DAY 7 (Cont.)
Last night I talked about with() and ‘other’ and how you can use them to approach your code structure in a new way and hopefully, a simpler way. I also started to use these techniques to start tackling moving platforms.
I added both horizontal moving platforms and sub-pixel movement to the platforms last night. Again, to add sub-pixel movement, I collect the rounded sub-pixel numbers and add them to the movement calculations when they exceed a whole number.
Continue reading “DevLog: Creating a Platformer Pt.4”
It had been roughly a week since I’ve had any public updates on this project. I had a busy Halloween weekend and I was also wrapping up some contract work. On top of that, I have been poking at some pixel art. I’d really like to have the freedom to create my own games, both technically AND visually. If I decide to practice pixel art more regularly, I’ll start a log about that too.
ANYWAY, changes since the last post:
1) I decided that I would be needing jump through platforms. There are collision objects that are only collide-able when you fall on top of them from above. Basically, you can jump up through them, then fall back down to land on them.
Continue reading “DevLog: Creating a Platformer Pt.3”
DAY 1 (Cont.)
I’ve had quite a bit of positive feedback in response to this devlog! I’m super happy about that and would love to post updates ‘somewhat’ daily. I say ‘somewhat’ because I am bound to miss a day here and there, BUT I’d love to make this a regular thing!
I greatly appreciate the shares, retweets, likes, etc!
Continue reading “DevLog: Creating a Platformer Pt.2”
I would like to work on a project, publicly. I think it would be cool to show off what goes through my mind as I am both programming and designing the “feel” and mechanics that go into a fast-paced, action platformer.
As usual, I am going to be using Game Maker Studio for this project. When creating a new project file, my first steps are to get some placeholder art into the build, asap. I want to be able to test code as it is completed so I quickly make a standard 16×16 pixel block, two 45-degree angle slopes, and a bounding box for the player.
Continue reading “DevLog: Creating a Platformer Pt.1”
Super Meat Boy and Spelunky sit atop my list of all-time favorite games. These games are popular platformers that were wildly successful upon release. The theme, design, audio, and visuals are important, but what pushes these games over the top is how they feel.
Platformers are often very difficult, which requires the controls to be very fluid and precise. I have had the pleasure of programming two rather challenging, fast-paced platform games and I would like to share what I think makes those games stack up to some of the platformer greats.
Continue reading “How To Make A Platformer “Feel” Good”