGonzo
    @RichieGonzo 5 หลายเดือนก่อน +2

    "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.

  • @Reindeer_candy
    @Reindeer_candy 8 หลายเดือนก่อน +2

    I like your sprite art :D

    • @Artindi
      @Artindi  8 หลายเดือนก่อน

      Thanks. :)

  • @Bransbow
    @Bransbow 4 หลายเดือนก่อน

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

  • @crimsonsonic2
    @crimsonsonic2 5 หลายเดือนก่อน +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.

  • @thenoseguy
    @thenoseguy 5 หลายเดือนก่อน

    This gives me a lot of confidence yippee

  • @maxshibanov818
    @maxshibanov818 5 หลายเดือนก่อน

    I love it! Devs need to step their game UP!

  • @copycat500
    @copycat500 5 หลายเดือนก่อน +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.

  • @asthalis
    @asthalis 2 ปีที่แล้ว +5

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

    • @Artindi
      @Artindi  2 ปีที่แล้ว +2

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

  • @damionjones8092
    @damionjones8092 5 หลายเดือนก่อน

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

  • @Trianull
    @Trianull 5 หลายเดือนก่อน +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.

  • @theangryevilscientist2646
    @theangryevilscientist2646 5 หลายเดือนก่อน +1

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

  • @nyromath2195
    @nyromath2195 5 หลายเดือนก่อน

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

  • @abra_escaped
    @abra_escaped 5 หลายเดือนก่อน

    2:03 reminding me of that one flash game Pixel Quest

  • @TurboPikachu
    @TurboPikachu 5 หลายเดือนก่อน +1

    >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

  • @guitarbrother1234
    @guitarbrother1234 4 หลายเดือนก่อน +1

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

  • @valletas
    @valletas 4 หลายเดือนก่อน +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  4 หลายเดือนก่อน +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. :)

  • @qwert5959
    @qwert5959 4 หลายเดือนก่อน

    I watched 2 celeste videos and the TH-cam recommends gave me this. Thanks😀

  • @Gabonation
    @Gabonation 5 หลายเดือนก่อน +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

  • @psychomanatee3459
    @psychomanatee3459 5 หลายเดือนก่อน +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

  • @gaurdianAQ
    @gaurdianAQ 5 หลายเดือนก่อน +1

    This is making me want to try and make a game now XD

    • @Artindi
      @Artindi  5 หลายเดือนก่อน +1

      In the words of Emporor Palpatine: Do it. ;)

  • @BlackJacked_XIII
    @BlackJacked_XIII 2 วันที่ผ่านมา

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

  • @S0LlDF0X
    @S0LlDF0X 5 หลายเดือนก่อน +2

    Starbound Devs needed to watch this....

  • @pengwin_
    @pengwin_ 3 หลายเดือนก่อน

    it is also important to have a player sprite that is teeny tiny that you can barely see on the 4k screen resolution

  • @bored_person
    @bored_person 5 หลายเดือนก่อน

    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.

  • @neverhelios
    @neverhelios 5 หลายเดือนก่อน +6

    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 5 หลายเดือนก่อน +1

      celeste

    • @pixelatedluisyt
      @pixelatedluisyt 5 หลายเดือนก่อน

      my idea is ti make it so you can only dash if already moving in my game

  • @Wack910
    @Wack910 6 หลายเดือนก่อน

    def gonna use this advice

    • @Artindi
      @Artindi  6 หลายเดือนก่อน

      can't wait to see how hard you fail! ;)

  • @RoninCatholic
    @RoninCatholic 4 หลายเดือนก่อน

    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.

  • @praised_goodness
    @praised_goodness 10 หลายเดือนก่อน +2

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

  • @michaelwallace9461
    @michaelwallace9461 5 หลายเดือนก่อน

    Good advice, but I'll save it and come back when I can get my ramp and collision physics working in pygame first :)

  • @Gmododo
    @Gmododo 5 หลายเดือนก่อน +1

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

  • @Photon210
    @Photon210 5 หลายเดือนก่อน

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

  • @legiongames2400
    @legiongames2400 2 ปีที่แล้ว

    This format slaps

    • @Artindi
      @Artindi  2 ปีที่แล้ว +1

      Oh it slaps hard. :) Thanks! :D

  • @lisaschuster9305
    @lisaschuster9305 หลายเดือนก่อน

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

  • @swarple
    @swarple 5 หลายเดือนก่อน

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

  • @astroorbis
    @astroorbis 5 หลายเดือนก่อน +6

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

  • @Dadflaps
    @Dadflaps 4 หลายเดือนก่อน

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

  • @utfigyii5987
    @utfigyii5987 5 หลายเดือนก่อน +1

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

  • @deamigo9286
    @deamigo9286 2 หลายเดือนก่อน

    That was brutally accurate

  • @chromaticfox2553
    @chromaticfox2553 5 หลายเดือนก่อน +2

    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 😈

  • @imperfectimp
    @imperfectimp 4 หลายเดือนก่อน

    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.

  • @moigdev5091
    @moigdev5091 ปีที่แล้ว +1

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

  • @WarioTimeWarioTimeWarioTime
    @WarioTimeWarioTimeWarioTime 5 หลายเดือนก่อน

    You’ve earned my respect in like… a minute dude I think a lot of people should look at your guides (inferring they can understand sarcasm)

  • @fdevstudio5692
    @fdevstudio5692 2 ปีที่แล้ว +2

    I like this series, maybe my next game will be better

    • @Artindi
      @Artindi  2 ปีที่แล้ว +2

      Man, you must not be paying attention then. ;)

  • @mcj2024
    @mcj2024 4 หลายเดือนก่อน

    Very educational to be only 2:39 minutes!!! Amazing video.

  • @chronographer
    @chronographer 3 หลายเดือนก่อน +1

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