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Tips to Making a Platformer Level

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So, what are some tips you can give me for making a platformers?

Well, I can provide with you a list of tips and reasons why the tips are good. Remember, these are tips, so you don’t have to use them in every single platform you make, and especially don’t HAVE to use every single one in every single platformer.
Here’s the list:

1. A platformer is a level that involves jumping around, and/or swinging, grabbing, throwing, and bouncing. A platformer usually isn’t a put-down-your-controller-and-let-the-level-do-stuff-for-you type of level. It’s something that engages the player in a fun gameplay experience.

2. When making a platformer, don’t make a level that is flat. The platformer’s root word is ‘platform.’ So make it stack up high! Make the players go left to right then right to left, and then make em’ go up and down! Also, don’t just make the player run in those directions. Make them solve a puzzle to get them thinking (not too long though!). Puzzles are a key aspect to making a platformer. It would be boring if you just had to run and jump countless times without any specific goal except getting to the end of the level. Otherwise, you’ll have you’re players saying “Is it done yet?” or “If it goes on like this, I guess I’ll just leave and ‘boo’ it.”

3. Make your level playable to average and skilled players alike. If it’s too easy, all the skilled players will feel that your level is too easy. If your level is too hard, the average players are going to feel angry that you made the level way too hard. This just gives you something to think about. Maybe you only want your level to be played by the ‘skilled’ ones. It’s totally up to you.

4. Checkpoints are good to have more frequently in platformers that in most other levels. The reason for this is because in platformers, you are running and jumping everywhere, and this could be tiring for some players. Checkpoints just reassure the player that if he/she dies, then they will respawn somewhere close so that they could proceed to where they left off much easier.

5. Checkpoints would be useless if you couldn’t die in the level somehow. So add some DANGER! This will not only make the player be more cautious when he jumps around, but it will also add tension to the gameplay. A little touch of tension can really add to the effect the gameplay has on the player. Now sometimes there will be players who’s isn’t affected by this tense feeling, but that isn’t bad. Some players are just really good at keeping their cool. Everyone’s different.

6. Now, the reason why I put bouncing in 1. is because it’s important to have jumping, but what happens if you want the player to get to a place that he/she usually can’t get to by doing a regular sack-jump? You use Bounce Pads! LBP2’s bounce pads are really cool things to add to your levels. You don’t have to add them to your levels, but you can. Personally, I have an addiction to using bounce pads. If they aren’t slanted by any chance then I’ll repeatedly bounce on them over and over again flailing my sack-body around in mid-air.

7. I know lots of different textures and colors might appeal to you, but in the long run your level WILL end up looking very sloppy. Try to stick with 1-6 materials. To me, even 6 different materials can be too much. For a level I’m working on, I’m using Blackboard, (I forgot the name… sorry. It’s the yellow metal from the MGS pack) A metal, hologram, and the Square Trim wood material from Da Vinci’s theme, and hints of brown tiles and glass. See? Only 6. Think of choosing the materials for your level like choosing the colors to paint your house with. You could have a white as your main color, and then you could have green as your accent color. Then maybe in the kitchen, you might have a bold red, then a rich brown for the back splash. I pick my materials like this;
-Most used material (main color)
-Second most used material (other main color)
-Secondary material that is only used in special areas (focal color, sometimes you can have two of these)
-The one or two materials that you use the least (accent color, glass, etc.)
-The interactive material (mostly sponge)

8. You almost NEVER want to build and connect the skeleton of your whole level. Build each part separately and then piece it together. If you look at MM’s levels, you’ll notice that most of the floor and walls are all separate pieces. That way, if you need to fix something specific to a spot in the level, then you won’t ruin the whole thing because it’s all one piece.

9. Make use of the logic tools! Some of you guys might think that this is unnecessary, but having logic based obstacles (EXAMPLE: Bosses, enemies, and contraptions) in your level are real game changers. They can make your level seem like some month long project. Maybe it is a month long project. All I’m saying is that logic is an optional, but cool thing to add to your platformers.

10. Last, but not least, Power-Ups. Many platformers use the grappling hook and the grabinator. These are fun to add to your puzzles. Maybe you have to swing onto a bounce pad and then smash a button. Or maybe you have to throw something at a switch. OR, maybe you want to have your own power up. I have made a controlinator-less toggling system, made so that you can change certain things in the environment.

LIKE I SAID THESE ARE JUST TIPS!! THIS ISN’T REQUIRED IN EVERY PLATFORMER YOU CREATE!!
2011-06-12 22:41:00

Author:
LBP2_Tutorialist
Posts: 225


I love this! very helpful!2011-06-14 22:36:00

Author:
LBNinja
Posts: 204


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