Hey there mate, I have ordered a Playdate to learn how to make games, thinking this forces me to stay bite sized and relatively simple with what I want to do. I have no experience with anything like this and it took a TON of banging my head against the wall following this guide, BUT I did it. (I kept having an enemy bounce against the edge of the screen NOT a black block/wall but the actual edge, which crashed me and I spent 45 minutes redoing it and troubleshooting, but I did fix it!) I just want to say that your video here is amazing, it really helped me understand how these functions work, why they work, and gave me ideas on how to utilize them in other ways. It is my dream to make a video game (however simple) and you have helped me take that first step. Thanks so much for this video. Additionally, in this video you had 179 subs you showed at the end, I am SO happy you are at over 100 times that now :D you deserve it! Cheers
So i've been poking at pulp a bit since it was released but i was just having a hard time wrapping my head around the way it handles some of the aspects of the game (not to mention that the games I want to write are not exploration/adventure games, so they don't easily fit into the Pulp way of doing things. Regardless, this video really helped me "get it". Thank you!
Hey Tim, glad I could help. After trying to improve the platformer I came to the conclusion that Pulp in it's current state is a little too limiting in it's scope to build a platformer - you run into a lot of edge case bugs that make it difficult to work with. Of course it may be possible in Pulp but I'm confident it would be much easier to get it implemented with the full SDK and you'll save yourself a lot of headache. If you're worried about lack of programming knowledge to use the SDK I'll definitely be making a platformer tutorial for it at some point 🙂
Great tutorial! I was able to follow and complete the project. Just had a quick question on the health pickup. I created an item and wrote this script for my healthPickup item: on collect do if health==maxHealth then sound "healthNo" end if health
Looks good to me 🦑 great job figuring it out on your own. I would maybe simplify it with checking for >= maxHealth and then using an else statement for the second conditional, but doesn't matter much either way.
My current position is that I've put that project on hold indefinitely for now, unfortunately :( I think the scope was slightly too big for my first commercial project and I want more experience making a bunch of small games first. I will definitely come back to making a bigger project like that in the future, so keep a look out for that
incredible helping video. thank you so much. by the way I have a question : when I put a script on an "item", it doesn't disappear anymore. how did you put a sound on the key you collect and make it disappear at the same time. thank you and congrats
Hi! thank you for your tutorials. they are super helpful! but i want ask mb you can help. I got very strange issue. Somehow name of default tile "white" was changed with another name of tile that i made "portal part". And problem that i can't change names of default tiles and some functions just crushes. I found that i just can create tile and call it "white" and then just redraw all rooms where i have white tiles but it very big job and can be very annoying. Mb you can help and you know how to change name of default tiles?
Hm, I don't think you can change the default name, but if it's mixing it up with another tile, I think that'd probably be a bug in your code - make sure you're double checking and spelling everything correctly, and I'd check the code logic as well. Another thing you can try is using the tileId instead of the tile name. If you hover over a tile, it'll tell you the id. For example, the white tile is id 0, so calling "swap 0" would swap to the white tile.
I’m not sure if it’s possible. But I want to know if there’s a way to switch Character sprites in the sense that like there’s one character that goes faster than the other so you have to switch. Because I’m currently making a game thanks to your help and I want to add this other character sprite to the game.
Sure - I'm not sure about going faster necessarily, maybe you can change config.inputRepeatDelay or config.inputRepeatBetween, but for switching character sprites, you can change the look by calling the "swap" function in the player script to swap to a different player tile, and when you do the swap you can change other properties of the character at the same time to mimic changing out to a different character.
@@Omega_Mart_Employee_K1Z You could respond to the "confirm" event, and inside of it you can check what the current character is using "curFrame = frame". Call "swap character2" or whatever the name of the player sprite you want to switch to, but do "swap character1" if you're currently set to the other character. This will swap the character if you press the A button. To change the behavior, that's dependent on what you want to do, but you can do that in that section of the code. If you want more detailed help you can ask in my Discord.
Pulp games are limited to half resolution (200 x 120 instead of 400 x 240) unfortunately, so I suppose not, but it's definitely more full featured than bitsy so you can push it a lot further. There are some Pulp games that I think look quite good - for example Castle Helios ( jongjungbu.itch.io/castle-helios-playdate ) and Eyeland (ronlent.itch.io/eyeland)
I"m having trouble trying to swap original tiles behind the spikeball movements. I dont like the swap to white option as it erases any custom tiles after the spikeballs movement. Any suggestions?
Hmm I'm actually not sure, since it's been a long time since I've worked with Pulp, but if you checkout the Playdate Squad Discord server, there's a Pulp channel with a bunch of experts that can probably help you. My guess is that you can use the "draw" function in some way to just draw the tile instead of actually swapping it, but I'm not sure
I did exactly what you did in the video, but my spike balls do not bounce and just destroy everything they go through until they hit a wall. Once the spike balls hit the wall you can not move anymore and the spikes stop alternating. I copied and doubled checked everything from the vid so I am very confused
I would double check the capitalization of the variables, because that makes a difference. Also, there's a link to the project .json file in the description, and if you create a new pulp project and import it, you can compare/copy the source code directly. If there's an issue, there is most likely a small, hard to see typo somewhere.
Could you make a video on how to make the game save-able so you can save at certain points or leave the game and come back to the same spot if that’s even possible on pulp. That would be really helpful!
That's a good idea! I'm currently focused on a lot of other stuff at the moment, so I'm probably not gonna be making any Pulp tutorials in the near future, but it's definitely possible. You can get the current position of the player from event.px and event.py and the room from event.room, and then store it using the "store" function. On the game load, you can restore those variables with the "restore" function and move the player to that position/room.
Im stuck in the health system section at the start of healthCount, line 6 isnt correct. Did i miss something? on load do maxHealth = 10 health = maxHealth end heartCount = 0 heartDrawY = 0 while heartCountheartCount then healthComparator-- if healthComparator==heartCount then spriteToSwap = "half heart" else spriteToSwap = "full heart" end end if health>heartCount then spriteToSwap = "full heart" end end
Not sure, but looks like your heart drawing code isn't wrapped in the draw event. Do you have "on draw do" before heartCount = 0 and are you closing that event handler with an "end"? If needed, you can check out my source code by going to the itch.io link in the description and cross checking it with your code.
Join my new Discord to talk about Playdate stuff, get help, and just hangout! discord.gg/kDM8RU4aFt
Hey there mate, I have ordered a Playdate to learn how to make games, thinking this forces me to stay bite sized and relatively simple with what I want to do. I have no experience with anything like this and it took a TON of banging my head against the wall following this guide, BUT I did it. (I kept having an enemy bounce against the edge of the screen NOT a black block/wall but the actual edge, which crashed me and I spent 45 minutes redoing it and troubleshooting, but I did fix it!) I just want to say that your video here is amazing, it really helped me understand how these functions work, why they work, and gave me ideas on how to utilize them in other ways. It is my dream to make a video game (however simple) and you have helped me take that first step. Thanks so much for this video.
Additionally, in this video you had 179 subs you showed at the end, I am SO happy you are at over 100 times that now :D you deserve it! Cheers
The first specific tutorial just so happens to have the exact info I need to make my game? Why thank you, a godsend
So i've been poking at pulp a bit since it was released but i was just having a hard time wrapping my head around the way it handles some of the aspects of the game (not to mention that the games I want to write are not exploration/adventure games, so they don't easily fit into the Pulp way of doing things. Regardless, this video really helped me "get it". Thank you!
Awesome! Glad I could help.
Thanks so much for the video and sharing the code, this was super helpful making my first game in Pulp!
Squid, thanks for the great videos. Keep it up!
Thanks!
Thanks, this is super helpful! If you continue making Pulp videos, I'd love for to see you flesh out that platformer from the first video.
Hey Tim, glad I could help. After trying to improve the platformer I came to the conclusion that Pulp in it's current state is a little too limiting in it's scope to build a platformer - you run into a lot of edge case bugs that make it difficult to work with. Of course it may be possible in Pulp but I'm confident it would be much easier to get it implemented with the full SDK and you'll save yourself a lot of headache. If you're worried about lack of programming knowledge to use the SDK I'll definitely be making a platformer tutorial for it at some point 🙂
@@SquidGodDev Thanks for the detailed reply. Looking forward to it!
I'm really getting a lot out of these tutorials, thank you!
Np!
SquidGodDev: "Why does my Back hurt"
Him being an absolute gigachad and carrying us
Hahaha ♥♥
Thanks for all content dude! You saved my life S2
Happy to help!
Great tutorial! I was able to follow and complete the project. Just had a quick question on the health pickup. I created an item and wrote this script for my healthPickup item:
on collect do
if health==maxHealth then
sound "healthNo"
end
if health
Looks good to me 🦑 great job figuring it out on your own. I would maybe simplify it with checking for >= maxHealth and then using an else statement for the second conditional, but doesn't matter much either way.
i love these tutorials so much!! also, any updates on the fishing rpg?
My current position is that I've put that project on hold indefinitely for now, unfortunately :( I think the scope was slightly too big for my first commercial project and I want more experience making a bunch of small games first. I will definitely come back to making a bigger project like that in the future, so keep a look out for that
@@SquidGodDev hells yeah man keep doing what you love!!
incredible helping video. thank you so much.
by the way I have a question : when I put a script on an "item", it doesn't disappear anymore. how did you put a sound on the key you collect and make it disappear at the same time. thank you and congrats
I think I mention it at 13:15. The "sound" and "swap" are what play the sound and make it disappear, respectively.
@@SquidGodDev thank you for taking the time to reply and thanks again for your vidéos!!!
Great video! Thanks so much for doing this!
My pleasure!!
I made this, and added a Health Boost to give you an extra 3 hearts!
Incredible video!
I didnt even now shake before but it makes my game so much better
Very cool. I can't wait to try this for myself
Hi! thank you for your tutorials. they are super helpful! but i want ask mb you can help. I got very strange issue. Somehow name of default tile "white" was changed with another name of tile that i made "portal part". And problem that i can't change names of default tiles and some functions just crushes. I found that i just can create tile and call it "white" and then just redraw all rooms where i have white tiles but it very big job and can be very annoying. Mb you can help and you know how to change name of default tiles?
Hm, I don't think you can change the default name, but if it's mixing it up with another tile, I think that'd probably be a bug in your code - make sure you're double checking and spelling everything correctly, and I'd check the code logic as well. Another thing you can try is using the tileId instead of the tile name. If you hover over a tile, it'll tell you the id. For example, the white tile is id 0, so calling "swap 0" would swap to the white tile.
How would I go about adding sprite switching based on movement direction for this?
Great question! You can actually check out my tutorial on making a simple enemy AI and attack system video. I cover how to do that there.
@@SquidGodDev thank you I will definitely check that out! Also I love the videos!
is there anyway to play music on a loop in the background?
play.date/pulp/docs/pulpscript/#goto-loop
I’m not sure if it’s possible. But I want to know if there’s a way to switch Character sprites in the sense that like there’s one character that goes faster than the other so you have to switch. Because I’m currently making a game thanks to your help and I want to add this other character sprite to the game.
Sure - I'm not sure about going faster necessarily, maybe you can change config.inputRepeatDelay or config.inputRepeatBetween, but for switching character sprites, you can change the look by calling the "swap" function in the player script to swap to a different player tile, and when you do the swap you can change other properties of the character at the same time to mimic changing out to a different character.
@@SquidGodDev Thanks for the advice but I was kind of thinking maybe more like when you press a button it swaps the character
@@Omega_Mart_Employee_K1Z You could respond to the "confirm" event, and inside of it you can check what the current character is using "curFrame = frame". Call "swap character2" or whatever the name of the player sprite you want to switch to, but do "swap character1" if you're currently set to the other character. This will swap the character if you press the A button. To change the behavior, that's dependent on what you want to do, but you can do that in that section of the code. If you want more detailed help you can ask in my Discord.
@@SquidGodDev can you do more detail? It doesn’t work
@@Omega_Mart_Employee_K1Z Check Discord - I responded to you. It'll be easier to follow up there
great video very useful, i just couldnt get the hearts to display properly
Is it possible to use pulp to make games that don't look like bitsy games?
Pulp games are limited to half resolution (200 x 120 instead of 400 x 240) unfortunately, so I suppose not, but it's definitely more full featured than bitsy so you can push it a lot further. There are some Pulp games that I think look quite good - for example Castle Helios ( jongjungbu.itch.io/castle-helios-playdate ) and Eyeland (ronlent.itch.io/eyeland)
I"m having trouble trying to swap original tiles behind the spikeball movements. I dont like the swap to white option as it erases any custom tiles after the spikeballs movement. Any suggestions?
Hmm I'm actually not sure, since it's been a long time since I've worked with Pulp, but if you checkout the Playdate Squad Discord server, there's a Pulp channel with a bunch of experts that can probably help you. My guess is that you can use the "draw" function in some way to just draw the tile instead of actually swapping it, but I'm not sure
can i use some of this to make my own game?
Of course! That's what it's for :)
Can u make a tutorial on how to make a turn based game like FF or pokemon?
idk why, but the Player stopped moving after adding the gate sprite.
in my game im using drones instead of spike balls but when i start the game they just get teleported to the top of the screen.
nevermind, i got it working (just one word was spelt wrong)😂
I did exactly what you did in the video, but my spike balls do not bounce and just destroy everything they go through until they hit a wall. Once the spike balls hit the wall you can not move anymore and the spikes stop alternating. I copied and doubled checked everything from the vid so I am very confused
I would double check the capitalization of the variables, because that makes a difference. Also, there's a link to the project .json file in the description, and if you create a new pulp project and import it, you can compare/copy the source code directly. If there's an issue, there is most likely a small, hard to see typo somewhere.
@@SquidGodDev I found out what was wrong. I forgot some space. Thanks though!
Sick Vids! you should make a pulp game in one week vid!
Not sure about a Pulp game but I'll definitely make games in 1 week with the full Playdate SDK
Could you make a video on how to make the game save-able so you can save at certain points or leave the game and come back to the same spot if that’s even possible on pulp. That would be really helpful!
That's a good idea! I'm currently focused on a lot of other stuff at the moment, so I'm probably not gonna be making any Pulp tutorials in the near future, but it's definitely possible. You can get the current position of the player from event.px and event.py and the room from event.room, and then store it using the "store" function. On the game load, you can restore those variables with the "restore" function and move the player to that position/room.
@@SquidGodDev oh cool I’ll try that! Thank you for the help! :)
Im stuck in the health system section at the start of healthCount, line 6 isnt correct. Did i miss something?
on load do
maxHealth = 10
health = maxHealth
end
heartCount = 0
heartDrawY = 0
while heartCountheartCount then
healthComparator--
if healthComparator==heartCount then
spriteToSwap = "half heart"
else
spriteToSwap = "full heart"
end
end
if health>heartCount then
spriteToSwap = "full heart"
end
end
Not sure, but looks like your heart drawing code isn't wrapped in the draw event. Do you have "on draw do" before heartCount = 0 and are you closing that event handler with an "end"? If needed, you can check out my source code by going to the itch.io link in the description and cross checking it with your code.
Playdate
Playdate
This reminds me of smile basic language.
Cool - didn't know that was a thing! Looking at it right now. It does seem pretty similar.
You lost me at the zelda heart. Confusion of the highest orda.
Uhh... This project can crash your playdate.
DO NOT DOWNLOAD!!!
Just tested it - works fine on my device. Is there any details about the crash, like a crash message?