Best GameSalad platformer?
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Member Posts: 24
Been checking out the engine and some of the existing games made with it. What's considered the best handling platformer out there? I'd like to see what's possible with the engine before seriously digging into it. Thanks
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www.marcosriffel.com
collision detection
no control over jump height
Shooting enemies offscreen
Bad controls that lockup midjump occasionally
Also there are too many blind jumps but that's more of a design issue
I think it's awesome that he/she got a finished game out, but either it needs to use gamesalad better or the engine just isn't there yet for this genre.
Most of the time I find that half-true, you definitely can make better games (or at least faster) with better tools but if you don't have the know how not even the most advanced software can create a great game. And definitely think that GS is more than fit to make a professional looking 2d games, platformer included if you have good artwork and a good enough idea.
I'm not making that kind of game but it is kind of related (2d surviver game) and I'm quite happy with GS. I also tried (and bought) Torque 2d but It's crap performance wise compared with GS.
I don't want to sound like a prick but I see here a lot of really crappy looking games, and also there's one dude that has a thread open where he's just pathetic, complaining that he's an artist but he can't make good artwork on a computer. That's just complete bullshit, nobody was born with skills, we all learned how to work with graphic software. Especially in this days when there are TONS of free and great tutorials about how to use different tools, it only takes a couple of weeks to get started with PS or Gimp or whatever. And then you just need some good taste that can be learned as well from tutorials about colour usage, depth illusion, optics, etc. Everything can be learned so instead of making a crappy game in one month without any graphic skills use that month to learn some basics about good design.
Just my 2 cents
I think it's the most polished platformer to date, but then again, don't want to toot my own horn. It's been a LONG road making this game
I had spent a long time on one starting with joe's demos.
I abandoned it with gs but only because I ended up wanting it 2.5d
Ieverything works
Jumping through platforms animations and all
Gs works great I thnk
You have to optimize the he'll out of your project.
But if you have ever finished an app with another engine you have less problems to consume time with GS
Spending a few days optimizing seems pretty small
After I made my first non gs game
Actually I shouldn't say problems
Just time and patients
I bet your platformer runs great
Does that mean a game where a character jumps from platform to platform? Like Doodle Jump?
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HAPPY NOSE JOB!: Nesen Probe is on the App Store. If anyone want's to try it out, codes are still available near the end of this thread: http://gamesalad.com/forums/topic.php?id=8097
@Design: Usually platformer is a Mario Bros. Style game.
Doodle Jump would be considered more of an "action" title or something of that sort, but I wouldn't categorize it as a platformer
www.marcosriffel.com
Thanks Rattlehead! Trying to finish it by the end of September....
Does it have platforms you jump on that would not exist in the real world
for example... Look dude a floating mountain... lets go jump on it!
have some inspiration from that levels.
www.marcosriffel.com
I think GS is great to make platformers. My game has gravity shifting, pass through platforms, and wall jumping.
It runs at about 55 fps on my iphone 3G, but it has no artwork or sound. I'm considering just using the standard squares for the purpose of keeping the game smooth. It has a great physics engine, but there's really no point unless it runs smoothly. I don't want to make a game that's loaded with artwork just so it will sell. I want to make a fun game that people like regardless of how many downloads it gets. So when using GS, I guess it really depends on what your stance on game creation is: Money or Fun.
Like James said, "you have to optimize the hell out of your project." BUT, I consider that a small price to pay for the all around ease of use and creation of GS games in general.
Dr. Sam Beckett never returned home...
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