Crystal Conduit Speedruns??

This will be a pretty short post, but I thought I might as well show this off. I did a stream a week ago where I did a speed-run of Crystal Conduit. The archive can be seen below, of course it is quite long, so if you want to jump ahead to any interesting parts, I put a comment below the video to jump to the actual run and other interesting behind the scenes work. (Link to video)

There are several tricks that can be used such as:

Jumping – Being in the air is faster.

Zipping – if you’re positioned in just the right spot when on a slope and you press the opposite movement direction, you will be warped across the room until you collide with a solid block, this can be seen at the beginning of the run. It’s quite difficult to consistently do.

Super Throw – This is probably the most mysterious and inconsistent glitch of them all, when you throw the crystal, it won’t slow down in midair and as a result fly much further than usual. If there was a way to do this consistently, you could end the level even faster when throwing the crystal into the pedestal.

Of course, being a game jam game it has it’s bugs, I’ll list them out here:

  • Pressing down and throw at the same time will crash
  • Avoid throwing the crystal when there’s a ceiling above you. if you are able to reach the stuck crystal you can still retrieve it.
  • Don’t touch the dumpster while holding the crystal or it will crash, just throw the crystal in.
  • Not a bug but if you get soft-locked (where you literally can’t win) you can press Enter to restart the room to cut your losses (or fall into a bottomless pit).

That being said, Speedrunning 1.0 of Crystal Conduit is pretty fun, below is the video which jumps to the actual run. Other parts of the video contain some extras such as unused content and music.

Also I do streams on Wednesdays 6pm CT. Generally just playing games and whatnot.

Enjoy,

-Brandon

www.tinywarriorgames.com

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Possible Game Concept

Hey everyone, I thought I’d write a short post on something that crossed my mind last night. I’ve wondered about taking these coming weeks off and make a short story driven game. Its premise would be based on the issue of creating art even if no one may notice. Perhaps what sparked this was some vivid dreams and also wondering whether spending time to write blog posts and do weekly streams is even worth the time (or even just making a larger game in general!).

Of course this begs the real question, when I create art and there isn’t anyone who will look at it, why should I even let this affect me? After all, if I write blog posts or stream to 0 viewers, surely there at least must be a joy that I get from doing these things, even if no one is watching.

I feel it would be nice to just put this out there since I try to only work on my main project. I’ll mess around a bit with the story of this idea and see if it really can be made in a short time span. I haven’t fully committed to it yet, so it’s possible it would get abandoned for the sake of getting the main game done.

But if it was worked on…

…It would MOST DEFINITELY be a 2000 hour Open World RPG with 500+ sidequests.

-Brandon

 

Old Game Maker’s Apprentice Games – Space Game

Howdy gang, today I’ll just briefly talk about the next game I made with the Game Maker’s Apprentice and what YOU can learn from it.

But before I do so, I thought I’d share a very short teaser for my next solo game, it’s still in the works but felt it would be worth showing, there will be more previews and news on it in the future. For now I call it, Ato.

A peaceful world, yet the cost to preserve its harmony is troubling.

Make sure to follow me on twitter, facebook, or even this blog (by clicking follow at the bottom right)!


So now let’s continue to the topic at hand.

Space Game

Space game? Could it be that he solo created HALO?!?!?

Yes, this game IS Halo 8, I was contracted by Bungee and Microsoft to make this one, took a long time but it was worth the wait.

The second game I made with the Game Maker’s Apprentice

It kind of looks like Rocket Launch doesn’t it? Consider it…the distant prequel that was unintentionally a prequel to it. This is a much simpler game, where you first point you ship and then launch yourself until you land onto a moon, land on all the moons to win. Avoid the asteroids and maybe find a secret.

With this being my second game. GMA (Game Maker’s Apprentice) taught me the ways of the force, having objects spawn in a random spot, having different controls and teaching the very concept of level design.

This here is to just show you guys that I didn’t start out making the Taj Mahal from the get go. It’s a process that takes time and experience to get better at this sort of thing. I hope that by seeing this game that you’ll be a bit inspired to try something new.

Download (windows exe)

Controls:

Left and Right – Aim/Maneuver

Space – launch

Esc – Quit

-Brandon

www.tinywarriorgames.com

If I made a tutorial series

I apologize for abruptly doing a post that isn’t relevant with last week’s, but a mysterious thought crossed my mind a couple of nights ago from a dream…

I saw myself surrounded by water, and the sun started to set. I blinked once and right in front of me appeared a giant Island. I blinked again and it grew larger in scale. Suddenly it vanished before my eyes and I asked myself one question…

What if I did a tutorial on making a game with Game Maker 2?

What if, the tutorial was a video series where I provided art, music, sound assets. I would walk with the user through coding all of it from scratch, no experience required. I’d structure it to be as fun and engaging as possible. The final game could be a fun and cool project…

The Challenges

Fun vs Learning – I’d want to try to make it a simple and fun. Providing code might water down the experience of learning actual game development, where you have to problem solve ways to execute your idea. I could also use basic code systems like “drag and drop” but that would really limit the potential of what can be made and learned. Doing actual coding and explaining it line by line sounds like the ideal choice, but would also be really boring.

Lack of Ownership – When someone follows a tutorial, they might feel that what they created isn’t really theirs. I suppose this is an inevitable trade-off when a user is simply trying to learn vs create their own assets. The only idea I could have is perhaps suggest that if the user wanted to make their own assets they can.

Time – While it’s fun to think of ideas to pursue and get excited over them, committing to creating a series takes time. I’d essentially have to code the game ahead of time, streamline the code, do an actual recording session and then edit the footage. By the time I finished all of that, I could have spend that time making more than 1 game!

Redundancy – There are already thousands of free tutorials and guides to creating video games. If I made a tutorial series, the issue is that it would generally offer the same information, at most, it would show some different preference and techniques. But I suppose this is no different than making a game during the “Indiepocalypse” anyways (Where everyone is struggling to come up with a unique idea that’s fun).

Everyone is Different – Everyone has a different learning style, some are readers, some are visual, some verbal, etc.. Which in and of itself isn’t a bad thing. The challenge becomes how does someone make a tutorial that’s engaging to the user so they don’t feel like they’re just doing stuff just because someone told them to.

TLDR, these 3 elements are extremely hard to maximize together (but easy to maximize if only 2 are done):

  • Learning – Knowledge and experience that the user will use and reference to for the rest of their game making career. Making a user actually learn something without having them just repeat your actions isn’t really enjoyable but does serve as a reference.
  • Fun – How enjoyable and engaging it is for the user. Reducing frustrating redundant aspects and providing assets would help with time, but would water down the learning experience.
  • Time – Both for the length of each video itself and my own investment of time. Making each video short would really water the experience down, but making each one long is really unappealing and outright boring. The luxury of time is not something I have.

(I like how I made each one a different color, like it’s Pokemon or w/e)

In-spite of the challenges, If I made a tutorial series, I’d want to make it something that is useful, to the point, and enjoyable. I try picturing a younger version of myself, thinking what kind of tutorial I’d want to use for making games. Honestly I’d probably just want someone to do most of the heavy lifting on the code side and I just make the art and such (which really sounds like it could be accomplished with something like Scratch or Alice).

Let me know what your thoughts are if you have any. What type/style of tutorials have you found to be useful?

-Brandon