#platformerdevelopment
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I have continued to change the platformer by changing the player sprite and adding in the mysterious individual
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Platformer Playtesting
To cap off the final installment of my platformer concept we were asked to playtest and receive feedback. As mentioned previously, my main mechanics were the double jump, wall jump, and parry; and though the platformer was not complete, there was a potential game there.
Some reoccurring points I received were:
To obviously complete the game :/
To clean up the wall jumping mechanics as it seemed finicky and clumpy - this could have been in regards to the controls or the animation of the character.
The double jump mechanic was perfect, felt easy and smooth.
The level design was clean and simple - if it was longer it would be more ideal
All other advice was a matter of aesthetics, but since these graphics were predetermined I paid no attention to the comments about the character - if I were to make this into a full game, the implementation of my own textures would be a prominent goal.
I am very proud of how the quick attempt of a platformer turned out, I am also very excited to improve my knowledge on said topic in the future!
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Platformer Development - Physical Prototype
A physical prototype was created before developing a digital prototype. This was because creating a physical prototype is a critical step in the design of a videogame concept. Creating a physical prototype is extremely beneficial because it can reduce the time spent interpreting as it is more simple to understand. it also enables the creator to focus on game mechanics without the distraction of the programming process and also gives the user the freedom to experiment and further improve on the game.
The physical prototype consisted on a rough drawing and the character on a pencil. This was to emulate how the level were to look like thus giving a general idea of how the game would be played to game testers. This led most of the focus on the game mechanics without having to deal with the distractions that would occur if the game were programmed. The physical prototype included separate segments of the score, the time accumulated and the lives left that the character has. This was done so that the tester can visualize how the game would look like in its final form.
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Overview of the game Title: Thundered Eldritch Edition – GOGGenre: Action, journey, platformerDeveloper: Thunder Lotus Gamethe publisher: Thunder Lotus GameRelease date: July 28, 2017language: English, French, Italian, German, Spanish, and...
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SteamWorld Dig 2 - Evaluation (Swap, Steam) -
SteamWorld Dig 2 – Evaluation (Swap, Steam) –
SteamWorld Dig 2 – Evaluation (Swap, Steam) Dug Dig. Full Suggestion: Value a Purchase – now + enjoyable mixture of motion, platforming, puzzle fixing and explortation+ appears and sounds nice+ many enjoyable and helpful upgrades and talents+ fascinating story and characters– ? Full Disclosure: This sport was supplied to GameEnthus by the writer or developer.Style: journey platformerDeveloper:…
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After completing the basic tutorial for the platformer, I added more platforms and added a coin collecting system.
Here is the code for the coin collecting system.
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Overview of the game Title: Spelunky – GOGGenre: Action, journey, platformerDeveloper: Mosmasthe publisher: MosmasRelease date: August 9, 2013file size: 263.54 MB / single link compressionLink: Mega.nz, Racaty, Google Drive, Uptobox,...
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Overview of the game Title: SNK 40th ANNIVERSARY COLLECTION – TiNYiSOGenre: Action, Arcade, PlatformerDeveloper: Digital Eclipsethe publisher: SNK CompanyRelease date: June 8, 2019language: English, French, Italian, German, Japanese, and so...
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Overview of the game Title: Deep MUL Ti6-El Amigos trackGenre: Action, journey, platformerDeveloper: Insomniac gamesthe publisher: GameTrust GamesRelease date: July 12, 2016language: English, French, Italian, German, Spanish, Portuguese-Brazilfile size: 1.46...
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