How I made a Puzzle Platformer in Godot (Game Jam)

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it's been a while since the last time I made a game for a game jam so I decided to take part in you get awhile Jam again this time the 17th one a game jam if you're not familiar is kind of like a game making competition but it's not actually competitive and there's no prizes and people just make games to submit for fun and as a bit of practice they're a great way to practice packaging polishing and actually finishing your game and I did learn a lot last time so why not do it again here's how I made a puzzle platformer game forged of wild Jam 17 the game took me I'd say around 15 hours over six days and I'll leave a link to it in the description if you want to check it out remember to leave a like and subscribe if you learned something from this video I put a lot of effort into making this and I'd really appreciate it so this time the theme happens to be a video of the text second chances with like fire in the background I looked at it it was like hold on wait a minute what the hell is that supposed to mean like any reasonable on creative person I immediately thought of making a platformer but you get two lives and obviously there has to be a purpose for having two lives so I spent a while thinking with my brain and decided that there should be some obstacles in the platformer level which you had to get rid of with your first life but you had to die in the process of doing so then with your second life you run through the level again with the obstacles fully cleared out there was also some suggested elements by the game jam to add into your game this time it was character customization real world time and multiplayer but after spending too much time thinking of how to include those things I decided that my game would just be fine without them now I'm not sure if the fire in that video was supposed to be part of the theme I assumed it was and thought I should make the game have kind of a hellish red theme to it but wait my last game had the same theme so being the lazy person I am I decided to just reuse a lot of the assets I did have to design a couple new ones though so that I'm not just ripping off minecraft textures again in order to not make myself look that lazy even though I really am then I started gathering up my assets and making a functioning platformer character controller and level editor we're using a bit of code from a previous game but then that was when I really started getting the menus done with the star menu level select many wind lose and pause menu I find that getting the tedious menu stuff out of the way first it's quite effective since no one wants to finally finish designing their awesome levels and mechanics and then remember oh god dammit I have to design the Start menu now next I started getting the basic level elements down with walls a background spikes a gate that yachts arrived to to pass the level and some more interesting shader stuff I spent a while developing some poisonous acid and fire that I could put in my levels as I'm something of a scientist myself and if there's anyone that's gonna put fire and water shaders in their game it's gonna be me okay so in the end my game had a functioning menu screens and a basic platform level with a couple types of obstacles by the way did you know that tile maps don't really support area 2 DS that you put in the tiles only static body 2 DS and that detecting collision with the level doesn't detect the individual tile but rather the whole tile map yeah me neither so I had to come up with this weird setup where I'd make a whole new tile map just for the spikes for example name it spikes and have it be on a different collision layer so that my character can detect it but not collide with these static bodies it was at this point that I decided to check out some more games that were made in the past four previous game jams oh damn they're a lot better than I expected how do people make these games in seven days I now realize that whatever I make will probably pale in comparison to the masterpieces made by other hard-working members of the Godot community and after seeing other people's great working achievements there are two types of people in this world one type will use that as motivation and aim to be just as great and the other type will say whatever I can't top that anyway I can't be bothered I give up and I belong to the second type but I remember that I have to make this awesome youtube video for you guys afterwards so I decided you know what I'm actually gonna give this my best effort and see how it goes I went in recorded myself saying second chance in a very grim voice like 10 times pitched them down and ended up with this cool vocal phrase thing that's obviously for when the character dies and responds so now I gotta make dynamic elements of the map to act as the obstacles to kill the character in the process of the character clearing them I spent a while figuring out how to make a slider in order to rotate and move stuff around and the best way ended up being to have a kinematic body knob and you can tell it to move when your character detects collision with it at first all the slider could control was some rotating spikes I also went and designed a health display system with three hearts and the character would check for damage every like 0.5 seconds controlled by a timer and his health would go down I didn't even end up keeping that in the game since I made it one shot by all the obstacles but this is what the game ended up looking like with our character getting screwed over by my level design and slowly pushing that knob knowing it can't escape its fate of doom but then of course he responds with my sketchy vocals playing on top [Music] at this point I decided to take a break from programming the mechanics and work on some music for the game last time me making music was like a three-year-old trying to use an oven to bake a sandwich not knowing the difference between potatoes and sliced bread but since then I've been trying to learn to make some EDM for a couple months and this time after an extended duration of hard work I think my soundtrack didn't end up sounding good but it wasn't horrible either so yeah learning music and art as a game developers can really be useful if you only know how to program for example or the other way around indie game developers are as a wise man once said jack of all trades master of none never get hired anyway I ended up with this ominous soundtrack and a slightly different variation for these store menus I knew that for my game to be remotely interesting I'd have to up the complexity of the obstacles here I'm working on a bomb which would trigger when the player steps on it blowing up parts of the map which you otherwise couldn't get past I actually think the art for the bomb was not bad even though I did it in paint.net with my mouse then the programming of the bomb actually took quite a while as it was a lot more complex than I expected I think this could be a good video idea I might make a tutorial in the future next up was a laser machine which would fry the player upon contact which was fairly simple other than having to extend the length of the beam which required cutting up the sprite into three parts I also made a flaming Boulder which would roll down and cross the player upon impact which reuses yet another texture from our previous game have I told you I'm a lazy person the last dynamic elements of the level was just a simple moving block but I think that actually ended up being the most significant element it can allow the player to jump on it block a laser let a boulder fall down now all that was left was designing the levels I originally intended to have five levels but only ended up with three due to the time but designing these levels really made me realize how hard it is and how big a brain you need to make a good puzzle platformer my levels were fine I guess but they felt kind of linear and you didn't really have much options as a player which is so important I knew the core gameplay was pretty much finished already so what better a time to design a cutscene to set up the story and the mood of the game I honestly had no idea how cutscenes are usually made but common sense just told me to design the panels in and have them slide in one by one with an animation player I think this was quite effective and it's so simple that I didn't have to format it into a video which would have taken even more time alright this is the second time it's happened to me now so I had this whole animation scene I don't know what happened but it just suddenly deleted everything I guess this is one of the disadvantages of using open source software because I highly doubt this would happen with any engine that has a full team working on a full-time I guess Godot still has many bugs but uh fortunately I start to think I have the animation resource so shouldn't take that long to recreate ok fortunately it wasn't that hard to get everything back working again this is what the animation looks like after like an hour and a half of work I guess pretty cool as you can see it's a story of our little pink blob getting trapped by aliens in a dungeon or something and then trying to escape now I haven't figured out the details but I should work fine for this game jam well I think I discovered the cause of the bug so to recreate it just have one scene which is instanced in another scene so I got this fade scene here which I was trying to do like a fade and fade out thing still haven't figured that out yet but in the Start menu I'm instancing the fade and let's say we have a couple children let's put an O to D it's add like a color rekt yeah I don't know like a sprite save that and it's like that but if you were to change if you were to make one of those nodes the scene route click Save go back to the scene where this scene is instance and then click back here as you can see all of a sudden nothing's there it deleted everything so that's the cause of this bug it's a pretty deadly bug I think because you can lose a lot of progress this way I'll try to report ASAP but yeah I think this is also a good time to bring up another bug I guess let's say you have a scene which has which relies on a resource we've got this fight scene here and within it this sprite is relying on the resource of this noise texture that I made and I saved this noise texture here under res so if we were to make some changes to the scene which relies on that noise texture resource let's say I move this color X here make it blue something like that move the sprite around and then I'm I happen to move this noise texture resource into some random folder for example map textures then all of a sudden all the changes I made are reverted so that's a weird bug that I think needs to be fixed as well well nevermind what I just said about those bugs because it happens to be that they're both fixed in ghetto 3.2 and meanwhile I've been using 3.14 months well I guess 3.2 hasn't been officially released yet so uh yeah new versions better anyways I'm gonna start making a theme now because was the default buttons let me just disable the uh the cutscene right here the default buttons so be honest love kinda ugly so how do you make a theme I searched up a couple tutorials and now all the buttons in every single menu have the same theme now all I need to do is play test and export the game alright so I've now exported and published my game I hope it works properly on all platforms and stuff like that something I learned from my first game jam is that you have to leave ample time at the end for publishing because publishing is kind of a time-consuming and complicated process I took like one and a half hours doing it I think so yeah I even had time to make it look pretty and stuff time to see what people think of it now Publishing to HTML was a kind of confusing process I didn't know how to do it I had to search up tutorials but there weren't any so I had to watch this Spanish tutorial which means now that I figured it out I'll probably end up making a tutorial in the future about exporting your game to html5 and making it able to be played in your browser because I think for mini games like this in a game jam a browser game is the best format because let's be honest no one wants to download a zip file just to play your mini game at least in my opinion it's a lot more convenient in Chrome so html5 exporting is pretty useful thing but can't find any good tutorial so I'll just make one you know so that's the end of me making my game my game making power is growing stronger with each of these gems that I do and I strongly recommend you try one as well if you enjoyed the video be sure to leave a like and subscribe and I'll see you next time you [Music]
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Channel: Gonkee [OLD]
Views: 13,331
Rating: 4.9545455 out of 5
Keywords: gonk, gonkee, gonkmakesvideos, godot, shaders, game, jam, itch.io, wild jam, publish
Id: UrYcPRJaE28
Channel Id: undefined
Length: 13min 55sec (835 seconds)
Published: Wed Jan 22 2020
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