A genre of action game whose focus is on platform-based movement. It is equally present in both the 2D and 3D game worlds.

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46
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7answers
5k views

2D Platformer AABB collision problems

I have a problem with AABB collision resolution. I resolve AABB intersection by resolving the X axis first, then the Y axis. This is done to prevent this bug: http://i.stack.imgur.com/NLg4j.png ...
24
votes
6answers
6k views

A way to store potentially infinite 2D map data?

I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions ...
21
votes
2answers
1k views

Mega Man-style screen scrolling design

The NES classic Mega Man series uses a very specific scrolling technique that I'm having a hard time wrapping my head around implementing. Essentially, the level is divided into "screens" which are ...
16
votes
1answer
669 views

Recreating retro/NES style physics with intentional imprecision

Background: I'm having a problem getting the jump curve correct for a retro platformer remake project of mine. The original game is for the NES, and the player's velocity is stored in two separate ...
14
votes
3answers
3k views

How do I handle moving platforms in a platform game?

I don't want to use box2d or anything, I just want simple moving platforms (up-down, left-right, diagonal and circular paths). My question is to handle the update order / control hierarchy so that the ...
13
votes
4answers
1k views

How do I elegantly teach players how to play?

I've been thinking about how puzzle platformers teach players how to play. I like Super Meat Boy, particularly the way in which it teaches you without noticing you are being taught. It kept me ...
13
votes
2answers
2k views

Wall Jump for 2D Platformer

I've been looking for a way to implement wall-jump in my xna game, but I can't find any information about it, can someone could someone please help me out ?
12
votes
1answer
1k views

In platformer games, what are “hole in the ground” obstacles called?

In most jump and run games, holes in the ground are common obstacles: You need to jump over them, or you'll fall down and lose a life. It would be helpful to know for documentation, variable naming ...
12
votes
3answers
3k views

2D game collision response: SAT & minimum displacement along a given axis?

I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling ...
10
votes
4answers
799 views

Player moving up, is he jumping or climbing?

In a 2D physics-based platformer game that has ladders in it, how do you determine whether the player moving up is caused by a jump or him climbing a ladder, such that you know what animation to play? ...
9
votes
4answers
616 views

Make the player run onto stairs smoothly

I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for ...
9
votes
5answers
4k views

45° Slopes in a Tile based 2D platformer

I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious? ...
9
votes
2answers
1k views

How can I make a character walk on uneven walls in a 2D platformer?

I want to have a playable character who can "walk" on an organic surface at any angle, including sideways and upside-down. By "organic" levels with slanted and curved features instead of straight ...
9
votes
3answers
565 views

Impulsioned jumping

There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and ...
9
votes
1answer
321 views

Multiplayer platformer - Are server corrections normally required with a single client on the server?

I am currently working on a rather simple multiplayer platformer. I read quite a bit of articles on the techniques used to hide latency, but I still fail to get my head around certain of the concepts. ...
9
votes
3answers
1k views

What is involved in creating a real-time multiplayer platformer game?

I'm creating a platformer game that has a "co-operative" feature which I'd like to work over networks / the internet. Now I've read up on network game programming including articles like What every ...
8
votes
8answers
4k views

How do I prevent my platformer's character from clipping on wall tiles?

Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile ...
8
votes
1answer
3k views

How to handle physics of moving platforms in a platformer?

So after a few hours of searching on the internet, I have yet to find a pleasing answer on how to handle moving platforms in a 2d platform game. So I decided to make a simple prototype where you ...
8
votes
5answers
4k views

How can I easily implement swinging in a platformer game?

I'm developing a game in which player can use ropes to swing (just like what Spiderman or Bionic Commando did) and I'm having problem implementing this behavior. Can anyone help me how to do this, I ...
8
votes
1answer
4k views

Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?

The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
7
votes
5answers
3k views

2D Procedural Terrain Generation - Guaranteeing connectedness?

I'm working on a 2D platformer in XNA. One of things I'd like to be a main design characteristic is procedural content generation. The first step of that is to procedurally generate the terrain. So, ...
7
votes
2answers
4k views

Hero/Character sprite size in comparison to tile size?

So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really ...
6
votes
1answer
542 views

Appropriate level representation / data stucture for a 2D platfrom game?

I'm about to program a copy of Mario in Java. I'm thinking on 2 representations/data structures for the levels but I'm not sure which one should I choose: A 2D integer array. A quadtree to divide ...
6
votes
2answers
21k views

Making a 2D Platformer in C++/SDL. Looking for tutorials/examples/resources

I have a lot of experience with C++, but I have no experience with game programming. This summer I plan to create a 2D platformer from scratch using C++/SDL for the learning experience. I am looking ...
6
votes
2answers
562 views

“Super meatboy”-ish replay

I'm making a platformer built from mini-levels - and I want to create a sort of a replay of all the player tries that the player did for the level. My question is - what is the best way to record the ...
5
votes
3answers
344 views

How do you find games with a similar idea?

I'm thinking about making an indie game and want to know if there's maybe one with similar idea. I'm not asking about my idea specifically, I just want to know how to find out if a game has the same ...
5
votes
3answers
292 views

Creating Platform game with Inclined Levels

Till now I have developed platform games in which a player can only move and detect tiles linearly. I wonder on how to implement games in which a player can move on an inclined or irregular surface. ...
5
votes
4answers
1k views

The Decline of 3D Platformers

What contributed to the decline of sales of 3D platformers over the past decade? (Other than Microsoft's acquisition of Rareware.) Would it be a mistake for a developer other than Nintendo (or indie ...
5
votes
2answers
251 views

How to “repeat” a sprite in the gameworld in a random fashion?

I have a platform flash game which includes a level with just two backgrounds which are flipped side by side so that a looping background effect is created. In this I have to include Obstacles. ...
5
votes
1answer
463 views

XNA Platformer Screen Collision

I am making a game, and it has platforming and animation. I am trying to make it so that when the player goes to the end of the screen, he stops and cannot go further. I put this code in: ...
5
votes
1answer
2k views

Slopes in 2D Platformer

I'm dealing with Slopes in a 2D platformer game I'm developing in XNA Game Studio. I was really tired of trying without success, until I found this post: 45° Slopes in a Tile based 2D platformer, ...
5
votes
4answers
1k views

Make player to always move along the terrain

I'm working on a 2D platformer side scroller game. I am giving high impulse to player, the player starts moving and if it hits a slope on terrain, it gets a vertical movement and starts to fly over ...
5
votes
1answer
2k views

How do I implement side scrolling in a javascript platformer?

I'm building a side scrolling platformer with Javascript and the canvas element for a school project. I have the character all sorted out. He runs left and right, and has a different sprite set for ...
4
votes
3answers
720 views

How can I make new strategies viable?

I am making a 2D platformer where the player has to reach the end of the level as fast as possible. I would like the player to be able to find new ways to reach the end of the level faster. Making ...
4
votes
1answer
1k views

The Physics behind 2D Platformer Games? [closed]

Is there any good book or tutorial that explains the physics behind creating a 2D Platformer game? Such as tile rendering, tile map reading, collision detection, camera movement etc.?
4
votes
2answers
364 views

In a Tower defense game, how to do buffs/debuffs

The question is at the very bottom. If you understand Buffs/Debuffs in tower defense games then you should skip the bulk of this question and go to the bottom (seperated with the long line) I plan on ...
4
votes
2answers
362 views

Detecting a ledge in Box2D [duplicate]

Possible Duplicate: Detect Open Space in Farseer How do I detect ledges? I'm making a 2D platformer with Box2D. The player needs to be able to grab onto a ledge and pull him/herself up. ...
4
votes
1answer
193 views

Game Logic Update Order

Is there a commonly-accepted general approach to the order of processing logic updates? My current 2D platformer has objects that implement different concerns, including the following: Notifiable - ...
4
votes
1answer
437 views

Algorithm for randomly generating reachable platforms

I want to randomly generate reachable platforms on the fly for a 2D game. Right now, I am just creating platforms at random x,y positions. Only 4 platforms can exist at once, so once the 5th one is ...
4
votes
2answers
363 views

Allowing a player to walk up and down slopes without resistance

I am trying to implement a platformer where both the player and the level are made up of arbitary polygons. One requirement is that the player can stand still on slopes, and walk up and down them ...
4
votes
2answers
165 views

Why is my collision resolution failing on the corners?

I'm tearing my hair out trying to work out how to handle my collision resolution at the corners of the rectangles that I'm colliding with. The code that I'm working with is: class Player(object): ...
4
votes
1answer
275 views

How to cull liquids

I use culling on my Tiles in my 2D Platformer (XNA), so only ones needed are drawn on screen. Thats easy to do. However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the ...
4
votes
1answer
2k views

Collision with tile corners/seams in 2D platformer

There seems to be a lot of somewhat related questions answered already, but none I read answered my exact problem. I have a 2D platformer whose world is made entirely out of tiles that are in a ...
4
votes
5answers
1k views

Should my game handle collisions in the Player object?

I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player ...
4
votes
2answers
4k views

Starting Java 2D Platformer using LWJGL [closed]

Getting started on a 2d platforming project in java. I've decided on using LWJGL and OpenGL, but I don't quite know where to start. What is typically the first thing one would work on with a ...
3
votes
1answer
1k views

Platformer Starter Kit - Collision Issues

I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision ...
3
votes
1answer
97 views

How can one impliment multiple control schemes for a single player?

I am working on a platformer and I want to have the player be able to switch control types based on items that may be carried + default controls for things such as water, in the air, on the ground ...
3
votes
1answer
330 views

Sensor based vs. AABB based collision

I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with ...
3
votes
3answers
460 views

Tile based platformer, using larger tiles?

So for my tile based platformer, It has a grid of tiles Occupying 1x1 block for each one. However, What if I want larger tiles? Maybe doors, tables, etc. They wouldnt fit in a 1x1 tile, so what I ...
3
votes
1answer
420 views

How to handle the top of a slope in a 2D tile-based platformer?

I'm working on a 2D tile-based platformer that supports 45-degree slope tiles. There are several questions on the topic, but none seem to cover this precise problem that I have. This excellent ...