The Up/Down/Left/Right Scrolling Platformer

So far I’ve been referring to terms like Platform Game and Side-scrolling Platformer in a similar way, but I’ve been thinking about how different these two terms are, and how this effects what I’m doing.

In my original Synopsis of Study, I stated that I would be making a Side-scrolling Platformer. In its most basic from, this simply refers to a game which is viewed from the side, and generally plays from left-to-right. The reason for its significance in history is due to its impact on the standard “Platform” game.

Donkey Kong is among the original and most notable Platform games. The game was played on one single screen at a time, which would only move onto the next by completion of the level. The game actually only consisted of three levels, which repeated until the player ran out of lives or reached the game’s “kill screen” which ended the game mid-level.

Super Mario Bros transported the hero of Donkey Kong into a much larger world by creating a screen which was simply a view of something much larger. Dedicated technology could process the game’s larger levels by drawing a slither at a time, as the character moved from left to right. Thus the Platformer became the Side-Scrolling Platformer.
Having a game that moved from a starting point to a finishing point meant that the game had a more obvious end, rather than simply repeating screens.


One game that astonished players with its non-linear gameplay was the original Metroid for Nintendo Entertainment System. The beginning of the game acted like a normal side-scrolling platformer, but at times would also allow the player to travel up and down.

Here you can see a cross-road where the player has the choice to continue jumping onto the platforms above, or open the door on the right and travel horizontally. The vast map made Metroid one of the first games that a player could get lost in, and part of the challenge of the game was simply to get from start to finish. I am quite ashamed to say that I’ve never finished the original Metroid, partly due to the frustration of being lost!
The vastness of the game can be seen in its map as a whole:

So can you call Metroid a side-scrolling platformer? It’s played from a side-view, but moves in four directions.

Obviously, as technology improved, games were able to draw larger levels and the ability to free-roam 2D levels became more common. A great example of this is the Gourmet Race from Kirby Superstar for SNES. Traditionally, the Kirby games have always been Side-Scrollers, with the occasional ascent and descent here and there. The Gourmet Race demonstrates the progression from side-scroller to free-roam platformer in three levels, and proves how this adds challenge to gameplay. In level one, the object is to move from left to right, but by level three, the player must make swift path choices which could help or hinder them without warning. As the level zig-zags, the player is more disoriented and the end more unpredictable. But as well as getting from start to finish in a limited time, the player must avoid obstacles and collect items, so there’s a lot to concentrate on!

I’ve played this level on Kirby Superstar now several times to work out how to start my level design for Hanami. The pace will be much slower, but in terms of objectives they are quite similar. I want to present the player with options which could end up with positive or negative or simply unpredictable results. Ultimately, the player must reach the end of the level with all items collected. So, in conclusion I don’t think the term Side-scrolling Platformer is really relevant, more of an up/down/left/right scrolling platformer really.

Edit: I found site dedicated to Video Game maps which has a great high-def map of the each of the Gourmet Race stages. You can see the third (and most complicated) stage here.

Easy Lighting Extension for Game Maker


One thing I’ve picked up on by reading developer’s forums and various articles on the Internet is that while Game Maker can do almost everything you could want it to, it doesn’t necessarily do it well.

I noticed this myself during my last Game Maker creation when it came to audio. Despite the fact that it gives you the option to use .mp3 format audio, it turns out that it doesn’t support most types of .mp3 (or some such nonsense.) I ended up using some hefty .wav files, which Game Maker compressed during the gameplay and completely changed. The majority of my sound effects seemed to sound like static! This is why people with the technological know-how have stepped in to save non-programmers by providing downloadable extension software for GM, including several which improve audio handling, which seems to be GM’s lowest point.

When it comes to in-game lighting, I’ve previously found ways to cheat by overlaying semi-opaque objects on top of light-emitting objects. In Somnium I used this to make some objects appear to glow, however this ultimately had no effect on the game’s lighting on the whole. The image above is an example of an extension called EasyLighting V7.0.2, which handles light generation in Game Maker. It is the same extension which Gabriel Verdon uses to create his moody, atmospheric lights in The Archer.

As you can see from the top example, there are two types of light generated. One is a dim, yellowish light and the other is a bright white light which casts shadows off the objects around it. Both of these lights use the same sprite image, which is a circle shape with a radial gradient. This is similar to my previous lighting “objects”.

However, the extension settings are used to draw these sprites to certain specifications, rather than simply overlay the same image in the same way repeatedly. This reduces the amount of sprites and used, and helps game performance.
You can read an in-depth description of all the extension’s functions in this tutorial here, which also runs through how the extension works and how to implement it!

The advantages of using a lighting system like this one is that it can help create the game’s desired atmosphere. The lights work by first applying a colour overlay, which immediately changes the tone of the game. Each light then has its own individual colour and brightness, which can give a really good sense of light and dark in the game.

To test the extension, I made some street-light style lights in the Grandma Engine. I recorded a quick little demo of the lights in action so you can see how effective they are in changing the ambience of a room. I’ve tried to capture the difference in the colour of the character (square) when under and away from a light source. These lights worked especially well at highlighting objects when several were placed close together.

Tile Changes

After creating some very square tiles, I started to think about ways that I could adapt some of the building aspects and objects to suit the game’s visual style better. What I’ve got so far is something very generic, which could be applied to any game. What I want is something more reflective of the concept art for the game (so far still mainly character designs!)
If you break down any game character, they consist of two contrasting halves. The top half of the character is made up entirely of a large oval-shaped head, which is more or less an equal length to the body, which is straight and thin. In fact, both of these sections were equal until I added some extra length to the legs:

The first thing I knew I wanted to change was the lucky cat statue, as this effectively counts as a game character. Before I had seen it as an object, ad hadn’t given much thought to where it fit into the game’s visual style.

Secondly, I felt as though I should add some more curvature to the building structure somehow, to create this oval shape within the structure somewhere. The most likely place for curves was in the guttering/roof edge, which previously consisted of a tiny little flick and was bound to one tile space.

My first idea was to extend this to cross two tiles, so that I could create a more oval-shape with the curve:

This looked really weird because there was no build up to it. It’s probably also structurally unsound, and would break off of you threw a tennis ball it… So I ended up with a think, sturdy, curvy structure which works really well.

For future buildings, I’m going to start sketching the outside before working on the inside as I have done with this example. As the beginning of the game, the inside is probably more important in this case. Most of the game is likely to be played outside of buildings.
As well as changing and adapting my previous tiles, I’ve added window frame tiles, porch tiles, patio tiles and outdoor objects like potted plants, which seem to be a regularity outside Japanese accommodation! As a business sign, I’ve made a fabric banner, similar to the wall scroll from inside the building. It says Ryokan in Japanese hiragana. Here’s my current tileset for the entire building, inside and out:

And how the building now looks in Game Maker: