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Sphoxie Greenlit! - UDK to UE4 port

Hey guys!

It’s been a while since I have posted anything but I have been following the UE4 since the beta and I’m loving all the improvements over the UDK. Especially Blueprints (I think kismet was a better name :stuck_out_tongue: ) since it has been so expanded from what it once was.

Anyway, in 2013 I released my second game called Sphoxie on the iOS platform and it didn’t do to well financially even though most people liked it (it was pirated a lot though!). Over the summer of 2013 I posted it to Steam Greenlight and lets just say wow, tough crowd! On the 29th of December 2014 I got an email from Steam, I couldn’t believe it at first, I thought I was being trolled but apparently not! I was so happy when I realised that yes, Sphoxie has been accepted to be published on Steam! Who knew, a year and a half later…

Anyway the point of this thread is that I would like to port it (It was originally made in the UDK) over to the Unreal Engine 4 to make the game better and prettier. I have some ideas to improve the game like adding a jump button and replacing a set of levels that might not be best.

Here is the Greenlight page, there is a demo version with 3 levels that you can download, it was made in the UDK but I would like some feedback if you the time!
http://steamcommunity.com/sharedfiles/filedetails/?id=145170718

Here’s the original trailer to the iOS version so you can get an idea of what the game is about:

https://youtube.com/watch?v=d9TQBzIxwzs

I hope to be able to make weekly progress videos to share with the community, I did a few with the UDK and people found them useful so this should be quite fun :slight_smile:

If you have played the original or the PC demo please let me know what you liked, didn’t like and what could be different.

Thanks for the time and if you had voted on Greenlight thank you as well!

I’m going to be video documenting the process of porting Sphoxie from the UDK to the Unreal Engine 4. I will be only using blueprints for the entire project and it will be fun to compare Kismet vs Blueprints in the end. So far I found doing the movement system was easier to do in Blueprint than Kismet but there is still a lot to do.

In this video I show the basics that I have so far which include setting up the character/pawn, it’s movement, breathing & blinking animations, impact force detection and dynamic camera.

https://youtube.com/watch?v=VIe2OX2LZJU

Everything is done using Blueprints!

Feedback is always welcomed :slight_smile:

It’s been a while but here is a new update!

I think I have finally wrapped my head around blueprints and I’m liking it a lot. It took a while to accept that things would have to be done differently than kismet and honestly I think it is for the best.

Check out the new video, I mostly cover “infrastructure” stuff such as the menu, loading levels, win lose sequence. Sorry if things are a bit all over the place, I free styled it.

https://youtube.com/watch?v=cTJMnGpk5B8

Feedback is always welcomed :slight_smile:

I decided to redo the UI with UMG and I’m liking it a lot so far. UMG is such a huge improvement from doing the UI before, it has gone from horrible to actually fun!

https://youtube.com/watch?v=_XZ5TfR_K4Q

I was excited to see this thread! I loved playing the UDK version of Sphoxie and your development videos about the making of it, along with your other game Bizango Blast! helped me so much as I was first getting started with UDK. Thank you and congrats on getting Greenlit! Look forward to seeing more updates and playing the UE4 version.

Hey Ace33, thanks! I’m glad those videos were helpful to you :slight_smile:

I’m going to remake Bizango Blast in the future (I was actually in the process of doing that when I switched over to Sphoxie first) but I would like to make a new game first though, I can’t be remaking everything :stuck_out_tongue:

Here is a new video, I managed to implement a Save and Score System with Blueprints.

https://youtube.com/watch?v=jtA4FzzgV1s

Up next will be the bad guys and finally building out the levels!

Started working on some of the bad guys and have them mostly functioning plus I decided to implement the racing mode the checks to see if you’ve beaten the levels times. Also cleaned up the saving system a bit.

https://youtube.com/watch?v=rcpOJL6uD2M

Next up adding in all the levels and then Beta!

Hey guys, time for a new video!

In this one right off the bat I talk about a surprise bug that I encounted that made me lose time. After I show some of the other levels, quickly glance over moving platforms, elevators and wall climbing.

Finally at the halfway point I show an ordered randomization system I made to color the floor on the boss level, however I have noticed a pattern in the random number generator!

Check it out:

https://youtube.com/watch?v=qqAFTkgUNtw

Wow it’s been a while but progress is still being made, here’s the latest development video.

https://youtube.com/watch?v=naSVarBQZSw

Check it out and feedback is always welcomed!

Hey guys, new video!

https://youtube.com/watch?v=kF0Ci31jUig

This is the second to last one before release. If anyone is interested in beta testing please let me know!

Hey guys! I reworked the original Sphoxie story trailer (shortened it and fixed some glitches) and added some new PC gameplay to make a brand new trailer.

https://www.youtube.com/watch?v=FntE6dCC-qo

I would appreciate some feedback!

I’m going to do the last dev video soon comparing UDK sphoxie to UE4 Sphoxie since I’m almost done.

Doing the android version is driving me crazy because it won’t even let me package an android version and I don’t know why.

Oh yea there is a new site Sphoxie.com

Looks like a fun little game. The only thing I should mention, not sure if it was fixed, but when the player is on the sphere shaped level, the camera does not match the normal of the sphere, so the camera seems to clip into the level geometry. Might be something nice to fix and would look very smooth.

Whats the issue when packaging the android version? I’ve completed and released a mobile game on both iOS and Android, might be help to here if you can provide some extra info.

Good work overall, looking forward to seeing a finished product! :slight_smile:

@Higuy8000: Thanks! after much frustration I decided to ax the sphere level because going past the equator was too difficult because of how the movement system is set up. I replaced it with a new level.

My android builds keep failing at when it has to find the debug.apk, it’s weird because I know it worked at least once and now that I got everything on google play set up it refuses to build.

I’m going to just try and reinstall the android works sdk again and hope for the best.