How To Fail At Making A Platformer

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  • เผยแพร่เมื่อ 26 พ.ย. 2024

ความคิดเห็น • 625

  • @Artindi
    @Artindi  2 ปีที่แล้ว +2484

    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 +163

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

    • @jamesmunroe6558
      @jamesmunroe6558 ปีที่แล้ว +45

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

    • @mahmoodrj13
      @mahmoodrj13 ปีที่แล้ว +75

      you're right, it wasn't funny.

    • @ugib8377
      @ugib8377 ปีที่แล้ว +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!

  • @alexrexaros9837
    @alexrexaros9837 ปีที่แล้ว +2983

    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  ปีที่แล้ว +412

      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 ปีที่แล้ว +74

      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 ปีที่แล้ว +37

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

    • @lydiasteinebendiksen4269
      @lydiasteinebendiksen4269 ปีที่แล้ว +19

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

    • @fumetsusozo
      @fumetsusozo ปีที่แล้ว +11

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

  • @henryhere
    @henryhere ปีที่แล้ว +559

    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 ปีที่แล้ว +51

      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 ปีที่แล้ว +14

      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 ปีที่แล้ว +16

      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 11 หลายเดือนก่อน

      What

    • @aDumbBoiAndHisCats
      @aDumbBoiAndHisCats 11 หลายเดือนก่อน +5

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

  • @niracaldwell
    @niracaldwell ปีที่แล้ว +603

    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  ปีที่แล้ว +142

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

    • @Davian2073
      @Davian2073 ปีที่แล้ว +6

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

    • @Cheep5
      @Cheep5 ปีที่แล้ว

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

    • @Pmf95k
      @Pmf95k ปีที่แล้ว +2

      @@Davian2073
      Weenie Cop and Deltarune count.

    • @kitkatkk2
      @kitkatkk2 11 หลายเดือนก่อน +19

      @@Davian2073 first game does not equal first published game

  • @bigredradish
    @bigredradish ปีที่แล้ว +56

    what's most important in creating a platformer is making sure your camera is zoomed in tight and your player character moves incredibly fast. you want that exhilarating platformer rush but you also want players to appreciate your tilesets

  • @spindash64
    @spindash64 ปีที่แล้ว +689

    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 ปีที่แล้ว +28

      Not to mention Celeste.

    • @Tuss36
      @Tuss36 ปีที่แล้ว +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 ปีที่แล้ว +6

      @@nicreven do you mean like the airdash thingy?

    • @Davian2073
      @Davian2073 ปีที่แล้ว +17

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

    • @nicreven
      @nicreven ปีที่แล้ว

      celeste's main mechanic, yes.@@stroyosh4670

  • @Ultimaximus
    @Ultimaximus ปีที่แล้ว +296

    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 11 หลายเดือนก่อน +12

      *cough* every sonic game ever *cough*

    • @skorupigo5544
      @skorupigo5544 11 หลายเดือนก่อน +5

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

    • @chrissysonicutdrloz
      @chrissysonicutdrloz 11 หลายเดือนก่อน +6

      @skorupigo5544 I was exaggerating for the sake of comedy

    • @seralyna_
      @seralyna_ 11 หลายเดือนก่อน

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

    • @nokolo9038
      @nokolo9038 11 หลายเดือนก่อน +16

      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!

  • @atroxxious
    @atroxxious ปีที่แล้ว +57

    instructions unclear: i made celeste 2

    • @alexthepro9396
      @alexthepro9396 6 หลายเดือนก่อน +9

      Instructions unclear: wife left

    • @JTX30000
      @JTX30000 3 หลายเดือนก่อน +9

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

    • @voluntasmortis
      @voluntasmortis 3 หลายเดือนก่อน

      is it a bad game

    • @chrisrockett5897
      @chrisrockett5897 3 หลายเดือนก่อน +1

      ​@@JTX30000Real.

    • @TAREKOZA
      @TAREKOZA หลายเดือนก่อน +1

      Then you succeeded 😊

  • @waffful8732
    @waffful8732 ปีที่แล้ว +70

    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  ปีที่แล้ว +9

      Happy I could help. :)

    • @cuuplocing3898
      @cuuplocing3898 ปีที่แล้ว +4

      hows the game going?

  • @kasane1337
    @kasane1337 ปีที่แล้ว +65

    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 11 หลายเดือนก่อน +1

      did you play my game or smth

    • @jclkaytwo
      @jclkaytwo 11 หลายเดือนก่อน +8

      super metroid be like

    • @coolrat3816
      @coolrat3816 9 หลายเดือนก่อน

      transformice

  • @JuhoSprite
    @JuhoSprite ปีที่แล้ว +45

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

    • @Artindi
      @Artindi  ปีที่แล้ว +10

      Glad to hear! :D

  • @ForwardSynthesis
    @ForwardSynthesis ปีที่แล้ว +90

    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 ปีที่แล้ว +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 7 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

  • @fgvcosmic6752
    @fgvcosmic6752 ปีที่แล้ว +53

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

    • @347Jimmy
      @347Jimmy ปีที่แล้ว +4

      Came to say the same thing

    • @Flameonoodle
      @Flameonoodle 10 หลายเดือนก่อน +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!

  • @sloppyy
    @sloppyy 4 หลายเดือนก่อน +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

  • @spotishii
    @spotishii ปีที่แล้ว +88

    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 ปีที่แล้ว +1

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

    • @spotishii
      @spotishii ปีที่แล้ว

      Agree 100% ❤@@SirDavid290

    • @pikminman13
      @pikminman13 ปีที่แล้ว +2

      Terrible writing advice be like

    • @ap1evideogame44
      @ap1evideogame44 11 หลายเดือนก่อน

      ​@@pikminman13immediately what I thought of first

  • @7amdan.7amid
    @7amdan.7amid ปีที่แล้ว +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!

  • @bartbongers5769
    @bartbongers5769 2 ปีที่แล้ว +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 ปีที่แล้ว +27

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

    • @jamesmunroe6558
      @jamesmunroe6558 ปีที่แล้ว +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.

  • @danolantern6030
    @danolantern6030 ปีที่แล้ว +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.

  • @Rossiter23
    @Rossiter23 ปีที่แล้ว +19

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

    • @hieloso726
      @hieloso726 11 หลายเดือนก่อน

      hi

  • @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. :)

  • @healthyminds9279
    @healthyminds9279 ปีที่แล้ว +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 ปีที่แล้ว +3

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

    • @EllipticalReasoning
      @EllipticalReasoning ปีที่แล้ว +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 11 หลายเดือนก่อน +1

      ​@@night1952Hollow Knight has momentum...

    • @chrisrockett5897
      @chrisrockett5897 3 หลายเดือนก่อน

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

  • @novapulse_music_
    @novapulse_music_ 6 หลายเดือนก่อน +3

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

  • @AvenatorDaniel-us4ei
    @AvenatorDaniel-us4ei ปีที่แล้ว +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  ปีที่แล้ว +14

      Glad I could deliver. :)

    • @edfreak9001
      @edfreak9001 11 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

  • @kraetyz
    @kraetyz ปีที่แล้ว +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 ปีที่แล้ว +7

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

  • @ABlob
    @ABlob ปีที่แล้ว +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 11 หลายเดือนก่อน +1

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

    • @ABlob
      @ABlob 11 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.

  • @KasumiRINA
    @KasumiRINA 9 หลายเดือนก่อน +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.

  • @wewzer
    @wewzer 11 หลายเดือนก่อน +4

    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.

  • @goldeatbetwen6428
    @goldeatbetwen6428 ปีที่แล้ว +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

    • @Albert.2011
      @Albert.2011 5 หลายเดือนก่อน

      r/beatmetoit

  • @anthonygill718
    @anthonygill718 2 ปีที่แล้ว +49

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

    • @Artindi
      @Artindi  2 ปีที่แล้ว +2

      Thanks! :D

    • @MonkeyMan-uz8zk
      @MonkeyMan-uz8zk ปีที่แล้ว

      How does this only have 1 reply?

  • @JacobKinsley
    @JacobKinsley 11 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!

  • @niclaswa5408
    @niclaswa5408 ปีที่แล้ว +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.

  • @coolrat3816
    @coolrat3816 9 หลายเดือนก่อน +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

  • @meatlejuice
    @meatlejuice ปีที่แล้ว +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.

  • @YetiCat28
    @YetiCat28 ปีที่แล้ว +2

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

  • @Donchan1
    @Donchan1 ปีที่แล้ว +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 ;)

    • @divVerent
      @divVerent 11 หลายเดือนก่อน

      Good old Atari jumps.

    • @iuricunhamurakami8261
      @iuricunhamurakami8261 10 หลายเดือนก่อน

      Luigi in meele be like

  • @AmeshaSpentaArmaiti
    @AmeshaSpentaArmaiti ปีที่แล้ว +3

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

  • @chromaticfox2553
    @chromaticfox2553 11 หลายเดือนก่อน +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 😈

  • @seamuskills
    @seamuskills 11 หลายเดือนก่อน +2

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

  • @swarple
    @swarple ปีที่แล้ว +1

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

  • @RichieGonzo
    @RichieGonzo ปีที่แล้ว +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 3 หลายเดือนก่อน

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

  • @strangecolouredbird
    @strangecolouredbird ปีที่แล้ว +3

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

  • @guitarbrother1234
    @guitarbrother1234 11 หลายเดือนก่อน +1

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

  • @andreleitao1099
    @andreleitao1099 5 หลายเดือนก่อน

    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

  • @joseaca1010
    @joseaca1010 11 หลายเดือนก่อน +1

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

  • @Mindstormer
    @Mindstormer 8 หลายเดือนก่อน +2

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

  • @Sketchchess07
    @Sketchchess07 ปีที่แล้ว +37

    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  ปีที่แล้ว +13

      Rules are meant to be broken. ;)

    • @guitarbrother1234
      @guitarbrother1234 11 หลายเดือนก่อน +4

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

  • @artistsometimes2729
    @artistsometimes2729 10 หลายเดือนก่อน +1

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

  • @Trianull
    @Trianull ปีที่แล้ว +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.

  • @josephschubert6561
    @josephschubert6561 11 หลายเดือนก่อน +1

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

  • @koktszfung
    @koktszfung ปีที่แล้ว +1

    Your pixelated stick figure is so expressive

  • @ExtraMustardGaming
    @ExtraMustardGaming 2 หลายเดือนก่อน

    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.

  • @copycat500
    @copycat500 ปีที่แล้ว +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.

  • @anonyguyy
    @anonyguyy ปีที่แล้ว

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

  • @damionjones8092
    @damionjones8092 11 หลายเดือนก่อน

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

  • @chronographer
    @chronographer 10 หลายเดือนก่อน +1

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

  • @joshuasiebenhofer2452
    @joshuasiebenhofer2452 ปีที่แล้ว +1

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

  • @nothomebutnotreally3782
    @nothomebutnotreally3782 ปีที่แล้ว +2

    Feeling inspired to make a game just to follow this tutorial

  • @Gmododo
    @Gmododo ปีที่แล้ว +1

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

  • @Dadflaps
    @Dadflaps 11 หลายเดือนก่อน

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

  • @TimeTravelingFetus
    @TimeTravelingFetus ปีที่แล้ว +1

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

  • @TheMagdalenoXD
    @TheMagdalenoXD 11 หลายเดือนก่อน

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

  • @swileyhedrick2373
    @swileyhedrick2373 7 หลายเดือนก่อน +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.

  • @AntiMuxi
    @AntiMuxi 6 หลายเดือนก่อน +1

    always use the game engine's gravity for your platformer

  • @psychomanatee3459
    @psychomanatee3459 ปีที่แล้ว +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

  • @valletas
    @valletas 11 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  11 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. :)

  • @whynotanyting
    @whynotanyting ปีที่แล้ว +1

    Thanks! I'm failing every game jam now!

  • @RoninCatholic
    @RoninCatholic 10 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.

  • @bored_person
    @bored_person 11 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.

  • @tangentfox4677
    @tangentfox4677 ปีที่แล้ว

    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.

  • @isaiahkirk4153
    @isaiahkirk4153 9 หลายเดือนก่อน

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

  • @theangryevilscientist2646
    @theangryevilscientist2646 ปีที่แล้ว +1

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

  • @crimsonsonic2
    @crimsonsonic2 ปีที่แล้ว +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.

  • @Samanimates292
    @Samanimates292 4 หลายเดือนก่อน +1

    alternate title: How to make a good scratch platformer

  • @Bransbow
    @Bransbow 11 หลายเดือนก่อน

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

  • @praised_goodness
    @praised_goodness ปีที่แล้ว +2

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

  • @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

  • @nyromath2195
    @nyromath2195 ปีที่แล้ว

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

  • @slimeinabox
    @slimeinabox ปีที่แล้ว +1

    Absolutely carbonized every single Kaizo player ever.

  • @moigdev5091
    @moigdev5091 2 ปีที่แล้ว +1

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

  • @PeterMilko
    @PeterMilko 10 หลายเดือนก่อน

    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!

  • @astroorbis
    @astroorbis ปีที่แล้ว +8

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

  • @mifigor1935
    @mifigor1935 ปีที่แล้ว +1

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

  • @segrald
    @segrald ปีที่แล้ว

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

  • @robertjunior5272
    @robertjunior5272 2 ปีที่แล้ว +2

    Absolute GOLD content mate!

    • @Artindi
      @Artindi  2 ปีที่แล้ว

      Thanks! :D

  • @TurboPikachu
    @TurboPikachu 11 หลายเดือนก่อน

    >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

  • @S0LlDF0X
    @S0LlDF0X ปีที่แล้ว +2

    Starbound Devs needed to watch this....

  • @utfigyii5987
    @utfigyii5987 ปีที่แล้ว +1

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

  • @abra_escaped
    @abra_escaped ปีที่แล้ว

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

  • @Schemer275
    @Schemer275 11 หลายเดือนก่อน

    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."

  • @TheMamaluigi300
    @TheMamaluigi300 6 หลายเดือนก่อน

    1:24 Aside from those jumping gimmicks, the real meat of making platforming feel good is a nice, smooth jump arc, such as in, for example, the 3DS LEGO games, so rip your physics straight from them and you can start from there.

  • @Photon210
    @Photon210 11 หลายเดือนก่อน

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

  • @ETBrooD
    @ETBrooD 11 หลายเดือนก่อน +1

    "Doesn't make sense for the character to have this ability" is the only point I disagree with. Otherwise great video :)

  • @lisaschuster9305
    @lisaschuster9305 8 หลายเดือนก่อน

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

  • @Gabonation
    @Gabonation ปีที่แล้ว +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

  • @blackjacked_xiii
    @blackjacked_xiii 6 หลายเดือนก่อน

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

  • @mr_nothing.the_one_that_no9134
    @mr_nothing.the_one_that_no9134 ปีที่แล้ว

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

  • @Boss_candy
    @Boss_candy ปีที่แล้ว +2

    I like your sprite art :D

    • @Artindi
      @Artindi  ปีที่แล้ว

      Thanks. :)

  • @Maximum432
    @Maximum432 ปีที่แล้ว +1

    90% of the NES games library in a nutshell

  • @DindellaTheDefender
    @DindellaTheDefender ปีที่แล้ว

    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.