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

  • 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.

    Oh wow, thanks for giving me the heads up on it! I'll check it out for sure. Is it usuable in the Scirra Arcade as well? I was hoping to be able to update the demo while working on the main build. If not it's cool. Thanks for the information!

  • I think I may have figured something out where you can create similar "Sprite Fonts" without using a plugin, so you could probably put it in the arcade with no issues.

    I'm making an example capx now. :D

    Edit:

    OK. Here it is!

    I'm not the best Construct 2 programmer, so even I'm having some trouble figuring out what I just made here! :P

    Hopefully, this will be useful to you somehow!

    Download it here: Dynamic Score Without Plugin (attempt)

    Edit 2:

    Just made a slightly more efficient version. It replaces the "LocalX" variable with the "loopindex" expression. Makes things a little cleaner. :D

    Dynamic Score Attempt v2

  • you guys are awesome! Checking this out now!

    I am also working on version 0.21 with some of the tweaks you guys have suggested. I'll upload in a couple hours.

  • Great art! Well, the animations are really lacking, but you explained why that is. The designs for the backgrounds and characters and such are clean and attractive. Also, I thought the it was fun to play, which of course is good. ;)

    How much you copy from Mario games (specifically Mario 2) is a problem, though. The sound effect when you pull up a plant is directly taken from another game, isn't it? And, other than the art, it feels like 90% of the game is taken directly from Mario games. Big spinning gold coins that are sometimes found in floating square blocks with a question mark on them, a gold star shaped power-up that makes you invincible so you can just kill enemies by running into them, instead of only being able to take them out by jumping on their heads. And, from Mario 2, pulling up plants out of the ground, and being able to hold the jump button to float, like Princess Peach. If I paid money for this game, I would be disappointed, and it kind of sounds like that might be your plan based on what you said on Kickstarter.

    However, if this is just a practice game for you to learn how to make things, those issues aren't really a problem. :) It is fun to play and it seems like you're getting a handle on how to make a game. I just hope that when you move on to making Team Notion you get a little better at including new ideas of your own and leaning less heavily on ideas from other games. ;)

  • I really am glad that you checked out the early demo and gave me your feedback. Much appreciated!

  • Some pixel fan art with Ubi and Pastel de Limon!

    <img src="https://sphotos-b.xx.fbcdn.net/hphotos-ash4/376348_10150990112363575_1222559510_n.jpg" border="0" />

    Thinking about getting some of these made just for the heck of it

    <img src="https://sphotos-a.xx.fbcdn.net/hphotos-snc6/208848_10150962426628575_1184277187_n.jpg" border="0" />

  • Very cool. Is there actually a place that makes mock NES cartridges?

  • There is a website that I saw a couple of weeks back that does. It's a real game just with your custom sticker printed in place of the old one. I'm still going to get one just because...

    I will post the website once i find it again

  • Here's a level/stage select world map type of thing that I'm working on. I want to do something similar to super mario world's world map but I need to push away from influences from that game. I'm thinking with this layout for each world, the player can see what hasn't been unlocked yet and won't have to navigate such a big map to get to a certain level they'd like to play. But maybe I will change it. For now I'm going to keep it as is and focus on other parts of the game.

    *We've replaced every placeholder sound from other games except for the 'glliiing!' noise from super mario world. That'll be replaced once Calum creates a sound for it.

  • Very nice!

    Cool way of navigating through levels. Sure beats a static menu.

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  • The music for the map screen reminds me of

    from Super Mario Bros. 3. Was that intentional? ;)

  • To be honest, no. And also that particular track isn't finished and isn't supposed to be the world map theme. I put it there for now to have music. But the Mario theme is awesome

  • <img src="http://datboidrew.com/blog/wp-content/uploads/2012/08/superubiland_ouya.jpg" border="0" />

    We have backed the OUYA kickstarter and got the developer special so we are now planning for SUL to be on the console when it drops!

    And here are some new screenshots from an early build of World 1 Level 6!

    <img src="http://i49.tinypic.com/33mbln4.jpg" border="0" />

    <img src="http://i46.tinypic.com/iyepm0.jpg" border="0" />

  • Nice!

    It makes me wonder did you receive early SDK for OUYA?

  • Nice!

    It makes me wonder did you receive early SDK for OUYA?

    No we Haven't received anything yet. I'll update when we do.

    ******************************************

    Here's the new Game Over Sequence:

    <img src="http://datboidrew.com/blog/wp-content/gallery/super-ubi-land-screenshots/sul_gameover.jpg" border="0">

    And the video showing the game over in action:

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