This is the complete collection of my UGC series. Here it is easy to follow the evolution and successive improvement throughout the different versions.
UGC was made in Scratch 1.4 and was released 22 Sep 2012. It featured 3 different block types, one character and the ability to export levels through code. The load/save engine used color detection to scan and save levels. To access a level code you needed to download the project (or *see inside*), show a list and finally copy the code from there.
UGC2 was one of my first projects created in Scratch 2.0. It was released 27 Apr 2013 and introduced the "Spring" block along with the "Gravity" block. The save engine was quicker and more reliable and all of the graphics were in fact vector. This was the first UGC to include different characters to play as and the basic physics engine is still used in UGC6. Also, you no longer had to download the project to share a level (which was a pretty big deal at the time).
UGC3 was released 31 Oct 2013, and was a quite significant version.
Thanks to custom blocks I was now able to design a save/load engine that saved and loaded levels in an instant.
In this version I introduced a variety of new blocks including spikes, checkpoints, pulldown block and teleportals. The teleportals were extremely challenging to make. Not only would the project be able to tell which teleportals that should teleport to each other, it also had to be able to export and import this data through code. I finally figured out a way to do this and ever since, teleportals have been a natural part of the UGC series.
UGC4 was released 8 Feb 2014 and was a massive success!
It hit the Top-loved section in 5 hours and received a staggering 10'000 views in just 16 days.
The 4th member of the UGC family established a new era for game creators on Scratch. With its OLS (Online Level Sharing) functionality, enlarged canvas and cleaned up interface it allowed the user to effortlessly design big, advanced levels and then share them to the community in a whole new way.
The save/load engine was completely reimagined to, instead of scanning the color, use the coordinates of the placed blocks (which were added to the lists immediately when a block was placed).
This and much more made UGC4 to one of my greatest projects to that date.
UGC5 had its initial release 20 Jul 2014 but due to bugs, glitchy cloud data and other issues it didn't receive the positive feedback I was hoping for. I decided to un-share the project, fix the issues best I could and re-share it as UGC5 v2 on 31 Jul.
UGC5 refined a lot of things in UGC4 while also introducing many new features. I added enemies, doors & buttons, vanish blocks, soil blocks and grass blocks. The project was mainly focused on extending the online functionality by adding more categories to the browser, improving the cloud list engine and making it possible for me to save cloud data locally in the project to keep it from disappearing. I introduced the popular "love-it" feature and allowed the level creator to edit a level after it was shared to the browser. I also included a way of gaining XP to level up and unlock new characters. However, this tragically never worked very well.
UGC6 was a huge update focused on making the UGC series truly ultimate. It was originally meant to be the last UGC project ever. Released 26 Feb 2015 at 19:00 UTC and top loved by 21:00 UTC the same day it makes it my quickest top loved project yet!
UGC6 was redesigned from the ground up with a more coherent and colorful design and included all new features that made it superior to all earlier versions: Awesome things like the ability to comment on people's levels, adding backgrounds to levels, intelligent compression of level codes, undo/redo functionality and much more! It was without doubt the most comprehensive game creator on Scratch to that date. By now it holds over 1000 user generated levels which is the most levels stored in one project in the history of Scratch! :D
UGC7 is the final result of 5 years of experience creating level editors. I begun the development in July 2015 and released it in May 2016, making it one of the most time consuming projects I've ever made. UGC7 introduces a ton of new features like vector graphics, quick-picker, one-way blocks, water blocks, time record, flip-able spawn point and most importantly: a truly stabile browser! In the end however, it brings all of the features together in a neat package that is extremely easy and intuitive to work with. I couldn't be more happy with the way it turned out! :)
It has been an amazing journey, and I'm humbled by the ever so positive feedback throughout this series. As I look back on the different versions, it's easy to follow the successive improvement over time, and it's quite amazing how every new version made the old one immediately look utterly outdated. But as the journey of UGCs end, a new journey of epic projects begin. I still have much more to offer!