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Geek Culture / Super Block Boy!

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Oolite
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Middle of the West
Posted: 17th Aug 2011 16:44 Edited at: 17th Aug 2011 16:45
Hi all,

Earlier this year I began developing a prototype in AS3 and it ended up turning into Super Block Boy!

After about a month of development and two months of waiting for a sponsorship, the game is finally live across the internet.

In Super Block Boy you have to place blocks across the level and then try to get to the exit in the fastest time, along the way you'll have to dodge rockets, chainsaws and mines.

Check it out here(I recommend Kong or Newgrounds because the sponsors site cuts off the right side of the game screen.

Kongregate
Newgrounds
8bitFlashgames

Anyway, check it out, report some bugs and rate if you like it.

PS: I mentioned I was making a game related to what has just happened to me with all of the proceeds going to charity, this is the only forum I've ever managed to stick with for more than a few weeks so I thought i'd give you all a sneak peek. Remember, it's not finished yet.



Cheers,

Adam.

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Fallout
22
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 17th Aug 2011 17:31
Not bad mate. I played it for a good half hour, which is saying something for me! Overall felt polished and quite fun. I thought it was well put together.

The only thing that bothered me was the canon fire timing is not the same each time you respawn. i.e. the level doesnt reset. So it's impossible to get your eye in and work out the timing and learn how to dodge the shots. The one in world 2 (I think) with 3 canons firing was quite frustrating because once the timing was affected by a death, it felt impossible to complete until the timing came back into a 'fair state' at which point it was impossible to win a box cos I'd died too many times/taken to long.

That was the only thing that bugged me. Aside from that, I got bored at world 3 because there wasn't enough new stuff, but the stuff that's there already held my attention up until that point.

Good work overall.

Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 18th Aug 2011 06:46
That was great fun! I'm in the same boat as one of the commenters on NG... have a time of 12.12 on level 4-2, but still not fast enough for a 3-box... and the path I took was straight past the turret in the pipeline, not stopping for anything!

Great game, though! I would love to see a sequal to this.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Oolite
19
Years of Service
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 18th Aug 2011 18:58
Cheers for the comments.
Quote: "The only thing that bothered me was the canon fire timing is not the same each time you respawn."

This was on my todo list near the end of development but at the time I needed a quick sale and ended up leaving it out. The times in the levels do take into account the randomness of the turrets, but sometimes they can screw you over a bit.

Quote: "I got bored at world 3 because there wasn't enough new stuff, but the stuff that's there already held my attention up until that point."

All I did after that point is increase the difficulty so you didn't miss much.

Quote: "That was great fun! I'm in the same boat as one of the commenters on NG... have a time of 12.12 on level 4-2, but still not fast enough for a 3-box... and the path I took was straight past the turret in the pipeline, not stopping for anything! "

Yeah, I mentioned in my reply on newgrounds that a friend had picked up on this bug moments before release and I forgot to note down what level it was on. It's fixed now and should probably be up tonight with a few other little fixes.

Quote: "Great game, though! I would love to see a sequal to this. "

I already have a big list of things for a sequel(if I do one that is, I have to see how well this game does first and if there is demand for a sequel) the biggest thing I wanted to add into SBB is a level editor but my knowledge of AS3 at the time wasn't great enough to produce something that people would use. The life of this game would be extended ten fold if the players could create some levels for themselves and everyone could rate them. Obviously more obstacles and maybe even some new characters with a different feel to them. I suppose I could even spend a good year on a sequel and create hundreds of levels with a fully functional level editor and try my luck through steam. Who knows, for now though I'm running away to Java for a month or so, turns out flex/AIR is ridiculously slow on Android.
KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 18th Aug 2011 19:21
Pretty cool little game Adam.

-Keith

Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 19th Aug 2011 00:46
Quote: "and if there is demand for a sequel"


Does it count if I demand a sequel from you?

Oh, if you ever need any AS3 help, I've been using the language for a few years now, just shoot me an email and I'll more than likely get back to you before the day's out.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.

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