[RELEASE] Cuphead Wii U

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can't get it to work, is stuck at "cuphead" loading screen.
using v 1.20 port and v 1.3.4 Cuphead_Data
 
can't get it to work, is stuck at "cuphead" loading screen.
using v 1.20 port and v 1.3.4 Cuphead_Data
“Cuphead” loading screen tells me nothing, do you mean the splash that shows the logo in the TV and Cuphead & Mugman on the Gamepad?
 
It could mean a bad install, can you try sending the files over ftp and then try reinstalling? You could also send over a copy of the logs of your wii u to see if it logged anything
 
Thank you @Juanen100 .
Installed the game, and copied my steam directory to the SD card and it worked!
Game is completely playable. Loading time is a bit slow.

Edit: sorry I think difficulty setting has no impact. I choose the easy difficulty but fight difficulty is still hard.
 
Last edited by depaul,
Edit: sorry I think difficulty setting has no impact. I choose the easy difficulty but fight difficulty is still hard.
That’s how the game works, the easy difficulty just cuts a phase of the battle and you still have to beat the normal version to progress on the game
 
That’s how the game works, the easy difficulty just cuts a phase of the battle and you still have to beat the normal version to progress on the game
In other words: it's one of those "git gud games" like Hollow Knight or Sekiro. Not for everybody, but a real diamond for pro gamer
 
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Cuphead is Chaos no doubt ...but visually it's artwork . (2 updates !) faster load times may be coming I hear...I mean potential cutscenes ...Between this and pretendo this wiiu seems to be undergoing a surge in development ... Like more effort than nintendo ever put in, in the first place. Cuphead seems like it was made for wiiu , It seems native ... with the slowest load times ever....but right at home on a slow nintendo wiiu .... 1080p would be off... and it looks like some of the assets are rendered in higher resolution...I don't know...wiiu's got me on the edge of my seat.
 
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So does this actually have unique Gamepad features, are those planned, or what?
Now you are just asking for stuff that doesn't make sense having

Yes, let's add stylus controls and gyro to Cuphead

Fucking genius!

Bro already went thru the trouble of porting the game
 
Last edited by UsernamesAreWeird,
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Now you are just asking for stuff that doesn't make sense having

Yes, let's add stylus controls and gyro to Cuphead

Fucking genius!

Bro already went thru the trouble of porting the game
Not asking for stylus or gyro. But perhaps having the progress bar that shows when you fail always be visible on the gamepad, or have hotswappable equips without needing to pause on the map screen. Or hell, display the entire overworld map screen on the gamepad.

None of these things would be big improvements, but they would make the port more interesting (maybe even the definitive version).
 
Added support for French, Italian, German, Spanish (both EU and LATAM), Korean, Russian, Polish, Portuguese, Chinese, Japanese
Wow, I'm so glad this port supports multilanguage now!

But were there any messages exclusive to this port that needed to be translated? I'm asking as I ultimately wasn't able to help with translation of texts.
 
But were there any messages exclusive to this port that needed to be translated? I'm asking as I ultimately wasn't able to help with translation of texts.
The messages are translated, we just worked with Source Macchiato's translators (developers of the FNaF port), although Korean, Russian, Polish, Chinese and Japanese were reliant on a big spreadsheet to help translate basic stuff for the game (except for the controllers name which I just took from Wikipedia)
 
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Not asking for stylus or gyro. But perhaps having the progress bar that shows when you fail always be visible on the gamepad, or have hotswappable equips without needing to pause on the map screen. Or hell, display the entire overworld map screen on the gamepad.

None of these things would be big improvements, but they would make the port more interesting (maybe even the definitive version).
I think the game doesn't need more features. It is perfect as it is. For me it would be interesting to know if it's possible to add the dlc (the delicious last course) in the future or would that mean to port a whole new game from scratch?
 
The messages are translated, we just worked with Source Macchiato's translators (developers of the FNaF port), although Korean, Russian, Polish, Chinese and Japanese were reliant on a big spreadsheet to help translate basic stuff for the game (except for the controllers name which I just took from Wikipedia)
Oh. Then I wonder if the messages in other languages were translated correctly. You know why you'd need a native speaker for each language to proofread.
 
Then I wonder if the messages in other languages were translated correctly. You know why you'd need a native speaker for each language to proofread.
Yeah, it’s something we should’ve checked before, especially since someone already said the Chinese translation had an issue (although they didn’t specify what issues it had). We’ll probably get proper translators for 1.30
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For me it would be interesting to know if it's possible to add the dlc (the delicious last course) in the future or would that mean to port a whole new game from scratch?
It’s kinda like porting another game entirely since versions 1.3 onwards more or less started building a dependency on AssetBundles which are a pain to work with, specially with how Studio MDHR used them, but it’s also possible to reassign the textures and audio of AssetBundles with ones that won’t randomly disappear for no reason
 
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French translation is very good, even the enemies' win quotes are eloquent.

I've reached the second zone (after the first die house) so far and no issue at all.
 

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