Platformer Toolkit is an interactive video essay, from the creator of Game Maker’s Toolkit.

You’ll get to see, first hand, how platformer characters are designed, as you use the toolkit to change and adjust over 30 variables that drive the hero’s movement. 

Change Kit’s max speed, jump height, squash and stretch, coyote time, and more - and then play through a sample level with your chosen stats.

Controls

Jump - Space / J or Bottom Face Button or Right Face Button
Open / Close Toolkit - T or Top Face Button
Continue Narration - C or Start Button
Skip Current Line - P or Right Bumper
Toggle Fullscreen / Windowed (Downloadable Only) - F
Quit (Downloadable Only) - Escape

FAQ

Why doesn't the game load on macOS? 

Please open 'System Preferences', 'Security &; Privacy', and click 'Open Anyway'.

Credits

Created by

Mark Brown

Game Art

Kenney.nl

Additional Code

Tarodev
Shinjingi
PressStart.VIP

Programming Help

theChief - Wayfarer Games
Alice Bottino
GMTK Discord

Unity Demo Asset Set-Up

adamb1234

Icons

The Noun Project

Music

ibrahim

Sound Effects

Kenney.nl
Epidemic Sound

StatusReleased
PlatformsWindows, macOS, Linux, HTML5
Rating
Rated 4.9 out of 5 stars
(779 total ratings)
AuthorGame Maker's Toolkit
GenreEducational, Platformer
Made withUnity
TagsGame Design, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller, Playstation controller, Joy-Con
AccessibilitySubtitles, Interactive tutorial

Download

Download NowName your own price

Click download now to get access to the following files:

Platformer Toolkit - Windows V1.1 34 MB
Platformer Toolkit - Mac V1.1 43 MB
Platformer Toolkit - Linux V1.1 48 MB
Character Controller Unity Scripts 11 kB
Unity Asset 1 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 260 · Next page · Last page
(+1)

I think this is a really good tutorial how to making a platformer. I am a bit annoyed of the fact that the information that I can skip the explanation with P showed up almost at the end of the tutorial. I don't know for what I should disable Screen Shake. It would be really cool if more things like enemies or a level builder gets added. I already know most of the values, but having a toolkit were you can see you adjustments instantly is a lot more cool.

Thank you for this cool project!!!

(1 edit) (+1)

fun fact: it helped me with platformer i'm making

I love this!

Great idea and well made.
I think I found a bug: the spring platform is affected by the variable jump cuttoff. Turn the jump cutoff slider all the way up and the spring barely gives you any height.

(+1)(-1)
is that bmoCall of Duty: Black Ops Guide - IGN
(-3)

🌟⚡️ Platformer Toolkit: Elevating the Game! ⚡️🌟

I stumbled upon the Platformer Toolkit on itch.io, and let me tell you, it's a game-changer for anyone keen on crafting their own pixel-perfect platforming adventures! 🎮🚀

🛠️ The toolkit's robust set of features empowers creators with an arsenal of tools, making game development an absolute breeze. The intuitive level editor allows for seamless design, and the sprite customization options ensure that every character and obstacle fits the envisioned aesthetic flawlessly. 🎨✨

🕹️ The responsive controls and dynamic physics engine provide that essential 'feel' every platformer enthusiast craves. It's like the toolkit understands the essence of classic platformers and injects it directly into your creation. The attention to detail here is truly commendable! 👾👏

🎶 And let's talk about the soundtrack options—pure auditory delight! The toolkit comes with a diverse selection of tunes that complement various themes, enhancing the overall gaming experience. 🎼🔊

🌈 Whether you're a seasoned developer or just starting, the Platformer Toolkit caters to all skill levels. The documentation is comprehensive, and there's an active community ready to offer support and share insights. It's not just a toolkit; it's a collaborative platform for platformer enthusiasts! 🤝🌐

🚀 In conclusion, if you're serious about creating engaging and immersive platformers, the Platformer Toolkit is an absolute must-have. Kudos to the developers for creating such an invaluable resource for the game development community! 🌟👾

Happy creating! 🚀🕹️

(+3)

Are the scripts free to use in our games?

super informative as a very very beginner to learn the basic concepts of a platformer, thank you! 

(2 edits) (+1)

Really great tool. I enjoyed it and learned something new.

However there are a few bugs. For example the deceleration gets overwritten by the turning speed. If you try to move into the opposite direction and your turning speed is 0 you will keep sliding in the wrong direction even if the deceleration is high and you would instantly come to a stand still if you just released the button.

This is really useful. I'll definitely learn much from it. I did notice that if the Deceleration slider is too far to the right the Instant Movement and Run Speed toggle gets covered by some invisible barrier, so you can no longer click it.

incredible

(1 edit)

The game is really cool

Making this feel right felt so simple and yet I felt so accomplished getting it to where it felt like the character actually belonged in the environments! I'm just learning how to build games so this really helped me get an idea of all the sorts of things that go into making a game really feel polished!

(+2)(-1)

Rate my build:

Run: speed - 9; acceleration - 40; deceleration - 70; turn speed - 77;

Jump: height - 3.5; duration - 2.5; down gravity - 2; air acceleration - 35; air control - 60; air brake - 70; 

Camera: zoom - 8; damping X - 0.5; damping Y - 1.5; lookahead - 0.5; ignore jumps - on;

Assists: coyote time - 0.1; jump buffer - 0.2; terminal velocity - 20; rounded corners - on.

for jumping, are double jump and/or variable height on?

without the other customizations like juice and what I said,  I will have to give it a 6/10

(+1)

Can you make this into a Godot addon please?

Silly question, but.... in the demo above, how do I unlock the locks? I can't find the key.

It unlocks as you progress through the video essay(bottom right button)

Sometimes when I hold the arrow keys and do a Double Jump, I can't double jump and fall down on spikes, sometimes it works, sometimes it doesn't.
Amazing tool btw !!

(1 edit)

This is really helpful for making platformer characters, thanks!

(1 edit)

I noticed that there were presets for Mario, Sonic, Super Meat Boy, and Celeste, but no Mega Man, Kirby, Castlevania, or Ghosts and Goblins?

Please do a Mega Man preset

(1 edit)

The Super Mario preset isn't right.  It doesn't have any jump cutoff set so the variable height jump doesn't work.  Also the max jump is set too low: Mario should jump 5 tiles by default, 6 if he's moving.  Movement affecting jump height is another variable to consider.

I think you should have given Celeste a double-jump, considering how important the air-dash is to the game.

There's an "Instant Movement" checkbox that isn't interactible.

Btw, here's my build:

Running: Max Speed: 8.  Max acceleration, deceleration, turn speed.

Jumping: Jump Height: 5,  Jump Duration: 3, Jump Cutoff: 3, Max air control, air acceleration, air brake.

Camera: Zoom: 5, Ignore Jumps.  I set look-ahead to max and damping to 1 but I could have more look-ahead but the damping cancels it out, but I want more damping because I don't like the quick camera movements when it switches the look-ahead on and off.

if you have deceleration all the way to max, clicking the instant movement box makes it think that you are clicking the deceleration slider

(+1)

:D tht was fun

(+1)

I went through every part 5 times once with each character setting and 1 for my own, it was very very hard, but fun. if you are curious at first, I thought that sonic would be the hardest (I've never played Celeste) but man was I wrong!

(+1)

makes you realise plaformers are very hard to make i can not get that jump to work

Correction: Platformers AREN'T hard to make, unless you're looking to make one of a HIGH QUALITY. ;)

(With that said, however, it shouldn't be too difficult to add features like Coyote Time, right?)

(Also, it shouldn't be hard to find a set of platforming settings that would work with your needs, right?)

ya thats what i ment thanks for correcting

(+2)

Amazing educational tool! Thank you!

fun but i thunk mario is faster than that but it was all fun and helped me understand programming better. thank u

This is super cool. I was hoping to use it for a summer camp style event as an introduction to game making. However I was hoping there would be a way to export the settings that I create in the platformer toolkit for use with the accompanying Unity asset. Is this something that is currently possible or could be added? It's still really informative for how to make a good controlling platformer.

Thanks!

(2 edits) (+1)

hi, how do you tweak the air control, i mean how do you code/implement it, btw this was really interesting thank you

(+3)

No speed runs of this yet???

Thank you for making it..!! I appreciate it, and I love your YouTube channel..!!

good

this is awesome! thank you :)

great tutorial and very informative!!

if you click to another panel right after the one he's talking about, you get locked there.

really fun and educating game about game development, I wish I had played this game when I was in my game developer phase :(. But overall enjoyed this game a lot and learned a lot too. thanks for making it so good <3

I used to play this for fun and now it helps me with basic sidescroller movements and is in most of my games that I've tried to mak

This is amazing and very informative. I think it's a great way to illustrate the concepts and to get some hands-on understanding. I hope you'll consider doing more of these on occasion.

(2 edits) (+2)

...I think what this game taught me is I don't actually like platformers like I thought. "Slidey and floaty" seem more to my liking oddly, with the default settings, and my extremes I put didn't slide, but, I sure leaned into floaty pretty hard! Heck, I basically made Kit fly and bypassed the challenges, and going through on the presets didn't quite feel as fun for me.

Is there a term for, like, "anti-platformers" I guess? I put in 19 max speed and 80 for Accel/Decel, max jump height/duration with no downgrav increase, doublejump on, air accel/control/brake all maxed, variable height on, max coyote time/jump buffer and minimum terminal velocity, and I absolutely drenched it in every drop of juice I had, and it was legitimately the most fun "platformer" experience I think I've had, and I've played a lotta sonic and mario games...

Also: No idea what "Jump Cutoff" does, maybe a question circle coulda been nice for it.

(2 edits) (+1)

Jump Cutoff determines the minimum height of your jump if you have the variable height option turned on. The higher it's set, the smaller the minimum jump is (i.e, if you tap the button you'll get a tiny jump).

I tried to set my jump cutoffs so that a simple tap of the button sufficed for most of the jumps and holding the button worked for places the player might want extra height or control.

Edit: I tried your controls, and while I would certainly not make this a character's default jump arc, this is basically what gliding as Knuckles feels like in the Genesis games. But Knuckles can stop gliding to land on platforms... and I think your Kit could use that as well, haha.

(2 edits)

Part of me wants a game where that wouldn't be needed, if that makes any sense. A sorta anti-platformer of sorts, with the opposite of precision. Least, that's what I learned from playing with this.

A game that wants you gliding about on momentum as your regular default state, perhaps where any platforms you'd want to land on are big enough that your "stop gliding" is just faceplanting.

Kind of reminds me of A Hat in Time, especially with the 'gliding everywhere with double jump and fast acceleration'. That's a 3D game though.

Otherwise, I do think you're onto something. In high school I kind of made a similar type of platformer as you described but you're playing as a tiny RC car (hence why you can have slipper momentum and have so much control in your jump). I now want to explore that concept again since you're implying there is a demand for it.

Maybe we can start the trend towards 'vehicle based platformers'.

Maybe, maybe!

(+1)

...did anyone else feel like the "Doesn't feel right" defaults were actually fun a bit even with the level clearly not built to accommodate?

I feel like default settings Kit could very well have a place in a game built to accommodate the high speed high jump platforming Kit was doing.

max everything in jump, but turn air control and air brake to 0to launch yourself like a catapult, also turn on double jump to still hav some control

Viewing most recent comments 1 to 40 of 260 · Next page · Last page