myweblkp.blogg.se

Baba is you
Baba is you







baba is you

GM's scripting language was a bit much for my then-unable-to-understand- English-well self, so another schoolmate introducing me to the non-scripting-based The Games Factory, a predecessor of Multimedia Fusion, was a huge improvement. In primary school a schoolmate asked if I'd want to make games and showed Game Maker to me.

baba is you

BABA IS YOU PC

My cousin's Super Nintendo and various PC games with level editors ( Jetpack and the The Incredible Machine series come to mind) probably contributed a lot to this fascination. I don't remember when I began to want to make games, but I must've been still in kindergarten. What was your pathway into making games? Do you consider yourself an artist first and a game maker second, or vice versa? It feels like most non-subscription-based tools do specific things very well but lack some other specific features, so combining multiple tools has felt necessary. When I'm not using the tools included in Multimedia Fusion 2 itself, I generally use a combination of Aseprite, Krita, occasionally GraphicsGale and a couple of older drawing programs for art, Notepad++ for scripting and Audacity & OpenMPT for audio. As a result most of Baba's engine is scripted in lua. The base program doesn't allow scripting of any kind, but luckily for me a good friend, Lukas Meller, had shown me a plug-in a year or so prior that allowed integrating lua to the program. It offers a simple-but-fairly-powerful graphical interface and also a limited-but-usable sprite editor. I've used a game-creation tool called Multimedia Fusion 2, made by Clickteam, for nearly all my games so far. I was fairly certain that the result would either not work in the timeframe I had or wouldn't be fun to play, but decided to test it anyway, and luckily that turned out to be a good idea.Ĭan you describe some of the tools you've used to create the game - what have you found best for drawing and animating the sprites, for example? The theme of the jam, ‘Not There’, made me think of logic operators and how in logic you can reverse a statement with a Not operator, and that eventually developed into a mental image of blocks of ice melting near lava unless the player declares that "Ice Is Not Melt". Was there a 'eureka' moment where you came up with the rule-pushing concept?Īs far as I can recall the moment wasn't very eureka-ish. Although of course I semi-passively tinkered with the concept in my head while coding etc. I think I got the idea during the night after the the game jam's theme was announced, and spent the rest of the 48 hours we were given implementing it. I know you came up with the idea at a game jam, so which took longer - coming up with the concept, or implementing it?ĭefinitely the latter Baba's concept was very much one of those happy accidents where several ideas just happened to line up at a fortunate time. How did he came up with the concept? How did he playtest the game to ensure that, through all that rule-changing, players couldn't break it entirely? And who is Baba, anyway? Just ahead of Baba is You's release on the 13 March, here's Arvi himself to give us the lowdown.īlock-pushing games have been around for decades, but the concept behind Baba is You seems completely new. With Baba is You filled with ingenious ideas like these, we just had to get in touch with Teikari to find out more. If the sentence is changed to read Key is You', for example, the player will then be able to take control of the key, move it across the screen, and unlock a door. The title itself is a reference to one of the most intriguing concepts in the game: replacing the word 'Baba' block in the sentence 'Baba is you' with a different block or object will switch the player's control to that object. This is but one of numerous mind-boggling ways you can manipulate the game's properties by pushing blocks and creating new sentences. Pushing one of the blocks, thus breaking up the sentence, will disable the collision detection on all the walls on the screen. Blocks can take the form of objects or individual words, so three blocks in a row might read, say, ‘Wall is stop’. Like Sokoban, Baba is You involves pushing blocks to solve puzzles the twist here is that pushing blocks will fundamentally alter the game’s rules.

baba is you

Block-pushing games have been around since the days of Sokoban in the early 1980s, yet Finnish developer Arvi Teikari has managed to come up with an ingenious new take on an established format.









Baba is you