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Journal articles on the topic 'Platformer game'

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1

Adam, Muhammad, and Iedam Fardian Anshori. "Perancangan Game Puzzle Platformer Ploop Menggunakan Model Game Development Life Cycle." Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) 6, no. 1 (2023): 34–48. http://dx.doi.org/10.32672/jnkti.v6i1.5560.

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Abstrak— Perkembangan game yang ada saat ini begitu pesat dan menjadi bagian dari gaya hidup. Berbagai genre game mulai bermunculan seperti action, horror, puzzle, RPG dan platformer games. Namun generasi sekarang atau anak yang lahir pada tahun 2000-an masih banyak yang kurang familiar dengan genre puzzle platformer, karena puzzle platformer ini genre game yang mulai populer baru-baru ini dan merupakan gabungan dari dua genre game yang di jadikan satu mekanik permainan. Game puzzle platformer adalah sebuah aplikasi permainan untuk mengasah kemampuan berpikir, dimana pengguna harus memecahkan
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Khoiriyah, Laila Hafidhotul. "Well – Lit : Penciptaan Game Mix-Genre Adventure Puzzle 2D." Journal of Animation & Games Studies 2, no. 1 (2017): 69. http://dx.doi.org/10.24821/jags.v2i1.1414.

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Smartphone is currently a trend that is prevalent throughout the world because there are featur and attractive interfaces are offered, such as the operating system Android. Excess own Android operating system that provides an open platform or commonly referred to as open source for developers to create their own variety of millions of applications that will be used for a wide range of mobile devices. This has led to the development of applications based on the Android mobile phone game very quickly. One popular type of game is a platformer. There are so many bestselling platformer game even a
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Wicaksono, Tommy, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME 3D FPS PLATFORMER “WARMIND”." Jurnal Ilmu Komputer dan Sistem Informasi 8, no. 1 (2020): 170. http://dx.doi.org/10.24912/jiksi.v8i1.11492.

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Warmind adalah game bergenre First-Person Shooter Platformer dengan grafik 3 dimensi. Game ini dapat berjalan di sistem operasi Windows dan dibuat dengan menggunakan game engine Unity dengan bahasa pemrograman yang digunakan adalah C#. Game ini merupakan game single player offline. Dalam game ini terdapat platform spesial untuk melewati rintangan dan jebakan yang ada. Level dalam game ini ada 5 level dengan desain rintangan dan puzzle yang berbeda setiap levelnya. Pengujian dilakukan dengan menggunakan metode blackbox testing, alpha testing, dan beta testing. Untuk beta testing dilakukan denga
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Oprean, Danielle, Hillary Gould, Nathan Riedel, and Soren Larsen. "Collect that Coin: Efficacy Testing of Platformer Game Mechanics with Adult Learners." European Conference on Games Based Learning 17, no. 1 (2023): 459–66. http://dx.doi.org/10.34190/ecgbl.17.1.1589.

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Digital serious games for adult learning have become a more prominent topic for research in recent years, yet platformer genre games for learning remain underexplored. Despite this, many adults enjoy platformer games for entertainment which presents the question of what about platformer games makes them less prominent in adult education learning games. Platformer games often focus on simple mechanics such as collecting and race to the finish which map well to lower-order learning but require more effort to map to higher-order learning. To address this case, we rapidly designed and developed a
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Trenaldy, Gery, Darius Andana Haris, Jeanny Pragantha, and Carlene Lim. "PERANCANGAN GAME PLATFORMER “GRAPPLE” PADA PC." Jurnal Serina Sains, Teknik dan Kedokteran 1, no. 1 (2023): 1–10. http://dx.doi.org/10.24912/jsstk.v1i1.22745.

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"Grapple" is a platformer game designed using Unity and targeted to be played on PC. Sprites and assets used in this game were created with Pixilart. Players can choose between 2 level packs where each level pack consists of 6 levels. The goal in the game "Grapple" is to pass all available obstacles with the help of a grappling gun and get the highest score possible from each played level. Design & Planning carried out using game design methods. Testing is carried out using black box testing.
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Octodinata, Steve, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME 2D PLATFORMER ‘SAVE THE FOXY’ PADA WEBSITE." Jurnal Serina Sains, Teknik dan Kedokteran 1, no. 2 (2023): 431–42. http://dx.doi.org/10.24912/jsstk.v1i2.31034.

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Platformer adalah permainan yang karakternya dikendalikan oleh pemain, yang berlari dan melompat untuk menghindari rintangan dan mengalahkan musuh. Platformer sering diklasifikasikan sebagai subgenre dari game Action. Game Action merupakan sebuah game yang membutuhkan pemain dengan kecepatan refleks, akurasi, dan ketepatan waktu dalam menghadapi berbagai rintangan yang ada di dalam game. Browser Games adalah game yang dimainkan pada browser melalui Mozilla Firefox, Opera, atau Internet Explorer. Game sederhana dengan pemain tunggal dapat dimainkan dengan browser melalui HTML dan teknologi scri
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Subetha, Zinpo, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME PLATFORMER “INTERVAL” DENGAN FITUR AUTO JUMPING." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (2021): 237. http://dx.doi.org/10.24912/jiksi.v9i1.11601.

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Interval is a 2D platformer game made using the Unity game engine. The game tells the story of a treasure hunter finding a ruin that no one else has ever explored. Interval has a game mechanic called auto jumping. Auto jumping makes the player can’t control the character jumping ability. The game controls the timing when the character jumps in a certain interval. The time interval is determined by the game. Game testing is done by using the blackbox method, alpha testing and beta testing. The test results show that the game has features that are rarely found in other games, moderate difficulty
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Panjaitan, Cherlina Helena Purnamasari. "Development of The Momon Adventure HTML5 Canvas Game Based on Website." Gameology and Multimedia Expert 1, no. 1 (2024): 6. http://dx.doi.org/10.29103/game.v1i1.14556.

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The development of games is increasingly rapid, followed by tools for making games. There are many game genres, Platform Games or Platformers is one of them. Platform games are a genre of video games whose main objective is to control a character who jumps or climbs between platforms to achieve a specific goal. Platformers are characterized by level designs that feature terrain that varies in challenge and demands the player character's abilities (such as jumping and climbing) to navigate the player's environment and achieve the objectives in each level. For example, there are many famous plat
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Retno, Sujacka, Zeny Arsya Fortilla, and Ilmi Suciani Sinambela. "Developing the Console Dash: a 2D Adventure Game using Godot Game Engine." Gameology and Multimedia Expert 1, no. 1 (2024): 10. http://dx.doi.org/10.29103/game.v1i1.14555.

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A 2D platformer game, console dash is a game that tells the story of Dax, a curious game character, jumping out of his console to go on an adventure. He goes through difficult levels, collects objects and meets new friends. They form a team and fight a villain named Glitch. The aim of this research is to design a 2D Console Dash platformer game with an adventure genre that is interesting and also quite difficult to complete. This application was created using the Godot game engine with the GDScript programming language. The method used in this final assignment uses the MDLC model software deve
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Suharyadi, Heri, Dian Ahkam Sani, and Mohammad Zoqi Sarwani. "Implementation of Virtual Reality in Game Platformer." Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi 5, no. 1 (2020): 32–38. http://dx.doi.org/10.25139/inform.v5i1.2327.

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The realization of virtual reality is implemented on an application in the form of a game that will load the genre of platform games, where the genre of this game is highly respected by lovers of games on the Android platform. The hardware used to create virtual reality in this platformer game is an android device that has a gyroscope sensor, virtual reality cardboard, and computer devices. The software uses unity, blender, and Microsoft visual studio as a code editor. The making of this virtual reality game using the gyroscope sensor as full control of character movements that serve to minimi
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Saputra, Rizqi Kurniawan, and Kiki Setiawan. "Pengembangan Game 2D Platformer Berbasis Microbit Menggunakan Unity." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 1 (2024): 20–25. http://dx.doi.org/10.35870/jimik.v5i1.420.

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This research aims to develop a 2D platformer game using the Microbit platform and Unity as the development tools. The Microbit serves as the controller with various sensors and computational capabilities. The development process starts with designing the game concept, including level design, characters, and mechanics. Unity is used to create levels, game logic, and connect the Microbit to the game. Users can control the character through the sensors and buttons on the Microbit. Testing involves participants to measure the game's quality and effectiveness and gather feedback. The collected dat
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Sarkar, Anurag, and Seth Cooper. "tile2tile: Learning Game Filters for Platformer Style Transfer." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, no. 1 (2022): 53–60. http://dx.doi.org/10.1609/aiide.v18i1.21947.

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We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the original tile representation for a given game. This enables these models, which we refer to as filters, to translate level sketches into the style of a specific game. Moreover, by converting a level of one game into sketch form and then translating the resulting sketch into the tiles of another game, we obtain a method of style transfer between two games. We us
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Arif, Rizqya Zakyyatul, Mungki Astiningrum, and DyahAyu Irawati. "Halaman PENGEMBANGAN GAME PLATFORMER 2D ATTACKING GOMI MONSTER." Jurnal Informatika Polinema 3, no. 2 (2017): 14. http://dx.doi.org/10.33795/jip.v3i2.6.

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Sosialisasi tentang peduli lingkungan kenyataannya sudah dilakukan oleh banyak kalangan masyarakat yang berisi himbauan untuk menjaga kebersihan lingkungan agar terhindar dari dampak-dampak negatif dari lingkungan yang kotor. Game merupakan sebuah media sosialisasi peduli lingkungan untuk selalu menjaga kebersihanlingkungan. Dalamskripsi ini dikembangakan sebuah gameAttacking Gomi Monster menggunakan metode Simple Addictive Weighting (SAW). Metode SAW ini digunakan karena dianggap mampu meningkatkan kecerdasan buatan pada enemy didalam game. Metode ini juga dapatdigunakan untuk menentukan kece
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Yulianeu, Aneu, and Adam Abdul Aziz Kurniawan Rosadi. "Pengembangan Game Platformer Slime Jump Menggunakan Metode Sekuensial Linier." Jurnal Sisfokom (Sistem Informasi dan Komputer) 12, no. 1 (2023): 152–61. http://dx.doi.org/10.32736/sisfokom.v12i1.1576.

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Tujuan dari proyek penelitian ini adalah untuk membuat game slime jump platformer dengan metode linear sequential yang tangguh dan informatif tanpa mengorbankan fungsi utama game tersebut, yaitu untuk memberikan hiburan dan kesenangan. Analisis kebutuhan fungsional, kebutuhan perangkat lunak, dan kebutuhan perangkat keras dimasukkan dalam penelitian ini sebagai pendekatan pengembangan sistem. Metode lain termasuk desain sistem, implementasi sistem, dan pengujian sistem. Kesulitan dalam proses pembuatan game dari awal hingga bisa dimainkan, seperti mencari tahu apa konsep utama game tersebut, m
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Kristanto, Andika Eko, Lailatul Husniah, and Ali Sofyan. "Line of sight implementation for game platformer." Jurnal Repositor 1, no. 2 (2020): 151. http://dx.doi.org/10.22219/repositor.v1i2.321.

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Traditional weapon is one of cultural heritage from our ancestors in Indonesia. While it can be noted that the popularity of less traditional weapons in the know by many people because it is losing popularity with weapons from other countries. But now there are some people who make use of media technology to preserve the traditional cultures ranging from custom homes, traditional clothing and also a traditional weapon from every province in Indonesia. Be aware that in Indonesia traditional weapon there are diverse, but some provinces have the same traditional weapons it can because the provinc
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Tawakal, Rayendra, Mela Hezma, and Dewi Regita Cahyani. "Frog Adventure: 2D Based Platformer Game Design with HTML5." Gameology and Multimedia Expert 1, no. 1 (2024): 20. http://dx.doi.org/10.29103/game.v1i1.14557.

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A game is an activity or form of entertainment that involves players in a structured system of rules. Typically, games involve clear goals, challenges, interaction, and decision making by players. Games can be played individually or in groups, either physically or via electronic media such as computers, game consoles, or mobile devices. This report provides in-depth information about the game "Frog Adventure" by choosing Javascript as the main programming language, as well as notepad++ for the code editor container to help create the designed game. The aim of making this game is to fulfill the
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Haris, Darius Andana, Jeanny Pragantha, and Jason Jason. "INOVASI KONTROL MENGGUNAKAN SUARA PADA GAME PLATFORMER “ENDLESS JETRIDE”." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 2 (2021): 1. http://dx.doi.org/10.24912/jiksi.v9i2.13090.

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Dalam game ini pemain berperan sebagai astronot yang harus berlari sejauh mungkin dan menghindari monster. Game ini dikembangkan untuk smartphone berbasis Android. Game ini dibuat menggunakan engine game Unity dengan bahasa pemrograman C#. Game ini bersifat endless dengan meningkatnya kesulitan saat pemain berlari lebih jauh. Tujuannya adalah untuk mendapatkan skor setinggi mungkin. Pemain harus menghindari rintangan dengan melompat. Pemain harus menggunakan suaranya untuk mengontrol karakter. Pengujian dilakukan dengan metode blackbox, alpha testing, dan beta testing. Hasil pengujian menunjuk
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Roby Setiawan, Agus Nugroho, and Bima Redhy Putra. "Development of Platformer Game “Adventure Drake” Using Finite State Machine Method." Media Journal of General Computer Science 1, no. 1 (2023): 29–32. http://dx.doi.org/10.62205/mjgcs.v1i1.10.

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Video game is one of the most popular hobbies out there, someone who have been played games always ended with fun experience and adrenaline rush. The people who enjoy this type of hobby so diverse starring with kids, teenager, and adult. With increasing technology playing game is not exclusive on desktop pc or game console, but now can be play on smartphone with android and IOS system operations, so they can play game wherever they want, and whenever they want. For that reason, the author with interested in designing game with the platformer genre using 2D technology and using finite state mac
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Alexander, Kevin, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME IMPOSSIBLE PLATFORMER "MY UNFAIR ADVENTURE" PADA ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 8, no. 2 (2020): 251. http://dx.doi.org/10.24912/jiksi.v8i2.11531.

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This game was created using the Unity game engine with C# as its programming language. The goal of this game is to complete all the stages. At each stage, players will face various obstacles such as monsters, traps, and hazards. Testing is done by blackbox testing, alpha testing by the supervisor, and beta testing by 32 respondents through a questionnaire. The test results show that the game My Unfair Adventure can make players annoyed but still encourage them to play again.
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Ma’arif, Chairul, Indah Nofikasari, and Rudi Susanto. "Game Platformer Gatotkaca Sebagai Pengenalan Tokoh Wayang Berbasis Android." DutaCom 14, no. 2 (2021): 99–105. http://dx.doi.org/10.47701/dutacom.v14i2.2023.

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Indonesia merupakan negara yang memiliki banyak pulau. Pulau-pulau membentang dari Sabang sampai Merauke menjadikan Indonesia kaya dengan suku, Bahasa, kepercayaan dan kebudayaanya. Dengan keragaman tersebut Indonesia bisa dikatakan sebagai bangsa yang memiliki “multikultural". Setiap daerah yang ada di Indonesia memiliki keragaman yang khas untuk menunjukan identitas suatu daerah tersebut. Salah satunya adalah wayang. Demi mendukungnya melestarikan budaya wayang maka butuh sarana untuk mewadahi wayang menjadi konten yang menarik. Salah satunya menggunakan konten permainan atau game. Metode ya
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Kurniawan, Haris, Mourend Devegi, and Vidya Nofriza. "Pengembangan Game Edukasi Platformer 2D Berbasis Web dengan Metode GDLC." Jurnal Informatika Polinema 11, no. 3 (2025): 347–56. https://doi.org/10.33795/jip.v11i3.7329.

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Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi berbasis web dengan genre platformer sebagai media pembelajaran interaktif pada mata pelajaran Informatika di Sekolah Menengah Kejuruan (SMK). Latar belakang penelitian ini adalah rendahnya minat belajar siswa serta kebutuhan akan media pembelajaran yang menarik, kontekstual, dan sesuai dengan perkembangan teknologi. Pengembangan game dilakukan menggunakan metode Game Development Life Cycle (GDLC) yang mencakup tahapan Inisiasi, Pra-produksi, Produksi, Pengujian, dan Pasca-produksi. Game dikembangkan dalam format permainan
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Ferdinand, Kelvin, Kevin Jonathan JM, and Darius Andana Haris. "Innovative Approach of 2D Platformer Mobile Game Development “Super Journey”." Teknika 13, no. 2 (2024): 233–38. http://dx.doi.org/10.34148/teknika.v13i2.857.

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This study investigates the design and development process of “Super Journey”, a 2D platformer mobile game aimed at enhancing user engagement and satisfaction through innovative game mechanics and design. Utilizing the Agile methodology, the development stages included conceptualization, design, implementation using the Unity game engine, and iterative testing and evaluation based on user feedback. This development process involved crafting a detailed game design document, creating initial sketches and prototypes, and integrating graphical elements, animations, and game mechanics. The game fea
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Pagnutti, Johnathan. "What Does Bach Have in Common with World 1-1: Automatic Platformer Gestalt Analysis." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 2 (2021): 60–64. http://dx.doi.org/10.1609/aiide.v12i2.12903.

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Platformer level generation has often used a beat metaphor to relate to how players interact with level geometry. However, this conceptualization of beats is different from the musical concept of `beat', limiting the utility of theories and tools developed in music analysis for platformer levels. A gameplay gestalt, a pattern of interaction that the player enacts or performs in order to make progress in a game, may fit the beat metaphor. By taking a very similar lens and viewing players playing platformer levels as enacting a series of gameplay gestalts through time, gestalt music analysis (GM
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Fortilla, Zeny Arsya, and Muhammad Syauqi Jazuli. "Developing a 3D Virus Attack Simulation in Unity: A Case Study for Healthcare Education." Gameology and Multimedia Expert 1, no. 2 (2024): 33. http://dx.doi.org/10.29103/game.v1i2.15885.

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Virus Attack 3D is a 3D platformer game that visualizes humans running to avoid Coronavirus attacks encountered on a path with increasing speed at each level. The player's character dies upon collision, but the game continues with increasing score and level if the player successfully avoids the viruses. This research aims to design Virus Attack 3D, incorporating health-themed education. The application is built using the C# programming language in the Unity application for a more strategic experience. Virus Attack 3D is a platformer game that serves as the research output. The entertaining Vir
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Tamba, Nikolaus Hasudungan, Billy Andrian, Vincenzo, Yanfi Yanfi, and Pualam Dipa Nusantara. "The Effect of Educational Platformer Game "Loving Ma"." Procedia Computer Science 227 (2023): 670–79. http://dx.doi.org/10.1016/j.procs.2023.10.571.

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Wirawan, Jason, Jeanny Pragantha, and Darius Andana Haris. "DESIGNING ROGUELITE PLATFORMER GAME “BONE AND SOUL” BASED ON WINDOWS." International Journal of Application on Sciences, Technology and Engineering 1, no. 3 (2023): 1094–108. http://dx.doi.org/10.24912/ijaste.v1.i3.1094-1108.

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The game "Bone and Soul" is a roguelite platformer game that tells the journey of a character who has been deceived by the Demon King. After being deceived, the only thing that remain is bones and half of his soul. Therefore, the main character will climb the Demon King's Tower to fight against him and reclaim his lost half soul. The Demon King's Tower is composed of various rooms and are procedurally generated. As the game progresses, the main character will acquire other characters to help him defeat the demon king. Bone and Soul is a 2D pixelated game created using the Unity game engine and
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Bambang Irawan and Azki Ramadhan. "Pengembangan Video Permainan Prisoner’s Dilemma 2D Platformer Dengan Menggunakan Unreal Engine." KALBISCIENTIA Jurnal Sains dan Teknologi 11, no. 01 (2024): 54–62. http://dx.doi.org/10.53008/kalbiscientia.v11i01.3280.

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Industri video game telah tumbuh pesat dalam beberapa dekade terakhir, terutama dengan dominasi permainan 3D. Namun, game 2D dapat menjadi alternatif menarik dalam industri yang didominasi oleh permainan 3D. Penelitian ini bertujuan untuk mengembangkan game 2D dengan mengintegrasikan teori permainan "Prisoner's Dilemma" untuk menciptakan pengalaman bermain yang menarik bagi pemain. Teknik agile digunakan dalam pengembangan penulisan ini dikarenakan fleksibilitas dari pendekatan ini memungkinkan reaksi cepat terhadap perubahan kebutuhan pengembangan perangkat lunak. Setelah permainan dikembangk
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Elistatia, Usi, Sisca Permatasari, and Intan Permatasari. "Development of a Construct 2-Based Platformer Game: Challenges and Implementation for Players of All Ages." Gameology and Multimedia Expert 1, no. 4 (2024): 85. http://dx.doi.org/10.29103/game.v1i4.18856.

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This study aims to develop a Construct 2-based platformer game designed to provide an interactive and challenging gameplay experience for players of all ages. The game features key elements such as character movement, object collection missions, and enemy obstacles that players must avoid. The development process involved multiple stages, including requirements analysis, prototype creation, and alpha and beta testing. A scoring and life system was also implemented to enhance gameplay appeal and increase the challenge. Testing and feedback from external players helped refine control elements an
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Selamet, Rachmat, Sudimanto, Maria Christina, Kezia Stefani, and Michael Chen. "Perancangan Game Simulator Memfoto Hewan di Alam Liar." Media Informatika 22, no. 2 (2023): 77–86. http://dx.doi.org/10.37595/mediainfo.v22i2.198.

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Banyak sekali hewan langka yang terancam punah akibat penangkapan, pemburuan liar maupun kerusakan ekosistem fauna itu sendiri yang dapat mengakibatkan hilangnya habitat hewan langka tersebut, sehingga banyak masyarakat yang menginginkan untuk melihat hewan langka harus pergi ke kebun binatang yang akan memerlukan biaya. Pada saat sampai ke kebun binatang, belum tentu hewan yang ingin dilihat tersebut ada ditujuan. Oleh sebab itu, dirancanglah game simulator memfoto hewan untuk dimainkan dan juga sekaligus menjadi edukasi bagi pemain. Game platformer yang akan dirancang menceritakan tentang se
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Nuria Ulfa, Esza, Farindika Metandi, and Yusni Nyura. "PENGEMBANGAN GAME BERTEMAKAN LINGKUNGAN “Trashpocalypse” BERBENTUK VISUAL NOVEL DAN METROIDVANIA 2D PLATFORMER MENGGUNAKAN UNITY." JATI (Jurnal Mahasiswa Teknik Informatika) 8, no. 5 (2024): 10452–59. http://dx.doi.org/10.36040/jati.v8i5.11101.

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“Trashpocalypse” merupakan sebuah game edukasi yang bertemakan lingkungan dengan genre Visual Novel dan Metroidvania 2D Platformer. Game edukasi ini menceritakan tentang pencemaran lingkungan yang diakibatkan oleh sampah, sehingga harapan untuk pemain adalah dapat meningkatkan pemahaman mengenai jenis sampah dan kesadaran untuk menjaga lingkungan dari sampah. Penelitian ini bertujuan untuk dapat mengetahui bagaimana tahapan mengenai pengembangan game yang memiliki tema lingkungan dengan genre Visual Novel dan Metroidvania 2D Platformer. Game “Trashpocalypse” dikembangkan dengan menggunakan met
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Gadir Ahmadov, Araz Aliyev, Gadir Ahmadov, Araz Aliyev. "INTEGRATING VISUAL EFFECTS INTO 2D PLATFORMER GAMES TO ENHANCE PLAY EXPERIENCES." PAHTEI-Procedings of Azerbaijan High Technical Educational Institutions 40, no. 05 (2024): 291–300. http://dx.doi.org/10.36962/pahtei40052024-291.

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As the gaming industry continues to evolve, developers seek innovative ways to engage players and heighten their immersive experiences. This paper explores the integration of visual effects (VFX) into 2D platformer games as a means to enhance gameplay experiences. By combining traditional platformer mechanics with carefully crafted visual elements, developers can introduce new dimensions of excitement, challenge, and aesthetic appeal to players. The paper begins by surveying the historical progression of 2D platformer games and the role of visual aesthetics in shaping player engagement. It the
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Akbar, Yuma, and Mohammad Farroos Al Ammaar. "2D Platformer Game Prototype on Indonesian History Using Scratch." International Journal Software Engineering and Computer Science (IJSECS) 4, no. 3 (2024): 1066–76. https://doi.org/10.35870/ijsecs.v4i3.3070.

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In this study, we would like to share a prototype of a 2D platformer game in Scratch centered on the development of Indonesian history that can increase students' interest and motivation in learning history. In search of a more entertaining and successful alternative to the bad lecture situation, the demand for interactive learning media. Visual programming is chosen with Scratch because it is easier to create educational games in this language. Its creation involves the implementation of visual components such as characters, background environments, UI, etc. Data Evaluation provides a positiv
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Ahn, Jin-Kyoung. "Aspects of the Evolution of the Platformer Game Genre." Journal of Contents and Industry 7, no. 1 (2025): 137–42. https://doi.org/10.55387/jci.2025.07.01.20.

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Tremblay, Jonathan, Alexander Borodovski, and Clark Verbrugge. "I Can Jump! Exploring Search Algorithms for Simulating Platformer Players." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 3 (2021): 58–64. http://dx.doi.org/10.1609/aiide.v10i3.12744.

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Platformer games let players solve real-time, physics-based puzzles by jumping and moving around to reach different goals. Designing levels for this context is a non-trivial task; the placement of well-timed jumps, moving platforms, in- teresting traps, etc., has a complex relationship to in-game challenge and the existence of possible solutions. In this work, we describe three different search algorithms (A⋆, MCTS and RRT) that could be used to simulate player be- haviour in the platformer domain. We evaluate and compare the three approaches applied to three non-trivial levels, show- ing a po
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Sunarjo, Jonathan, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME 2D ONLINE CROSS-PLAY MULTIPLAYER CO-OP PLATFORMER “SHAPE SURVIVOR”." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (2021): 142. http://dx.doi.org/10.24912/jiksi.v9i1.11585.

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This game was created using the Unity game engine with C# as programming language. The goal of this game is to complete stages by playing cooperatively with 2 to 4 players. At each stage players will have to dodge various enemy attack to survive and clear the stage. Testing is done by blackbox testing, alpha testing by the supervisor, and beta testing by 32 respondents through a questionnaire. The test results show that players enjoy the multiplayer aspect and have fun with the game.
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Farrel Arrazzaq, Muhammad, Agung Panji Sasmito, and Hani Zulfia Zahro'. "PERANCANGAN GAME 2D PLATFORMER “ADVENTURE QUEST” DENGAN METODE FINITE STATE MACHINE BERBASIS ANDROID." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 4 (2023): 2419–27. http://dx.doi.org/10.36040/jati.v7i4.7537.

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Game adalah permainain yang dimainkan untuk menghilangkan stres dengan aturan tertentu untuk menentukan siapa yang menang dan kalah. Dalam beberapa tahun terakhir, smartphone dan tablet telah menjadi perangkat utama untuk bermain game karena pengguna perangkat mobile memainkan game pada waktu dan lokasi yang mereka inginkan, bahkan saat sedang dalam perjalanan. Salah satu genre game yang populer di platform mobile yaitu Game 2D Platformer. Game dirancang menggunakan kecerdasan buatan Finite State Machine sehingga enemy dapat patroli dalam jarak tertentu, mengejar dan menyerang player ketika be
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Baskoro, Bimo Aryo Putra Pratama, Jeanny Pragantha, and Darius Andana Haris. "DESIGNING A MULTIPLAYER PUZZLE PLATFORMER GAME 2D CHO CHO CAT ON PC PLATFORM." International Journal of Application on Sciences, Technology and Engineering 1, no. 3 (2024): 1054–67. http://dx.doi.org/10.24912/ijaste.v1.i3.1054-1067.

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“Cho Cho Cat” is an online multiplayer puzzle platformer game on the PC platform. This game will be developed with Unity 2021.3.15f1 and C programming language. To play this game, a minimum of two players and a maximum of four players are required. Each player requires a computer with a minimum Windows 10 operating system and an internet connection. This game has five themes and each theme has two levels. Each themes have different mechanisms. With the nature of this game, namely online multiplayer, level design is dynamic according to the number of players. The mechanics of this game are movi
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Yedithia, Fenroy, Sulistyowati, and Rosmiati. "Pengembangan Game Platformer “Ayo Lawan Virus” Berbasis Android dengan Menggunakan Game Engine Unity." Jurnal Humaniora Teknologi 8, no. 1 (2022): 1–9. http://dx.doi.org/10.34128/jht.v8i1.101.

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Abstrak
 Penelitian ini bertujuan untuk menciptakan suatu permainan dengan tema mempromosikan pola hidup bersih dan sehat (PHBS). Sasaran pengguna dari permainan ini adalah anak-anak dan remaja. Akan tetapi, permainan ini juga dapat dimainkan oleh orang dewasa.
 Dalam penelitian ini, tim peneliti mempertimbangkan keadaan pandemi yang tengah melanda tidak hanya di Palangka Raya, namun juga diseluruh kota di dunia. Sebab itu, dalam merancang permainan ini, tim penulis melakukan observasi dan studi literatur terkait virus dan pola hidup bersih. Dalam perancangan objek gambar, tim peneli
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Encep Sayid Amrulloh, Rio Andriyat Krisdiawan, and Iwan Lesmana. "Fuzzy-Driven Adaptive NPC Behavior in a Meme-Based Platformer Game for Android Mobile." NUANSA INFORMATIKA 19, no. 2 (2025): 123–32. https://doi.org/10.25134/ilkom.v19i2.440.

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Game-based applications are increasingly used beyond entertainment to deliver adaptive, engaging user experiences. Yet, many mobile platformer games still rely on static enemy behaviors, leading to repetitive gameplay. This study introduces Pepe the Ponderland Warrior, a 2D platformer for Android that incorporates culturally relevant meme characters and dynamic NPC behavior using fuzzy logic. Developed with the Game Development Life Cycle (GDLC), the game uses the Fuzzy Sugeno inference system to adapt NPC responses based on player distance, health, and damage received. UML modeling guided the
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Mochamad Gian Razan, Pratama Wirya Atmaja, and Afina Lina Nurlaili. "Gim Platformer “Pina Smart Adventure” Dengan Pembangkitan Level Procedural Dua Fase." Jurnal Informatika dan Sistem Informasi 2, no. 2 (2021): 352–61. http://dx.doi.org/10.33005/jifosi.v2i2.340.

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Sering berkembangnya teknologi, semakin bertambah peminat dalam bidang teknologi dan juga semakin tinggi minat kepuasan orang untuk mencukupi kebutuhan. Salah satu bidang teknologi yang diminati oleh banyak orang adalah game. Game merupakan media teknologi dalam bentuk 2D ataupun 3D untuk bersenang-senang. Platform game adalah yang dalam gameplay nya melibatkan perjalan antar platform dengan cara meloncat (biasanya juga berayun dan memantul). Genre ini biasanya dihubungkan dengan tokoh-tokoh kartun seperti Sonic The Hedgehog, Mario, dan Rayman, walaupun mungkin mempunyai tema yang lainnya. Ele
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Prayoga, Dimas, Lili Rusdiana, and Fenroy Yedithia. "PENGEMBANGAN GAME 2D PLATFORMER “VIRUS MUST DIE” BERBASIS ANDROID MENGGUNAKAN UNITY." Jurnal SAINTEKOM 12, no. 2 (2022): 200–209. http://dx.doi.org/10.33020/saintekom.v12i2.340.

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The development of an Android-based 2d platformer game with elements of Artificial Intelligence (AI) on certain objects makes users get entertainment. However, with the addition of educational elements simultaneously when playing games, it will directly increase user knowledge. The purpose of this study is to present games in the form of education about mathematics to users. The methods used include literature study, observation, and experiment. The software development method uses the System Development Life Cycle (SDLC) with a waterfall development approach. The software used in making this
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Jason, Jeanny Pragantha, and Darius Andana Haris. "Development of Platformer Endless Running Game “Endless Jetride” on Android." IOP Conference Series: Materials Science and Engineering 1007 (December 31, 2020): 012131. http://dx.doi.org/10.1088/1757-899x/1007/1/012131.

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Alexander, Kevin, Jeanny Pragantha, and Darius Andana Haris. "The Development of Android Impossible Platformer Game “My Unfair Adventure”." IOP Conference Series: Materials Science and Engineering 1007 (December 31, 2020): 012140. http://dx.doi.org/10.1088/1757-899x/1007/1/012140.

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Sukmana, Septian Enggar, Dimas Trenggono Adi, and Hendra Pradibta. "Game Platformer Berbasis Fuzzy-Fisher Yates Dalam Pembelajaran Matematika Materi Perkalian Sekolah Dasar." Jurnal Minfo Polgan 12, no. 1 (2023): 60–66. http://dx.doi.org/10.33395/jmp.v12i1.12310.

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Pada saat ini Sekolah Dasar menerapkan sistem belajar dengan skema tematik. Matematika merupakan salah satu mata pelajaran yang diajarkan untuk siswa sekolah dasar dimana materi perkalian telah masuk ke dalam kurikulum matematika untuk siswa kelas 2 sekolah dasar. Pada sistem pembelajaran tematik siswa sekolah dasar menggunakan sebuah tema dalam belajar beberapa mata pelajaran yang dikaitkan dengan tema tersebut. Pelajaran matematika perkalian memerlukan pendalaman yang lebih dalam memahami materi sehingga dengan adanya game edukasi pembelajaran perkalian “Petualangan Andi” dapat digunakan seb
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Guzdial, Matthew, and Mark Riedl. "Game Level Generation from Gameplay Videos." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (2021): 44–50. http://dx.doi.org/10.1609/aiide.v12i1.12861.

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We present an unsupervised process to generate full video game levels from a model trained on gameplay video. The model represents probabilistic relationships between shapes properties, and relates the relationships to stylistic variance within a domain. We utilize the classic platformer game Super Mario Bros. to evaluate this process due to its highly-regarded level design. We evaluate the output in comparison to other data-driven level generation techniques via a user study and demonstrate its ability to produce novel output more stylistically similar to exemplar input.
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Rismanto, Ridwan, Rudy Ariyanto, Awan Setiawan, and Melcinsiasih Elinggar Zari. "Sugeno Fuzzy for Non-Playable Character Behaviors in a 2D Platformer Game." International Journal of Engineering & Technology 7, no. 4.44 (2018): 222. http://dx.doi.org/10.14419/ijet.v7i4.44.26995.

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One aspect for a platformer game to be challenging to play is the NPC (Non Playable Character). An NPC is often placed as an obstacle for player to finish at each level. However, an effort must be done to create a behavior of an NPC to be challenging enough and not monotonous. Creating random behavior is one way. But the problem with this approach is a less interactive NPC behavior because of its inability to respond from the game state accordingly. In this paper, we propose an implementation of Sugeno Fuzzy to create behaviors for the NPCs. This methodology takes player’s state and NPC’s stat
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Ramadhan, Danny, Asriyanik Asriyanik, and Didik Indrayana. "PENGEMBANGAN GAME 2D PLATFORMER SEJARAH KERAJAAN MAJAPAHIT DENGAN MENGIMPLEMENTASIKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC)." JATI (Jurnal Mahasiswa Teknik Informatika) 9, no. 2 (2025): 3418–26. https://doi.org/10.36040/jati.v9i2.13209.

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Indonesia memiliki kekayaan sejarah masa lalu yang dapat dijadikan sebagai bahan pembelajaran yang menarik dan informatif, khususnya sejarah kerajaan-kerajaan yang pernah berjaya di nusantara. Salah satu contohnya adalah Kerajaan Majapahit, yang pada masa kejayaannya memiliki wilayah kekuasaan yang mencakup hampir seluruh Indonesia saat ini. Namun, sayangnya, minat masyarakat untuk mempelajari sejarah semakin menurun, diperparah dengan kurangnya variasi media pembelajaran. Seiring dengan kemajuan teknologi saat ini, teknologi dapat dimanfaatkan sebagai sarana media pembelajaran yang inovatif.
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Qiu, Shanhui. "Generative AI Processes for 2D Platformer Game Character Design and Animation." Lecture Notes in Education Psychology and Public Media 29, no. 1 (2023): 146–60. http://dx.doi.org/10.54254/2753-7048/29/20231440.

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AI has the potential to revolutionize the time-consuming and technically complex process of 2D animation production. This paper specifically focuses on creating 2D character animations for platformer games using AI. While AI has made significant contributions to video animations, its application in 2D gaming animation is largely unexplored. Existing AI applications for animation mostly target video animations and lack effective control over randomness. Therefore, this paper explores the role of generative AI in 2D gaming animation, from character design to full animation. Software tools like C
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Park, Se-chan, Deock-Yeop Kim, and Woo-Jin Lee. "UnityPGTA: A Unity Platformer Game Testing Automation Tool Using Reinforcement Learning." Journal of KIISE 51, no. 2 (2024): 149–56. http://dx.doi.org/10.5626/jok.2024.51.2.149.

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Sarkar, Anurag, Adam Summerville, Sam Snodgrass, Gerard Bentley, and Joseph Osborn. "Exploring Level Blending Across Platformers via Paths and Affordances." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 280–86. http://dx.doi.org/10.1609/aiide.v16i1.7442.

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Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training, recent works have increasingly started to explore methods for discovering and generating content in novel domains via techniques such as level blending and domain transfer. In this paper, we build on these works and introduce a new PCGML approach for producing novel game content spanning multiple domains. We use a new affordance and path vocabulary to encode dat
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