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Search - "platformer"
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I met a guy on facebook group, where was post asking how to make easy platformer game in a week. And I tried to explain post author how to start. Everything was good untill this guy came in. He commented my comment "Yoo you are wrong, he can learn it in one day". My comment was about starting with unity and programming, and that need time to learn (without copying tutorial, everything made by himself). So I started to gently explaining him why it is unachivable in 1 day. Of course his respond was like "Omg you are so fooking stupid, It's sooo easyyy" this conversarion took good 15 minutes, and I ended it with "Ok, you are right" just to end thid. I hate people like that.4
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Yo Guys🤓...Check out this game that I made as a part of learning Javascript. A simple combination of a 2d platformer and Flappy Bird.
Made it in like a month...Proud of me...
Tell me if you like it I want to work more on it...😆
http://superjump.azurewebsites.net6 -
Hello, I'm now gonna rant for a bit. I'm usually not a ranty person (wait, why am I on this site again?) , but here we go. I sometimes feel misunderstood about my side projects.
I don't know about you guys, but when I program on my free time, sometimes I just want to grab a glass of wine and explore things I think bout during the day. So, during the start of my CS-education, when I started to get my programming feet a little warm, I wrote this tic-tac-toe game (as you do...), and I thought "Well I know how to play the game. Surely I can program an AI to play against". So I thought hard for an evening or two and came up with something that wasn't too shabby (I can't win).
Then another time when learned about creating GUIs we got to do simple menu based stuff with buttons and pulldown menus following a certain structure, but we also learned that positions of components can be set freely. So I thought "Well, if I can freely change the positions of components, surely I can animate stuff and if I map that to some keys I can create a real time game!". So I wrote a small platformer with two squares that ideally succeed in killing one another. After animation I started fantasising about 3D rendering, so I created a small application which creates the illusion of 3D, which was cool and all, but that got me dreaming of creating a real 3D engine. It became almost like a cause of mine; to understand how it all works and create a 3D engine from scratch.
So now I've written a 3D engine. A simple one, mind you, without all the bells and whistles, but still a 3D engine.
So, after all this rambling, what is this rant about? It's about how people react to all this. The reactions are divided. Some are impressed, mostly people who cannot program, but others are like "hm...". For example, during job interviews, when people ask me if I've done anything on the side and I mention this, people usually go like ".... hm... :| Well that's great. So mostly just done your own stuff?". Well YES! What is that supposed to mean? That I've not created shippable applications? I've explored, which I myself believe is valuable! I believe I've learned something along the way. And most importantly I've enjoyed it. Maybe I'm over interpreting this, but sometimes it feels like people don't even understand the joy in it, like it's illogical. Why create something that in the end won't create any real value?
Am I alone in this? Or perhaps, have I just written far to long and uninteresting a rant for anybody to read this far? I don't know. You tell me.13 -
Started off as an ok pitch. I was an advertgame developer at the time.
This company wanted a medieval styled platformer with a simple progression system that would integrate with their game store. Sounded like a fun project but when I created a planning and offer they immediately rejected it because they figured anything over 400 dollars was too much for a non AAA game...
Some people... lol2 -
This is a somewhat old story. I joined a project in making a 2.5d platformer in Unity. A couple months in, the project manager had decided that this game would have two sequels, an MMORPG, a live-action movie and a web series. He informed the whole team of this decision. One week later, every member of the dev team had left. This scope crept forth from the depths of hell and ruined a simple project. Lesson learned: Keep the scope small and don't bite over more than you can chew.
Edit: I know that you should dream big, but don't make 4 games, a web series and a movie simultaneously.3 -
So im a programming student at university, tasked with a small group project to make a simple 3d platformer in ue4.
End up with 3 games design students where I'm doing all of the technical stuff while they do sound, graphics and design.
So I make a simpe all purpose ai that can do everything they need and hand it over. The next day I get a call saying it doesn't work. Takes me an hour to realise they don't have a navmesh. Now, that wasn't too unreasonable mistake as they didn't know what one was but a few hours later they call me again saying it doesn't deal any damage.
I'm going through the blueprints and can't find out what isn't working until an idea pops into my head.
Me "Click the damage variable for me"
Them "What's a variable?"
Me "That thing on the bottom left that says damage. Then the world value should pop up on the right with a number, tell me that number."
Them "0"
So apparently they fucked with the variable and set damage dealt to 0. Dunno why, they didn't even know what it was nor what it did.
This is my life at the moment. I hope a real job ain't this bad :(1 -
My first dev project was making a small 3D engine in GameMaker 7 when I was 14. I had been using gamemaker for two years then but I never got past the "platformer movement and collisions" and "top down movement and collisions"
It was the first thing I made myself without following a tutorial and spend quite a few afternoons at school to ask my Math teacher to explain things like sin cos and tan. Words I saw on the internet but did not understand.1 -
When i made a little web prototype platformer game using js and then wanted to show my friends as they all wanted to play.
1. Setup all the files on my phone.
2. Made a web server on my phone with relevant file permissions.
3. Setup a web server on my phone and joined the network
4. Smile as it worked when they all connected through the browser to the relevant IP/port
This post just made me realise i need to get another phone lol1 -
You make a platformer game and prototype open source and someone uses it and people assume i must be upset because they "stole" my idea. Wtf, i made it fpr the community to make something cool and thats it!3
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So I'm struggling to finish this library which among other things is supposed to write flowing text. And this one's taking foreeeever and I'm hating it so much already.
I just keep daydreaming of starting a "simple" platformer. And then I go, "hm the parallax must be nice, it needs to have as many layers as possible, oh and look at this video, here they're even zooming and each layer rescales differently, good effect, I need to add that too. Also a plain platformer is just boring, it needs to have adventure elements, and even RPG too, yeah why not. Hm, it needs to have some motion blur, but oh I need this 1/48 shutter speed to make it look cinematic. Okay how do I go about adding this blur effect? What? Libgdx doesn't provide one out of the box? I need to use opengl shaders? A shader, eh... I'm not even sure what that is. Okay, let's see how to do it. Wow that's a total mess and resource hungry, and how will I calculate it all as to make it match the 1/48 thing?"
You know... Simple. And in the end, I'll abandon the library and won't get anywhere with the platformer (as usual).
Tsk tsk tsk5 -
I don't understand my brain when it comes to programming...
I know how to build complex modding systems and RPG mechanics that self balance themselves in games... Yet I don't know how to make a platformer (pretty much where everyone begins)...
And the most recent thing is I can't seem to grasp interpreters and put it into code yet in 4 hours at work when I was working the register I worked out how to build a virtual machine with its own custom vCPU architecture to use in my game engines terminal...
Anyone else have shit like this? I can't be the only one on this... -
So, I'm still not certain if it's actually a bug or merely my lack of experience, but I've been working on a 2D platformer game (using only C++ and SDL2) for roughly 2 years now (on and off; sometimes off for months) and I'm extremely embarrassed about this, but for the life of me, I cannot seem to get the player character's movement and collision physics working properly. It's driving me absolutely insane.
I've read articles and tutorials, referenced books, and posted about it in game development communities (e.g., gamedev.com, Discord servers, etc.), but even though the fundamental structure and explanations made sense, getting the code to work has been unsuccessful, albeit not completely so, but if I get one thing working, another thing breaks. It feels like I'm trying to repair a vase that fell off of a skyscraper and turned to dust on the street below.
I've always been a very tech savvy person with a fiery passion for programming, electronics and game/software/embedded/web development, but to be honest, having such a difficult time with things like this that — in theory, at least — seem like trivial bumps in the road have made me feel like I'm never going to be successful in this field. But regardless of the depressing thoughts of worthlessness, my passion doesn't let me stop trying. Who knows, maybe it'll have to remain just a hobby. 😕4 -
This year I could join the "Game Graphics" for my elective classes. After seeing that we are split almost exactly in half (graphics design and programmers) our tutor (graphic with 20+ exp in the field, worked on few Call of Duty titles and more) decided that instead of forcing everyone to draw something, we will be making games in groups.
So me, and my friend were grouped with two girls from graphic. I have to say, working close with them was an eyes-opening experience. They don't think like me, they don't see like me and they interpret everything different.
Anyway, as most experienced Unity dev (... Yeaaaah, one game self made and published) I was chosen to get rest of the programmers up to speed. Luckily no one objected and they did what I wanted them to do, so it wasn't bad.
Today was supposedly the last day to present finished prototype. After three weeks staying up till 1 am, working on this project, two other, and nornal job, it was supposed to end. But, no one was really ready. So tutor decided that we will only do this project, an 2D platformer, instead of two, this and 3D game.
While walking around and checking the progress he stayed with us at least two times, watching what we were doing. Since last two weeks were really hectic, we were finishing up animations, adding some polish and such. When he came to us for the second time, he played our prototype. He's a bit older guy, somewhere around his 60, and one could see he wasn't prepared for hard gameplay I presented him with my first level design ever.
He told us his feedback, about how hard it is and not really intuitive, but in the end, he was satisfied. We have made really great progress and brought him something he could play and finish. Which was more than most of other groups had at today. And, as a cherry on the top, he complimented me as a group chief. I don't remember the last time someone complimented my work. The feeling was... Incredible. Touching even.
So, yeah. My hard work wasn't in vain, even though we now have time till the end of the semester. Everyone in my team has given their all and now we can rest for a bit, while others are catching up. Right now I only have to polish some mechanics, rework a bit of level design and add tutorial, while girls from graphic design will be working on better background and sprites.
All in all, it was a pretty good day.6 -
The only project I wish I had more time to work on, and want to finish:
A 2D platformer as a gift for my girlfriend. It's about this little hooded gnome thing with a heart shape on its chest finding its other half that is supposedly miles apart from it because we're in an LDR so yeah2 -
Three years ago I started developing a platformer game on Unity. Really low budget if you consider $0 as funding. I had six levels and it looked really well, the problem though was I got bored
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So I was messing around in unity, as you do. And I made an explosion mechanic platformer. The scripts were all working well. I saved it for the day.
The next day I booted unity and my scripts were gone, and the scene switcher won't work.
So I mean, partly my fault. Partly google drive's fault and partly unity's fault.6 -
Lost Sector
It's a 2D 8-bit-/retro-style platformer based on Warframe
I made the game engine (Dethsquare) for it myself (which is probably still my biggest programming achievement so far), since when I started working on it Unity's 2D support was...lacking1 -
October's begun and I haven't even started on my game. Fuck.
My SO's birthday is in December and I wanted to make a small game for her using elements from Limbo and the like because I can't draw anymore and because the graphics automatically become easier to make by myself that way. It's a 2d puzzle solving narration driven platformer where the player finds their way across the levels to his other half (simple and cute, maybe even cheesy).
But see, the thing is, I took on too much work again and I can 'barely' juggle them let alone work on the game and it's going to be December before I'll even know it. And I made sure to plan a really simple game with no extra flowers and shit to make sure I'd finish it on time but I won't be able to at this rate and it just makes me sad, like fuck, should've thought this through before. :/ But now here I am, ranting away while taking the dump of my life on the toilet taking out my frustration in quite the literal sense while verbally slapping my shit on devRant.
Feels bad man. -
I'm developing a game with some people, and they want to make an RPG platformer type game, while I want to go with the normal style aka similar to Undertale. This game will have story and fights and exploration.
What do you guys think is best for this?3 -
It's the 5th day of my holiday, circa 10.20 AM. So far I've spent around 30h programming, and learned React (already having experience with the other 2 major ME*N stacks I decided it was time to give it a go), made a small 2D platformer with Unity and realised I really like writing unit tests. Maybe next I refactor the app I just made to use GraphQL and TypeScript next, since I'm in the mood of trying something new.
Funny how my significant other thought being on holiday actually would mean a break from programming - no, it means more time to spend learning and trying things you don't have the time or energy to after a working day of Vue/C#!
(To clarify, I would not spend this much time programming on my holiday, if my better half wasn't away from home for this week - won't probably spend nearly as much time on it for the remaining 4 weeks...)2 -
Try indie game for pc. Download link is in the description of the video.
https://youtu.be/NqquNpDMs8c
This game is created for #GithubGameOff
This is 2D game.4 -
I am looking to create a cool little 2D platformer for Android. The thing is I've mostly only worked on utility applications and haven't had to deal much with animations and physics etc. I feel like unity is over the top but I don't really know of any proper alternative. Any fellow Android devs out there who could recommend a library or framework to use that is relatively light weight?5
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Question for those who are into mobile game dev: unity is still a shitshow or they just quit the idea of charging for each install ? Trying to choose a game engine and I have no f clue what to choose for a 2.5d platformer13
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Contemplating ideas for a game that will involve some exploration and puzzles (aimed at teaching some low-level computer stuff like binary etc.) Replayed an old 2D game in an emulator, looked at some old adventure games, decided a 2D platformer might work for what I'm aiming for.
So I start making some pixel art, simple things like 32x32 tiles for bricks, some bigge ones for doors etc. And I discuss some ideas with my girlfriend for what kind of scenarios would fit into this game world.
Anyway, she normally draws and paints, but seemed interested in trying pixel art so I gave her a link to Piskel and a rough idea of some decorative items I'd want to put around the map. Within a few hours she created a flower pot with flowers, a coffee machine, a light with lightshade, a small pile of books, and a couple of other things - all shaded and detailed beyond any of my attempts, including lighting going from left to right (which I wanted but didn't specify).
I mean, I could've expected this but pixel art is quite a different beast to drawing or painting as you have to do more with less.
Now I just need to make my game engine. So far I have an SDL program with a flowerpot that you can move around xD1