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Making A 1-Bit Platformer Game

A topic by justv1bing created Aug 07, 2022 Views: 676 Replies: 13
Viewing posts 1 to 8
(2 edits)

Devlog 1 - 7/Aug/22


Hello Everyone!

A week or two ago, I decided to finish and publish a game. I decided to make a 1-bit platformer game with pleasing aesthetics. I absolutely suck at art, so after yoinking the 1-bit adventure pack from Kenney and using a pre-animated character I found, I got to work.  I set up some basic platformer movements and animations [Running, idle, and Jumping].

Game Art

This is what the character + animations look like

The game engine I am using is Gdevelop 5. I used the tile map extension to add my tile map into the scene. Instead of using the experimental tile map collision system, I decided that because some of the tiles used (such as pipes) did not cover the entire tile, it would be more precise if I hand-made the collision boxes myself (definitely not an excuse for me not being asked to actually spend 5 minutes to learn how it works) .

I rushed in and made 3 maps off the bat, which was a mistake, as I needed to add polish to the game before making more. This is caused in Gdevelop, items do not save through scenes unless you copy-paste the object them over (which is tedious, as the normal shortcuts don't really work). I later realized that you could set them as global, but still, placing them in the exact same location is annoying. 

I added a menu, pause and restart button to the game and had them lerp bigger when the cursor is over it. I then started work on the main menu screen, and after an hour of tinkering with fonts, and background images to display the 1-bit feeling, I finally had something that I enjoyed. I added settings [doesn't do anything yet] and a level select button.  I plan on having 12 levels in total, but for now, I made 7-level boxes. I then made another level which I made to test out difficult maneuvers. It was difficult, and precise movement and techniques were required to make it work. It worked fine, as my brother (an average-skilled level gamer) spent around 15-20 minutes completing it. (I was worried at first because as an absolute beast of a player-who-definitely-didn't-make-the-map-and-knows-how-to-complete-it, I finished it on my third try. )

Finally, I added in more polish, such as camera Lerp for smooth camera movement, improved animations when jumping, and removed some pesky bugs.

I plan on making a lot more levels, but for now, you can play the not-really-fleshed-out game down below :)

It would be greatly appreciated if you could give feedback on the game :) 

p.s only levels 1, 2 and 3 are complete, you can play level 4 but there is no restart buttons or stuff


I intend in updating the progress on the game in a few days :) [unless no-one reads this devlog :( ]

The instant build link to the game is here:

https://liluo.io/instant-builds/2b0c52a3-86d2-4f36-9401-f6151402556a

I don't know why but it is very laggy on my potato laptop :(




What the Game Looks like

This is what level three looks like :)


(1 edit)

Devlog 2 - 8/Aug/22

Hi everyone!

This is just a quick update :) This is what I have done between the last devlog:

  1. Making the collision objects hidden at start of game, instead of hiding them underneath the tilemap. This improves fps and makes the game smoother
  2. Adjusted camera lerp
  3. Adjusted player animation speed
  4. Fixed a bug where the player bounces off a tile and can't jump again
  5. Tweaked UI
  6. Added a scene completion saving which shows  up on the level selection screen - color gets a bit darker on the levels that you have completed

    

Finally, I added another Level, which you can find below :)

part of level :)

This is what part of the level looks like :D

See you in the next update :)

(+1)

looks really nice in my opinion! if you are looking for some feedback

Thank you so much for the positive feedback! 

You say that you suck in art. But i find this 1 bit visul is very interesting!

Thanks! Yes, my art is questionable, which is why all the art you see is asset store art :). In this entire project, I have literally only edited some assets to make them fit the 1 bit style :)

Have a great day :D

Devlog 3

(btw this is a repost... i swear i posted the devlog 2 hours but its not showing up at all -_-)

After the last devlog,  most of the time was spent working on two more levels:


Level 5 is an asteroid minigame where you have to survive for 30 seconds to pass on. (the resolution is bad on the pic, actual game looks better)

This is what level 6 looks like :D
Apart from this, I also added a saving system, so if you log out, your progress still stays. I also changed some colors in the level select screen so it's more obvious when you complete a level. 

Where the game stands:

Now, there are 7 fully playable levels in the game which are (in my biased opinion) pretty fun to play. If you have the time, please playtest the game and give some feedback :) . The link to the game is below: 

https://liluo.io/instant-builds/521220db-35c6-40ed-ad35-7b74e777b442

p.s I uploaded devlog 3 a few hours ago... and I CANT SEE IT???!?!?!?!?! the thread hasn't changed, and it still says that my last post was a day ago -_-. Can any of u guys see it cuz... it's disappeared for me :<((((((((

Anyways, thanks for reading, and have a great day :D

(+1)

this looks pretty fun

I'm gonna try it out soon.

The pixels look blurry in the screenshots though, try using nearest neighbor to scale!

(2 edits)

Hi i.i,

Yes, using nearest neighbor scaling does seem like a good solution, but I can't figure out how to use it in gdevelop... I heard there's a toggle for it in project settings, but I'm going to do some research. I'll get back to you when I figure it out :)

Have a great day :D

(+1)

UPDATE: 

I found where the setting was, and I turned it on, however it works best with sprites with even dimensions, and as basically all my objects don't have even dimensions, it flickers quite a bit... I think I'll have to just make the asteroids smaller, or make them have higher resolution meaning they look better when scaled up :D

ooo

it's possible you can prescale them in an art program too

(+1)

yea, that's true. I did that for the new asteroid model, meaning it looks pretty high res when enlarged :)

(1 edit)

Devlog 4

Hello again everyone :D

After the last devlog, I decided to take the time to polish up the game with music, sounds, and other ease-of-life improvements. First off, I added a sound backing soundtrack, which I took off of freebd sounds. It's a basic 8-bit soundtrack which fits the theme I'm going for. I personally love it. Next, I added a small beeping sound (that I made myself) when you jump. Together this makes the game feel so much better. (at least in my opinion)

I also added a settings menu in which you can change the volume of the music and the sound effects. I made them save, so if you leave the game and log back on, the settings will stay the same. (thanks gdevelop team for making this so easy to implement c: ). This is what the settings menu looks like at the moment. (it's a bit simplistic, but I can't be bothered to add a background image)

settings :)

Here is what the menu looks like:

menu :D cuz i haven't shown it yet

Finally, I also changed the asteroids on lv5 to a higher res rockenemy, making it feel... more... alive..

That's it for this devlog, if you want to play the updated version of the game, the link is down below :)

https://liluo.io/instant-builds/3668b662-4bf6-4e31-a5e8-e1aa72f56d7d


As always, I'd love to hear any feedback/reviews on the game so far, and have a great day :D

(1 edit)

Aight guys

I have finally published the game on itch :D :D :D

The link to the game is here:

https://justv1bing.itch.io/1-bit-dash

Please leave a review and have a go! Thanks to everyone for reading and following this post :D

New stuff:

  • more bug fixes
  • saving system
  • Added a new level, level 8! (only try if your a pro gamer, your average gamer will not be able to complete it.)