Playmaker Forum
PlayMaker Help & Tips => PlayMaker Tutorials => Topic started by: cloud03 on July 21, 2016, 11:45:38 AM
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Hi Guys,
I know I have been absent for a while, but fortunately I'm back and I have new tutorials that I'd like to share with you all, How to create a SHMUP, so please check it out, hopefully you guys like it!
Part 01 - Basic Ship Setup
Part 02 - Scrolling & Ocean Setup
Part 03 - Foam FX & Basic Weapon
Part 04 - Enemy Setup
Part 05 - Enemy Setup Continued
Part 06 - Enemy Variations
Part 07 - Player Health
Part 08 - Weapon Variants
Part 09 - Enemy Lives
Part 10 - Boss Enemy Part 1
Part 11 - Boss Enemy Part 2
Part 12 - Guided Missile
Part 13 - Enemy Boss Lives Bar & Scoring System
Mobile Control Quick How To
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I thought you abandoned making playmaker tutorials all together.
Are your plans to make movement restrictive? No rotation? And what does that mean for the level itself? Are you planning on adding mechanic like in Everyday Shooter when the player moves off of the screen it ends up being on a opposite of the level? So the player doesn't fall off or drift away?
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Yep, the ship direction is restricted only facing the top of the screen, just like any other Top down SHMUP.
the movement is being restricted to screen, so I don't think I'm going to implement that. AFAIK I've never seen a SHMUP which does that, I might have to check Everyday Shooter..
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Update: added the 2nd episode!
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Yep, the ship direction is restricted only facing the top of the screen, just like any other Top down SHMUP.
the movement is being restricted to screen, so I don't think I'm going to implement that. AFAIK I've never seen a SHMUP which does that, I might have to check Everyday Shooter..
Haven't had luck finding videos demonstrating this option but it does exist in that game. Just thought it would be cool if you did a video on that. It's a fun game.
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Update: added the 3rd episode!
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I love this series, please do as much as you can!
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@Joseph50: Thanks a lot mate! Happy to hear that!
Update: added the 4th episode!
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Update: added 5th Episode, discussing enemy health and and explosion..
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How did i miss those? Great work man. Thank you very much for taking the time to do it!
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@clandestine: thanks a lot man! glad you like it!
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Update: added 6th episode, on how to create enemy variations..
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Today i listened to the first 5 chapters, while working on something completely unrelated. I love them, your explanations are simple, entertaining and easy to follow! Please continue the great work... i'll go back and finish my SHMUP (abandoned 5 years ago in concept stage (https://youtu.be/GaGLUdydC58)) with your tutorials!
Thank you!
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Wow, I've check your abandoned project, it looks really good, and that was 5 years ago, I was still doing animation back then, haven't touched game dev yet.
Wish you all the best with your current project! Thanks again for the kind words :)
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I had problems with few elements, but afterall I accomplished whole series and I feel really good!
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@MargaretEtheridge1966:
Sorry that you encountered problems, could you share which part you had problems with? I'll keep that in mind when recording future episodes... Thanks :)
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Update: added 7th episode, discussing creating player health and its indicator...
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Update: added 8th episode, on how to create weapon variants..
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Hi,
Tutorial looks great and you used the same space ship asset that I used for my little noob android game called 'Pacifism'.
I think I will follow it and then release an update to my game, Im sure the 7 users (including 2 of my devices) who still have it installed will be ecstatic :D :D .
Thank you for doing this, I really liked your 2.5d one as well. Sadly I remember that when I tried to reconstruct some of the techniques with a few different models (other than Boxman himself) I had some issues with the edge climbing, cant remember what they were though, it was a while back (something like I could never position the character just right before the climb, or if it was right before, then after the climb it was messed up- I just blamed the script as I though it may be specifically for Boxman lol :D ).
Anyway thanks again for doing this one and I look forward to having time to go through it properly.
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@Zeldag: thanks a lot for the comment! Regarding the climbing issues, make sure the climbing animation have a root motion in it, or perhaps you can use the box man animation, and apply it to you character, also I've set the center of mass to the feet, so you might want to check that on your character :)
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Update: added 8th episode, on how to create weapon variants..
Thank you again!!
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@clandestine: you're welcome mate!
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Have you thought about playing with ideas similar to these for the tutorial?
Bullet ML (https://www.assetstore.unity3d.com/en/#!/content/16206) or Uni Bullet Hell (https://www.assetstore.unity3d.com/en/#!/content/19088)?
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@clandestine: I might be doing episode regarding the boss, and its bullet pattern. Probably it will be a basic one, but one might be able to expand further from the tutorial.
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@clandestine: I might be doing episode regarding the boss, and its bullet pattern. Probably it will be a basic one, but one might be able to expand further from the tutorial.
How about making it like sine mora? The more damage you receive, the less time you have to play. Or is that too advanced?
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@coffeeANDsoda: I might have to check about sine mora...
Update: added 9th episode, on how to create Enemy lives...
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Your tutorials are right on!
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@krmko: Thanks a lot! I really appreciate it
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@coffeeANDsoda: I might have to check about sine mora...
Thought it would be interesting idea. Makes me wonder though when it comes to effectively rotating the player as a alternative to making the level like a rail Touhou type of shmup. I'd like to create a top down shooter that was restrictive to a area that move.
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Update: added 10th episode, discussing how to create enemy boss (part 01)
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update: added episode 11th, and Quick how to for Mobile Touch control...
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update: added 12th episode!
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update: just added episode 13th, cheers!
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awesome, keep it up Cloud!
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Hi Mr. Fauzi
I am trying to follow the tutorial. Works ok for me so far. But i am having troubles with the scaling down to 0.002, that gives me visibility troubles because of clipping. Then, i am not able to make my fighter tilt the way you did. A little help would be appreciated! Regards,
Heiner
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Hi there,
by making the size of the project *10, I solved a lot of the visibility problems caused by clipping. Getting ahead slowly but surely.
I am now keeping my ship in a position on screen and it works nicely for the X-position and keeps the ship in bounds: Float Clamp and Set Position works for X, but Z gets permanent values which let the ship "jump" up and down. It looks as if the ship is on the upper end and the lower end of the screen at the same time ...
Someone has a idea whats going on here?
Regards,
Heiner
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Hi Heiner,
It's been a while since I did this tutorial, so I may have been forgetting some of the things, but for clamping, you will have to clamp the local position (space: Self in playmaker terms), relative to the world mover object.
Cheers