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Heroes of Umbra is a free networked multiplayer 2D sidescrolling RPG-in-progress for Desktop, OUYA, and Android.

Anonymous said: I first wanted to say AMAZING game!!! I love everything about it :) I've been dying to know this, but how did you generate the backgrounds for text when people are speaking (window border, background color)? I'm guessing Scene2D was used somehow??

I used a Texture and split it into TextureRegions, essentially a re-implementation of scene2d’s 9patch.




Anonymous said: When people are talking, how did you program it so that when the text is displayed, it is displayed one letter at a time instead of all at once? Awesome game btw! :)

You can iterate over the string and use the charAt() function to fetch each character in the original string. Every frame I just append that to a new string and render the new string accordingly. 




vik2015 said: Hello there! The game is just awesome! Btw, I've tried to connect to the play-heroesofumbra-com several times, but it always says connection failed. Is there server down? If so, when it will be back online? Thanks :)

The game was never designed to have a dedicated, central server. Start your own and play with some buddies instead! :)




tofanimation said: Great game! You mentioned being open to contributions as far as graphics. Anything in particular you'd like? Also, is there any chance of supporting a game controller for the desktop version?

People really seem to want more maps to explore. If you’re interested in creating some I have a post here about that. Content-wise pretty much everything is under wraps. I’ve started designing the final area but if people want to support the game it won’t be the last area I develop! 

Regarding the controller I do have an open ticket to add support for that, so it will happen as I transition to beta in a few months or so.




Anonymous said: I finished off the third boss (Yeti), but nothing happened. I waited for awhile, until the Yeti respawned, killed it again and nothing happened. So, I tried killing myself by jumping off the cliff, but somehow I glitched into a cavern, which allows me to return to the Goosecopter. Do I need to kill the Yeti again?

I haven’t added anything past the yeti, sorry.




Sneak peek, final area-in-progress.
Every now and then we transition through challenges in life that force us to stay on our toes and work hard in hopes to ultimately overcome them. These past two months I’ve been going through such a challenge, so thank you for your patience and continued support. 

Sneak peek, final area-in-progress.


Every now and then we transition through challenges in life that force us to stay on our toes and work hard in hopes to ultimately overcome them. These past two months I’ve been going through such a challenge, so thank you for your patience and continued support. 




Anonymous said: MD_Monster here(to lazy to login on phone lol). Where is the location of the games 'data' on android? I want to be able to copy/move my saves and character back and forth between PC and android.

It’s somewhere on the internal drive. I don’t remember where libgdx puts it. :<




fire-and-cats said: I read from one of your posts that you don't get much time to work on this game, do you think it would help any if I did a bit of work on some of the simpler sprites and such for you? I'm not great with big detailed or animated things, but this game's graphical style seems like it should be okay to work with. I understand if you want to keep this project a personal one, but just let me know if there's something small you don't feel like spriting (items, hair, etc) and I could try it out.

I am open to contributions! I haven’t really posted the pre-requisites or any details, but all you need to know is that I strictly follow DawnBringer’s 16-color palette for all game assets. The character template is also available for you to play with. 




fire-and-cats said: Platform-RPGs are pretty rare, and really good ones like this are even rarer. Though, it's basically impossible to do well with any balance of stats, I guess doing multiplayer with different people using different "classes" works. It's just a bit frustrating when a purely attack-spell focused mage takes half an hour to solo one boss. Now the character limit is getting a bit annoying to work around so I'll say more in a second ask.

I’ve since introduced enemy difficulty scaling, so soloing will be less painful and partying will be more fun. From now it’s just a matter of balancing! The boss should not take more than 10 minutes to kill solo. Otherwise I imagine it’d get boring. I appreciate and understand your concern. Thanks!




HoU v.28a

Hi there! Updates are here.

  • Added a statistics screen to track all sorts of interesting info.
  • Changed Regenerate: instead of each point increasing the frequency of heals, each point increases the amount of heals. (So the effect is more apparent)
  • OUYA performance fixes for the third dungeon.
  • Changed how drops work for quests. (You must accept the quest before acquiring the quest drops.)
  • New boss drops for the third boss

heroesofumbra.com/download




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