Good Morning, Week Twelve!

I recently bought a SNES controller to USB adaptor so I that I can plug my old gamepad into my laptop, and as an added bonus I’ve been setting up the buttons to correspond to keyboard keys so that it can be used to play Hanami. Game Maker has a limited range of functions for “joystick” input, which took a while to figure out. Each button is given a number, and I used a process of trial and error to work out which button responded to which figure! I made a note of all the relevant buttons so that I can make the best of controller input in the future:

Button 1: B
Button 2: A
Button 3: Y
Button 4: X

Button 5: L
Button 6: R

Button 7: SELECT
Button 8: START

The direction buttons (D-pad) are a given! I downloaded a script from the Game Maker Community forums which is fully customisable to allow each button to represent a keyboard key (I could have done this myself but this way was just easier and saved a lot of repetitive typing!) So far, I only have to accommodative for a short list of functions, but I’m trying to think of ways to use more of the controllers buttons (only if this doesn’t make things overly complicated!)

X (execute): Button 2
Z (jump/back): Button 1 & Button 3
S (Inventory): Button 4
RETURN (Pause): Button 8

I’ve created a new object called obj_joystick_control which simply sets each controller button to “false” until it is pressed, in which case the script operates the relevant function, so I haven’t had to go back and find everywhere that I’ve coded for keyboard input and change it! Obviously, you can still use the keyboard as I’m guessing not everyone has a SNES controller and USB adaptor lying around. For me, I find there are few PC games that I would rather play with a mouse/keyboard than a gamepad, and I think all good PC games should support controller input!

Back to more important things, yes it’s now week twelve of the EMP and the beginning of the Easter holidays. According to the timeplan I wrote 12 weeks ago, I should be “thinking of ways to resolve problems with various downloaded scripts and extensions” this week, which I’ve actually ended up doing as I’ve gone a long and as a result, haven’t had too many problems to resolve. My “problems” so far have mainly been visually, as I’ve included a range of useful extensions and scripts that execute functions far better than I could have done if I’d tried from scratch. As well as this, I’ve allowed this week for feedback from videos- so visual feedback rather than gameplay feedback so that I can continue to refine the game’s graphics.

As visuals are my main emphasis right now, I’ve decided to tweak my timeplan slightly from now until the end of the project. It wasn’t easy to predict exactly what I would have by this point when I wrote my original timeplan (which is why it’s ended up being a little vague!) Last week, I had planned to start to work on physical attributes of the game like casing and manuals, but ended up concentrating on getting level 2 down, which went really well and I managed to get a lot done in one week! So for now, I’m going to carry on designing and creating levels, and concentrate on other areas one at a time. I’ve tried to prioritise a list of things to do in terms of how important they are to the finished game: level layout design/creation, object/content placement, code for interactions, GUI/menu systems, sound refinement, physical design. Based on this, I’ve here’s my new timeplan:

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.