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

Show us your completed creations made in Construct 2

Post » Sat Jul 21, 2012 6:45 am

Thank you sir!NotionGames2012-07-21 06:54:05
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Post » Sat Jul 21, 2012 6:53 am

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!
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Post » Sat Jul 21, 2012 7:46 am

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.)

[QUOTE=NotionGames]Thanks again for your feedback! It's very valuable! [/QUOTE]
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
Zero62012-07-21 08:03:57
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Post » Sat Jul 21, 2012 12:06 pm

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!
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Post » Sat Jul 21, 2012 6:14 pm

[QUOTE=NotionGames] 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.[/QUOTE]
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)

[QUOTE]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?[/QUOTE]
That is correct!

[QUOTE]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.[/QUOTE]
Sure! Just PM me a link to the current build and I'll see what I can do! :D
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Post » Sat Jul 21, 2012 6:45 pm

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.
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Post » Sat Jul 21, 2012 8:44 pm

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!
NotionGames2012-07-21 21:39:27
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Post » Sun Jul 22, 2012 1:25 am

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!
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Post » Sun Jul 22, 2012 1:28 am

Did somebody say SpriteFonts?

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.
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Post » Sun Jul 22, 2012 1:52 am

[QUOTE=Olive] 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![/QUOTE]

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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