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Messages - TheDogCatcher

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1
Work In Progress... / Re: Erebus : Shmup
« on: Today at 03:46:59 PM »
Thankyou  :)


It was the 's' thing that was throwing me, I almost had it right.

2
Work In Progress... / Re: Erebus : Shmup
« on: Today at 12:57:08 PM »
I've just uploaded a video of the first level to youtube, but I can't seem to figure out how to embed youtube videos in my post, can anyone help ?


here's a regular url for now :





3
Work In Progress... / Re: Erebus : Shmup
« on: Today at 02:20:50 AM »
I've uploaded another update to the demos, here are the links :


Erebus Demo 4


Erebus Demo 4 Lite


and here is a list of changes :

Quote
Features :

- added voices to powerups.

- added voice volume slider to options menu.

- added more wreckage to scenery.

- reduced health of type C enemies from 60 to 45.

- added music volume slider to options menu.

- raised maximum volume for music but set the default value to 50%.

- added health bars to type C and D enemies.

- increased fire rate and movement speed of red and green weapons.


Fixes :

- fixed issued with main menu buttons overlapping.

- fixed issue where level complete message would show even if player had 0 lives left.

- reduced width of hitbox for player ship wings.

- changed explosion effects for powerup carriers so that they don't obscure the powerups as much.

- reduced damage done by green weapon as it was too effective against bosses with the new fire rate.

- reduced lifetime of all player weapons as it was too easy to destroy some enemies while offscreen.


Optimisation:

- reduced particle effects on explosions in attempt to boost performance.

- reduced number of particles used on enemy bullet effects.

- removed trees to boost performance on slower machines.

Also worth noting is the fact that I've removed even more trees from the Lite version of the demo, it would be interesting to find out if this helps cure any performance issues.

As always a full list of changes can be found in the included Changelog.txt file.

4
Work In Progress... / Re: Erebus : Shmup
« on: November 14, 2017, 10:09:14 PM »
yeah I noticed the problem with the buttons, I'm not sure what's going on there - the only thing I changed was the text ..

anyhow it shouldn't be too hard to fix.

5
Work In Progress... / Re: Erebus : Shmup
« on: November 14, 2017, 10:06:08 AM »
Hey folks,

I've updated the Erebus demo once again, both the regular and lite versions have been updated, here's the links :


LINKS REMOVED - project updated


here's a list of changes to the latest versions :

Quote
Features :

- slightly increased travel speed and fire rate of green weapon.

- increased travel speed of red weapon and slightly increased fire rate.

- reduced health of type C enemies from 70 to 60.

- player life counter now blinks when a life is lost.

- removed the explosions volume slider from the options screen.

- added replay and main menu buttons to game over screen.

- set game over message to flash.

- Changed font and colour of speed, lives, score and hiscore counters.

- made enemy bullets brighter and slightly larger.

- added new type E enemy.

- tweaked turret animation for type D enemies to make fire pattern more effective.

- added particle effects to speed powerup to make it look more distinctive.

- changed the first wave of type C enemies so that they don't all spawn in the middle of the screen.


Fixes :

- added check to ensure player still has more than 0 lives before loading next level.

- adjusted hit box of type D enemies to better fit the model.

- increased width of hitbox for the forward beam of the red weapon to better fit with the visual effect.

- lowered volume of pickup sound for life powerup.

- increased gravity for keyboard controls from 10 to 15.

- increased sensitivity for keyboard controls from 3 to 15.

- fixed an issue with enemy spawners which would sometimes cause them to skip the last enemy in the group.

- changes made to the way sound effects are played in an attempt to eliminate phasing.

- text replaced with TextMesh Pro text to improve clarity.

- fixed hitbox for type A enemies which was back to front.


Lite Version :

- limited lite version to 4:3 aspect ratio.

- removed side panels.

- rearranged gui elements to fit 4:3 aspect ratio.

- added text for score, lives, speed and hiscore.

- moved speed and life displays to top of the screen and added background.

for a full list of changes please refer to the changelog.txt file included in the archive.

6
Work In Progress... / Re: Erebus : Shmup
« on: November 11, 2017, 06:09:34 AM »
ah I thought so, I've made some changes in the latest build to hopefully make keyboard controls a bit more responsive.

7
Work In Progress... / Re: Erebus : Shmup
« on: November 11, 2017, 04:20:03 AM »
thanks for the feedback.  :)

I'll check out textmesh pro, that blurry font thing was really annoying me .

just one quick question, were you using keyboard or a controller to play with ?

8
Work In Progress... / Re: Erebus : Shmup
« on: November 10, 2017, 06:42:10 AM »
yeah, I always imagine these things will be more difficult than they turn out to be ..... most of the time anyway.  :P

9
Work In Progress... / Re: Erebus : Shmup
« on: November 10, 2017, 06:02:33 AM »
I've just finished doing some more testing and everything appears to be working flawlessly, thank you so much, this is a huge weight off my mind.   :D

10
Work In Progress... / Re: Erebus : Shmup
« on: November 10, 2017, 04:35:01 AM »
yay I got it working, it was a lot easier than I thought it was going to be.

I've only tried it on a single test group but it seemed to work ok, further testing will be required but it's looking good so far.   :D


thanks alot for your help.

-mark
 

11
Work In Progress... / Re: Erebus : Shmup
« on: November 10, 2017, 04:03:19 AM »
yeah the group is made in the editor.

I'll give arrays a try, I haven't used them before so it will probably take some head scratching but at least this gives me an alternative solution.  :)

I should probably also point out that even if I don't shoot any enemies they don't always all spawn.

Another thing that might be worth me mentioning is that I did find a way to get all enemies in a group to spawn but it was very buggy. In the Increment Index state if I set the equal condition to CONTINUE rather than FINISHED and in the Activate Child state if I set the Activate Game Object to recursive, then all enemies would spawn but the last one would often spawn late at twice the normal delay ie 0.8 seconds instead of 0.4 and the game would start spewing out divide by zero errors. So definately not a workable solution but I thought that it may help with diagnosing the problem.


anyway thanks for your help so far.

-mark

12
Work In Progress... / Re: Erebus : Shmup
« on: November 09, 2017, 06:14:51 PM »
basically all the settings are pretty much identical to the video I linked to except that the wait time on the activate Child state is 0.4 seconds rather than 0.35, not that it seems to make much difference as I've had it as high as 2.0 seconds with similar results.

Here's a bunch of screenshots for reference :

wait for trigger:



Set parent :



Get child number :



Activate child :



Variables:



Events :





13
Work In Progress... / Re: Erebus : Shmup
« on: November 09, 2017, 01:17:48 PM »
ok so now I have another issue that's driving me nuts, I'm using the enemy spawn system detailed at the start of this video :

https://www.youtube.com/watch?v=4kj-o21byyE

but it seems a bit erratic, sometimes it will spawn the full group of enemies and sometimes it will spawn one less and it seems to be totally random.

here's a screenshot that shows how I have it setup:



 The only addition I made is to add a bit at the end to delete the group spawner a few seconds after all enemies are launched, I had to include this as without it the spawners wouldn't disapear and this started to cause all sorts of weird issues. I don't think it's a problem with the stuff I've added though as the spawner still behaves erratically even with my additions disabled.


is there a way of fixing the current system or is there a better way of handling this and if so how ?

14
Work In Progress... / Re: Erebus : Shmup
« on: November 09, 2017, 10:20:05 AM »
yup, that seems to be a lot better.  :)

I'll get some other people to test it just to make sure as my hearing isn't the greatest (I have tinitus) .

15
Work In Progress... / Re: Erebus : Shmup
« on: November 09, 2017, 05:05:05 AM »
thanks for the feedback, all good suggestions, I'll get those features added for the next update.   :)

also I've got a bit of an issue with the audio, I'll quote mamboFoxtrot from the shmups.com forums as they explain it pretty well.

Quote

The Blue and Default weapons can cause a real ruckus when getting all the bullets on an enemy. It doesn't seem to be spiking the volume too bad, but it is causing a noticeable phasing effect. If you don't want to hassle with placing limits on how many of the same sound effect can be playing at once, you could also try randomizing the pitch some to reduce this effect.

any ideas on how I might limit the phasing effect as this one has me a bit stuck ?

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