Cubus Velox

JensWinterstein

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This minimalistic game was forged for trying out all of Stencyl's available major distribution targets (Android, iOS, Flash, Mac, Chrome Web Store, Windows 8, HTML5 and Linux).



Description:

Cubus Velox is a one-button, high-speed, extreme difficult platformer. Guide the Cubus through 30 levels filled with seemingly impassable passages and defy gravity while you're gliding through vast fields of spikes and traps.
Music by Eiswuxe.

Trailer:
http://www.youtube.com/watch?v=icKMGRK7uM8

Android version - Google Play Store:

https://play.google.com/store/apps/details?id=de.codinsoft.cubusVelox

Android version - Amazon App Store:

http://amazon.com/gp/mas/dl/android?p=de.codinsoft.cubusVelox

iOS version:
https://itunes.apple.com/us/app/cubus-velox/id613448076?ls=1&mt=8

Flash version - Newgrounds:
http://www.newgrounds.com/portal/view/618596

Flash version - Stencyl Arcade:
http://www.stencyl.com/game/play/19305

« Last Edit: May 28, 2013, 11:59:18 am by JensWinterstein »
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Jon

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Looking pretty slick! Perfect for mobiles since it's a 1 button kind of game.

dtrungle

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I agree, very good looking and the simple control makes it very attractive.

Jon

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Indeed. We're soon going to run a broader survey available to all, but I've been individually surveying a few developers, and one of the common threads is that the ones who are enjoying it the most are those who take a simple idea and execute a polished game in a short time frame. In several cases, it was the game that took these developers the least time that got them the most downloads / revenue.

The key difference I'm seeing is that these developers understand the limitations of mobile, the limitations of our own tech and work within those boundaries. This involves some sacrifices (to the presentation, sometimes to the idea), but at the very end of the day, if you want to succeed as an indie doing mobile games, start small, ship games quickly and know the limits, at least until you have a hit or two and can then try something riskier.

Until then, it doesn't make a lot of sense plunking down 6 months - 1 year on a game without having exposed yourself to the entire cycle of releasing a game to the store, seeking reviews, promoting it, etc.

Innes

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This looks great...

Simple 'vector' graphics, straightforward gameplay, easy to understand.

These are usually the most addictive (and, thus, successful) games.

May I ask how long it took to implement?
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mguido730

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While I agree with the others that this looks pretty good, I can guarantee that you're going to get some flak on iOS and Android for it looking extremely similar to the extremely popular "impossible game" (http://www.youtube.com/watch?v=iQPEbHQZm68). Your art style is obviously an improvement over it, but I think you should put some thought towards at least using different shapes so people aren't as quick to call it a clone and give you poor reviews based off it being so similar as it currently stands. I don't mean to be the bad guy here, but reviews can really make or break your game on mobile so I figured it was worth pointing out.
Matt Guido (@guidolatry)

Co-Founder/Programmer at The Automatic Gentlemen.

JensWinterstein

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Thanks for the comments :)

start small, ship games quickly and know the limits, at least until you have a hit or two and can then try something riskier.

Until then, it doesn't make a lot of sense plunking down 6 months - 1 year on a game without having exposed yourself to the entire cycle of releasing a game to the store, seeking reviews, promoting it, etc.
Very good advice and something many people incl. myself had to learn the hard way. This could be mentioned somewhere in the wiki as a sidenote.

@mguido730: I get your point and I think it's clear that Cubus Velox was inspired by "The Impossible Game". However, the leveldesign and overall game structure really is a different one here. I'm pretty sure that some people will call it a clone because of the geometric shapes (even without having played it) but that's a risk I'm willing to take.

@Innes: It roughly took 2 months to make (75% of the time was spent on creating content).

« Last Edit: March 03, 2013, 06:50:03 am by JensWinterstein »
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Jon

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Did you end up publishing this?

JensWinterstein

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Did you end up publishing this?

The game unfortunately suffers from fps drops and stuttering on mobile targets and is held back until I got it worked out (if it's not related to the engine).
Get 100 Chambers for Android / iOS
Get Cubus Velox for Android / iOS or play it on Flash

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JensWinterstein

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I think the problem the game's facing is related to this: http://community.stencyl.com/index.php/topic,15838.30.html

After the game is open for a while it begins to stutter and lag very badly until it ultimately crashes.  I've been experiencing this only on mobile targets so far (probably due to the lower memory size compared to a desktop).
Get 100 Chambers for Android / iOS
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Jon

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Try again on tonight's build and let us know whether this has improved. I have a hunch that because you mention 30 levels being in the game, things should be better now.

JensWinterstein

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Thank you and your team for the ongoing dedication.
It's a lot better since the latest fixes but unfortunately performance still decreases over time.

Since the actor count raises as you progress through the game, I tried switching back to the first level after playing for 10-15 mins but experienced the same laggy performance.
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Rob

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How about memory reading? Does it continue to go higher overtime or saturate at certain value and just keep looping around?

From my experiments on the other thread on fps/memory leak, it seems that fps drop is caused by number of active actors on screen (>40?) or actors off screen not being killed.

I understand Mike will be looking at another game with similar issue.
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JensWinterstein

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How about memory reading? Does it continue to go higher overtime or saturate at certain value and just keep looping around?

From my experiments on the other thread on fps/memory leak, it seems that fps drop is caused by number of active actors on screen (>40?) or actors off screen not being killed.

I understand Mike will be looking at another game with similar issue.

Memory fluctuated until it ultimately settled at 90 MB, then looped around and never went higher than that.
The actor count reaches from 30 to 80 (all static, not always active, cubic->poly and cubic->cubic collisions) +  3 always active moving actors (one with camera follow). No tiles/tilesets.

Doing some more tests today.
Get 100 Chambers for Android / iOS
Get Cubus Velox for Android / iOS or play it on Flash

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Jon

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Today's build has allegedly helped someone else with FPS issues - worth taking a look again.