Super Ubie Land *Wii U, PC, Mac* *COMPLETED!*

  • Coming Feb 2013

    <img src="http://i50.tinypic.com/wjurdk.jpg" border="0" />

    (Link to the Fullsize Image)

    datboidrew.com/blog/wp-content/uploads/2012/07/SUL_PromoPoster1.jpg

  • been up all night... working hard on Super Ubi Land. Many many more nights to go but til then, check out this new update. Still playing around with the same stage but I've added a couple of new mechanics and fixed a bunch of things (and added some subtle yet satisfying eye candy like point icons whenever you grab an item or destroy an enemy). Hope you enjoy

  • I created a basic demo of the game and uploaded it to Scirra Arcade. The game has a lot of work needed to be done and I also had to strip a lot of things in order to get it under the 10mb file size limit :(

    BUT check it out, let me know what you think. :)

    Thanks for the support!

    <img src="http://datboidrew.com/blog/wp-content/uploads/2012/06/playsuperubiland_scirra_arcade.jpg" border="0">

    http://www.scirra.com/arcade/games/addicting-action-games/1487/super-ubi-land

  • Fantastic!

  • The game looks amazing! I do have some suggestions:

    • Can you make certain enemies respawn if I camera moves away a certain distance? If I kill the bird enemies I need to jump on to proceed through the level, they don't respawn.
    • Can you make Ubi's picking up animation a little faster? Perhaps it can move slower for items that give more points. For example, plants can be pulled out quickly, but certain items (maybe small hidden bits of Ubi's ship) take more time to pull out of the ground.
    • While invincible, Ubi does not bounce off enemies. This could be a bug or you could use this as an unusual game mechanic. Do you jump on the enemies to reach a higher area, or go run through them to reach a different area. :D
    • Does the amount of life Ubi has cap at two hearts or is that a game mechanic (like The Legend of Zelda where picking up heart containers increases the amount of hits you can take)?
    • Can you add the ability to run by double-tapping left or right or by holding a certain key?
    • If Ubi falls in the water, can you make him sink faster, or possibly use the balloon to help him float out.
    • For some reason, I jumped on a bird enemy, picked up a plant and got 10,000 points. :P
    • [Minor Nitpick] The title screen music only goes through one loop, then plays the Notion Games Logo.
    • [Minor Nitpick] When picking up coins, instead of just playing the coin pickup sound, make the sound stop, then play it. Picking up several coins at once will make the coin sound a bit loud.
    • [Minor Nitpick]Can you make the HUD contrast a little more from the background. The score and the clouds are the same color.
    • [Minor Nitpick]The clouds don't move.
    • [Minor Nitpick]Spamming the space bar on the title screen make the sound play a bunch of times. Spamming jump during the level introduction (the part that displays the level's name) plays the jump sound a bunch of times.
    • [Minor Nitpick]Ubi has the power to hover over grass. Can you move the grass to the foreground?

    I'm not sure if you've already solved these things already. Even so, the game is quite good! Great work! :D

    Sorry if I sounded overly critical!

    (Also, sorry for writing such a gigantic list!)

  • Thank you sir!

  • Thanks guys for checking out the game.

    I appreciate any and ALL feedback :) it all goes to making the game that much better. There are a lot of issues that have been touched on in the 'real' version but seeing things that may be annoying and are buggy in this little demo will be important to know so that I may check out whether or not it's an issue in the main build.

    Again, really appreciate the feedback :D great eye for detail!

    cheers!

    -Touching up on some of your questions -

    Ubi won't be able to survive water at all in the game so he'll just pretty much explode or whatever animation i draw up in the final version so people won't sit through slow sinking.

    When invincible he just plows through the enemies. I figured it would give a feeling of strength just being able to plow through and to also be able to quickly earn 1ups after killing a certain amount of enemies in that mode. I'll definitely place the star power up in areas that you won't need to kill enemies in order to progress

    There will be a shops in the world map where you can use coins to purchase upgrades like extra heart containers, 1ups and other things.

    Great idea about the re-spawn, i have to learn how to program that part in. I'll try it and then ask in the forums if i can't figure it out.

    and the minor nitpicks aren't minor at all :D they're really useful. If a player feels any frustration due to the design then it's good for me to know so i can make this game as enjoyable as possible.

    Thanks again for your feedback! It's very valuable!

  • For the respawn thing, you could have a object that spawns certain enemies (I'll call it an enemy spawner :P)

    For example:

    -Place an "enemy spawner" in areas where you need to kill enemies to progress. Give an instance variable that counts how many enemies it has spawned (I'll call it "EnemyCount").

    -If the player kills an enemy that particular spawner created, it subtracts 1 from "EnemyCount".

    -Then if the spawner a certain distance away from Ubi (or it goes offscreen) and "EnemyCount" is zero, spawn another enemy.

    (You could also make the spawner create another enemy after a brief period of time like 1-3 seconds. Just use a small animation for the enemy spawning like a puff of smoke, fading into existence, or something.)

    Thanks again for your feedback! It's very valuable!

    No problem :D

    Edit:

    If the player kills an enemy from an enemy spawner, give them points only for the first 1 or 2 enemies it has spawned. This is to prevent players from exploiting the spawner for points. :P

    Edit 2:

    Some more suggestions

    • If Ubi's balloon is about to pop, pressing up again will give Ubi a new one.
    • Stepping on multiple enemies could use a score multiplier. For example, stepping on one bird will 500 points. Stepping on another bird before hitting the ground would give 600 points or "500 X 2" points, and so on. :D
  • I have the multiplier working for whenever you kill enemies in a single jump but I don't know how to use custom fonts. I like the old school pixel sprite font that I have so I just kept all of the kills at 500 til I can figure out how to incorporate fonts ion construct 2.

    So I'm guessing for the ubi balloon glide I can give ubi a variable that only resets whenever he hits the ground? That way the player cannot keep using the balloon mechanic over and over, correct?

    Also if you'd like to be one of the official testers that would be great. I would include your name in the credits. I don't have anyone really testing the game right now outside of a couple of friends.

    And I'm going to play around with the enemy re-spawn mechanic.

    Thanks!

  • I have the multiplier working for whenever you kill enemies in a single jump but I don't know how to use custom fonts. I like the old school pixel sprite font that I have so I just kept all of the kills at 500 til I can figure out how to incorporate fonts ion construct 2.

    I like the font too! :D

    The only thing I can think of is to create a sprite object with animations containing the numbers. It could have animations with the numbers 0 through 9 (and an X for multipliers).

    If the player gets 500 points, create a sprite that displays a 5. Then create another that displays 0 and move it the right a little. And so on...

    (Not sure I explained that very well :S)

    o I'm guessing for the ubi balloon glide I can give ubi a variable that only resets whenever he hits the ground? That way the player cannot keep using the balloon mechanic over and over, correct?

    That is correct!

    lso if you'd like to be one of the official testers that would be great. I would include your name in the credits. I don't have anyone really testing the game right now outside of a couple of friends.

    Sure! Just PM me a link to the current build and I'll see what I can do! :D

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  • Nice little game so far. I like the music and the generally happy theme. The level design, while simplistic, is nice as well. I can never figure out what I'm doing with my levels lol.

    My only complaint is the animations and lack of juice�, as well as some of the movements. It's all very stiff. It's just weird to see graphics like this without the smooth vector animations and effects to compliment them. However, the game is still in early development so0o.

  • Thanks Tokinsom!

    Yea the level design is really giving me problems too. I'm really just sketching out things on paper and trying to see how they play out. Of course during development I will be making tons of adjustments.

    I was actually inspired by Bumper's Quest to even use Construct 2.

    As far as the animations go, so far i basically drew a bunch of key poses that i stuck in to see which mechanics i'm really going to use. Once i finally figure out what i really want ubi to be able to do I'll clean them up a bit ^__^

    Also people think these are vector images but they're just drawings on paper that I inked and scanned into Photoshop... I guess I'm doing everything the hard way :/

    I actually had some questions that I wanted to ask you about Bumper's Quest. I'll PM you

    Thanks for checking out the Super Ubi Land build!

  • Very enjoyable :) Only minor thing I could think of is the colour pallet seems a little desaturated. In your forum sig the little thumbnails seem a lot more colourful. But enjoying what I'm seeing so far!

  • Did somebody say SpriteFonts? <img src="smileys/smiley17.gif" border="0" align="middle">

    I use that plugin for all my games, including my Happiness! one. It works brilliantly, and you only need to create one font object per font, and you can reuse it and put it through the SOL picking via variables and conditions so that you can control each individual instance. It's a bloody brilliant touch. Props to Mipey for puttin' it out there for us to abuse.

  • Very enjoyable :) Only minor thing I could think of is the colour pallet seems a little desaturated. In your forum sig the little thumbnails seem a lot more colourful. But enjoying what I'm seeing so far!

    thanks, I am glad that you enjoyed the demo :)

    I'm not sure why the colors look so much more 'colorful' in the sig. I just took the assets from the game and positioned them into an image. I have no idea :D

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