CREATE Make platform games, quick & easy!
PLAY Move to play, click to edit
SHARE One click Export. Sell, Share
- Multiple Tile layers, Platform and Hazard objects
- Create or import graphics
- Retrofilter for that vintage lookDemo games:
"Proving Grounds of the Mad Game Designer"
"8 Bit Love Affair"
"Ghost in the City"
Create and play your own platform games!
- Change platforms, tiles, backgrounds, hazards, characters, sounds and more, easily and with no programming required!
- Create your own graphics for any in-game item, directly in the game, making a new game in minutes.
- Move seamlessly between editing and playing your game.
- Set platforms and hazards to move in any direction and at any speed.
- Add effects like icy, bouncy, sticky and more to platforms and tiles.
- Enhance your game's appearance with foreground and background tiles.
- Use the Retrofilter to give your games a pixelated retro look.
- Your creations are automatically saved for you, and sharing your game or adding a downloaded game is as easy as copy and paste!
Includes the example games: "Proving Grounds of the Mad Game Designer", a brutal test of your platforming skills; "Purgatory", a dark, emotional tale of a man stuck in limbo; "8 Bit Love Affair", a retro style game with classic graphics.
People have compared Platfinity to Super Mario Maker and Little Big Planet, which is quite a compliment considering how many people worked on those games and how much budget they had to work with!
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Platfinity™ and accompanying materials (C)Copyright 2014-2016,
Ian D. Martin
The Ideas Behind Platfinity
A probably rambling explanation of where the idea came from for Platfinity, and how it developed into what it is. I have noticed that people were not that sure what Platfinity is, or what it does, and I thought I should write a bit more about it in case anyone is curious enough to read about it and learn a little more about it, how it ticks, and why. This isn't going to be sales text, so if you're wanting me to talk you into buying it, you'll have to scroll back up to the top of the page and read that stuff until you're convinced to click one of the links, buy it, and while you're downloading it, scroll back down here and read this. I'll wait.
OK, then. I was reading an article written by one of the people who worked on Legend of Grimrock. He was talking about how he was able to edit the game while he was playing it. He could go into the code, change a bit of code, and the game would automatically update and he would be playing the changed code, without having to wait while the game recompiled. I thought this was an incredible idea, and I was jealous of that feature, having to go make a tiny tweak to my game – at the time I was working on a shmup – and then rebuild the code before I could see if a 5% change was the right amount or 7% would have been better, and then try it again with the other number. Anyway, the shmup crashed and burned on the altar of your-graphics-aren't-good-enough-so-who-cares-if-the-game-plays-great-and-is-lots-of-fun, so I went back to the drawing board. We all saw MineCraft and how everyone loved it and I thought well, obviously, it's just Legos with you walking on top of the blocks. So I got thinking about how everyone loves platform games and thought, what if you could do the same thing in a platform game? What if you were in the game, running around, but you could change it around the character? What if you could change the character? So I started thinking about how to reduce a platform game to its simplest components, like the essence of what a platform game is.
I was very inspired by the Platformance games, Platformance Castle Pain and Platformance Temple Death. They were both single screen games that could zoom out to show the whole level, or zoom in to show a closeup view, focusing the camera on the character. The also rely on a popular platform game mechanic, checkpoints. When the character is defeated, they go back to the last checkpoint. There are unlimited lives, and the challenge becomes completing the level at all, and then completing it with the least number of deaths. This quick restarting mechanic is used in Super Meat Boy, and about a billion other games. It allows very challenging areas that just wouldn't be fun to play if you had to run through the whole level to get to the part you were stuck on.
Having figured out the essence of what a checkpoint based platform game was, I started figuring out what elements to include, and what to cut out. I wanted the game to be as fun, user friendly and easy to use, that my daughter, who was four years old at the time, would be able to use it. I also wanted it to be powerful enough that what you could do with it would be nearly unlimited. I came up with the idea of the Toolbox. You simply Right-Click your mouse or press the T key to open up the Toolbox. Click on something in the Toolbox, and then click in the game to place it. Move the character and you're playing again, click the mouse and you're editing, move the character and you're back to playing. Everything pauses when you edit, and resumes when you move the character.
Everything in Platfinity is drawn in order, so each layer is drawn to the screen and then covered with the next layer. This way you can sandwich your character in between the background and foreground, so he or she or it can walk in front of a wall or into a building and look out the window at you. You can edit the background or simply load a background you have made. The Background is 1920x1080, or 60 tiles by 34 tiles. It doesn't matter what your screen resolution is set to, Platfinity automatically changes its resolution to match your computer, and scrolls to the edges if there is more to see. It also knows better than to show the black area on the sides, and if your character or your mouse cursor goes there, the screen stops scrolling. The next layer is Background Tiles, as it's a lot easier to fill in the background or sections of the background with tiles. Next up is the Normal Tiles. These are the tiles on the same level as the character, can be any shape, and have collision with the character. In short, the character 'walks' on these tiles. Special Tiles are tiles that do something when the character touches them, like checkpoints, ladders, warp points and the like. You change the Properties of the tile to change what the tile does. Hazard Tiles are any tile that hurts the character, like spikes or lava. Platforms, Moving Hazards, and Rotating Hazards are Objects, meaning each one of them is a separate entity. Each tile in the game shares the same properties as any other tile like it in the Toolbox. Each Object in the game has its Properties set up when placed on the game screen. Platforms can move and can be placed anywhere, not just on the grid like tiles. Moving Hazards can be placed anywhere and move, Rotating Hazards are similar but rotate, so you can have stuff like pendulums and sawblades or out of control Ferris Wheels. The character graphics, like anything else in the game, can be changed into anything you want. Animation frames were limited on purpose, so people could focus on the fun of making a character, instead of drawing a ton of pictures over and over. Foreground Tiles go in front of everything, and if their colors are transparent, the player can look through and see the character , so you can make windows, or water, or haze, or an old TV effect, like I did in the first part of 8 Bit Love Affair. You can add your own sounds and music as well. Graphics can be edited with the easy to use paint tools provided, or loaded from the disk. The game automatically saves your work when you quit the program, and when you start it again, it loads everything back in just as it was. To share a game, you simply copy the game folder. When you run Platfinity, the game will be there in the load menu.
People have said they aren't sure what Platfinity is, is it software, is it a game maker, is it a game? And I guess the answer is it's all of the above. It's like Pinball Construction Set and Platformance had a baby. It's like RPG Maker for platform games, it's like Game Maker with all the boring and un-fun parts taken out. It's a game that you play while you make it. It's like drawing your own game. It's a platform game with infinite levels. It's a game, it's a construction set, it's a game creation system, it's a toy. It's something different, and I think, something very cool. I think we've got to the point where all games are fitting neatly into a genre or a category, and people don't know what to do with something they can't immediately understand and compartmentalize. It's kind of like asking what do you make with Legos? The answer is whatever you want.
Over the years, so many people have told me they wanted to make a video game or computer game. I believe that most people have ideas for making games. If people know you make games, they usually ask how you do you make games or how did you get into that or what do I need to learn to make games? So I hope what I have made gives some people a chance to make their own game, or another way to be creative, or another toy to play with. I've made a few demo games with Platfinity, because I wanted to show what it can do, and some of the effects you could achieve with it. But I'm really mostly interested in what people like you out there will make with it. I'm sure there are things I never thought to do with it, and adventures you can create that will blow me, and everyone else, away! And I'm looking forward to playing them :)
- Ian Martin, 10/26/2014
tl;dr: It's kind of like Super Mario
Maker and Little Big Planet.
Platfinity is the seventh game I have
made for PCs. Other games I have made are:
NoseBound - Voice Actor only, 'Ray
Tower To The Sun - Ludum Dare 27
There is no they. - Ludum Dare 26
Plethora 2012 Disclosure (Demo)
Amazing Adventures of Super Dolphin - Gamma IV one button contest
I also worked on Jacked for PS2, Xbox, and GameCube at The 3DO Company as a Level Designer. I was a Lead Tester there as well, the last title I worked on was Shifters for PS2.
You can find more info about all this stuff over at Retrolutionary.com
Oh, and my name is Ian Martin, in case
you scrolled to the bottom to see, heheh
I live with my wife and kids in Bowden, WV, USA
Platfinity™ and accompanying materials
(C)Copyright 2014-2016, Ian D. Martin