NEW Game Maker Asset (Action-Platformer Engine #1)

I released the basis for the Action-Platformer Engine series. Here is part one. If you purchase it, feel free to email RE: suggestions for add-ons, bug reports, etc.

Thanks!

https://marketplace.yoyogames.com/assets/1093/action-platformer-engine-1

-Z

Advertisements
NEW Game Maker Asset (Action-Platformer Engine #1)

Action-Platformer Engine #1

I’ve decided to break up the engine a bit. The feature list was getting pretty huge and I really want the engine(s) to be affordable. To avoid charging a crazy premium, I thought that I’d just be discrete about the contents of each pack and separate them into segments that can be less expensive.

Anyway, the first installment will be an action-platformer with an emphasis on a complex player object. I want to find a balance between Castlevania, Volgarr, Zelda II, and maybe some Dark Souls influences.
Continue reading “Action-Platformer Engine #1”

Action-Platformer Engine #1

Advanced Platformer Engine Pt.1

I have mentioned the Game Maker Marketplace in other articles and have shown off a GIF or two from my Rope + Water Physics Platformer Engine.

Many of you have been suggesting that I just make a large “feature-complete” advanced engine that has all of the platformer bells and whistles that you could ask for. Tonight, I started working on that.

Here is my current to-do list. Feel free to suggest additions!
Continue reading “Advanced Platformer Engine Pt.1”

Advanced Platformer Engine Pt.1

Sprite Skewing For Procedural Animation

Recently I posted an article called How To Make A Platformer FEEL Good. In it, I displayed several GIFs where the grass and hanging vines would move a bit when the character interacted with them. Several people asked me if I made a ton of animations to make that happen or if I was doing some form of programming magic. It was the former. I had a bunch of four-frame animations playing. However, that is by no means necessary. In this article, I’d like to show off one way to achieve a particular procedural animation effect without the need for any sprite animations.
Continue reading “Sprite Skewing For Procedural Animation”

Sprite Skewing For Procedural Animation

Solo Game Jam #1

12:09 AM

A few months ago I started doing ‘Solo Game Jams’ during late night tweeting sprees. I realized that my follower count was very proportionate to the number of GIFs that I was tweeting so I came up with a fun way to experiment with ideas and half a constant stream of content.

Theme

Tonight is one of those nights. The theme is: OBSCURE SPORTS. I had several ideas today after looking into Jan Willem ‘JW’ Nijman’s tennis game, TENNNES. For those of you who don’t know, JW is one half of the dutch independent studio, Vlambeer.
Continue reading “Solo Game Jam #1”

Solo Game Jam #1

DevLog: Creating a Platformer Pt.5

DAY 8

Just a disclaimer here, ‘week one’ of development is complete. However, what you see within this devlog (up until now) is NOT the current progress that has been made on this project. I am purposely working around any content that contains spoilers or reveals much about the game. The game is scheduled to be announced next month. From there I will be more open about development.

Tonight I’m going to talk about some other simple things that I added throughout the days. These features aren’t something that you may need during week one of development, but I want to get it out of the way and share as much as possible prior to announcement.
Continue reading “DevLog: Creating a Platformer Pt.5”

DevLog: Creating a Platformer Pt.5

DevLog: Creating a Platformer Pt.4

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”

DevLog: Creating a Platformer Pt.4