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#1

Don't know how to make platformer

Archive: 11 posts


I would like to build a platformer level, but don't know what to do in it. I needed loads of advice, tips and than that lot. I don't know how to make a platformer.2011-04-12 16:42:00

Author:
ShiftyDog
Posts: 293


The best advice I can give is to work on your level in sections using basic materials and shapes at first and then adding detail later. Get the basic structure of the area down first (where you want the player to jump/swing/bounce/etc.). Remember, the player doesn't have to go left to right only, try making them climb either with grappling hook or just platforms spaced out appropriately. Add moving platforms here and there for a little challenge as well. Basically, just start with the general layout of the level first and then go through and add detail.2011-04-12 19:30:00

Author:
KnutsoPX
Posts: 116


Play a lot of platformers first. Find out what you like about them, what you don't like and how they build on skills as they progress.

Jackofcourse has some really awesome ones.

Don't expect your first level to be perfect either - it's ok to learn as you go. Practice and most importantly have fun! If you start to get frustrated, take breaks, go play some levels, throw random stickers on stuff - whatever you need to do to not be so serious.
2011-04-12 19:36:00

Author:
Morgana25
Posts: 5983


The above advice is probably all you need to know, but... And this doesn't apply to everyone as it is a subjective matter of taste... But, I find it is best to plan small sections of the platforming. Proceed building them very basically (possibly even out of cardboard) to a point where the platforming mechanics are smooth and work well. Then, I'd suggest decorating before moving on the to the next section.

Decorating throughout the creation process is important for me as otherwise my levels feel as if they have no consistent identity. Also, aesthetics are hugely important in making platforming levels enjoyable so you may as well pick a theme early on.

Some other fairly obvious tips are to use the grid when creating large (partitioned) portions of flooring and the corner edit to make the majority of your shapes simple and attractive.


Hope that this was the tiniest bit helpful...
2011-04-13 15:24:00

Author:
Unknown User


Everyones advice is spot on and exactly what you need to know. Cant really improve on great advice evryone.

If you've never made any kind of platform game before, try this (and this is the very crudest, basic and simple design) Make a thin flat background (10 x 10 of the big grid squares high and wide) and place to to the very back layer. Glue it in place by holding the X button.
Next, make a block of wood material (1 high x 3 wide of the big square grid and 3 layers thick). Glue this block to the back thin flat layer (the back wall) around 7 big squares right from the entrance and 9 squares high. On this place a scoreboard. You now have a starting and ending point to your level.
Now change the grid size settings in the start menu, to small.
Make a small block (1 high x 4 wide and 1 layer thick) out of either dark or light matter. Thats your platform. Now select the platform and move it out of your way. Copy it and you can no=w paste platforms where you like and even bring them forward a layer or 2 as well just place them in such a way that sackboy can jump from one to another

You probably know all that part but just thought i'd include it in case you didn't :-)

Always start your idea by firt thinking of your overall levels objective. Starting off, i'd initially just have a 'get from start to finish' type level.

Hope that helps.
2011-04-13 15:59:00

Author:
Sean88
Posts: 662


Play a lot of platformers first. Find out what you like about them, what you don't like and how they build on skills as they progress.

Jackofcourse has some really awesome ones.

Don't expect your first level to be perfect either - it's ok to learn as you go. Practice and most importantly have fun! If you start to get frustrated, take breaks, go play some levels, throw random stickers on stuff - whatever you need to do to not be so serious.

Could you like Play 'n' Create that sort of thing, and if I see something that I would like in a level, could I like to put it in my level in my flavor, or can't?

BTW, Viohazard was great. I already added it to my hearted.
2011-04-13 16:01:00

Author:
ShiftyDog
Posts: 293


I don't see any problem with doing something you've seen in another level as long as you make it your own. No one owns the bounce pad or the grappling hook for instance and some platforming is so basic that it's just a staple of the genre. So ya, if you find something you like, try and figure out a way to tweak it so it's your own design but don't sweat the basics. We all use the basics. 2011-04-13 16:48:00

Author:
Morgana25
Posts: 5983


I don't see any problem with doing something you've seen in another level as long as you make it your own. No one owns the bounce pad or the grappling hook for instance and some platforming is so basic that it's just a staple of the genre. So ya, if you find something you like, try and figure out a way to tweak it so it's your own design but don't sweat the basics. We all use the basics.

So it is like remaking it as your own in your design? I not sure if it a same one as others, but I think it is not if it a different design. Or could be design a custom platform/obstacle. Really I can have the same platform/obstacle as other level except in my design and design my own platform?
2011-04-13 18:32:00

Author:
ShiftyDog
Posts: 293


Sure yep make it your own2011-04-13 18:37:00

Author:
Morgana25
Posts: 5983


What I find most important about building platformers(and yes, I have sinned against this rule myself) is to have someone else playtest it all the way through the process. The one I'm building now is being playtested to death...

When you make your own level, after a while you start overlooking alot of weaknesses in your design and may end up publishing a level with game breaking bugs that you never notice because you know your level back and forth.
I'm always surprised when I watch people having great trouble negotioating obstacles that for me is easy peasy.

A loved and respected creator that used to create some really outstanding levels in the original LBP1(he hasn't put any levels out in the sequel yet though, but I'm holding my breath) used to test all his levels on his girlfriend.
(Not because she was a girl, but because she wasn't a gamer)
If she could break it, he though that was a violation of the LBP Pick Up And Play-mantra.

When it comes to the actual design, I have to agree with Morgana. There's nothing wrong about using designs that you have seen in other levels.
Because at the end of the day, all it boils down to is Jump from platform A to B via C.
I think FLOW is a good word to have in mind. Not forcing the player into a stop and go experience, but maintaining a fluid and smooth gameplay throughout the level.
And what I really hate is when I'm tricked into making a mistake. All deaths should be due to the player failing at a challenge that has a skill related solution.
When it comes to length, don't overdo it. Like MM's Daniel Leaver wrote me on Twitter a couple of weeks ago: A level should be long enough for the player to learn the mechanics and short enough for the player to want more.
2011-04-14 01:29:00

Author:
Discosmurf
Posts: 210


Yup, I'll second that advice. Fantastic advice Discosmurf :-)2011-04-14 14:02:00

Author:
Sean88
Posts: 662


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