playMaker

Author Topic: Erebus : Shmup  (Read 448 times)

TheDogCatcher

  • Playmaker Newbie
  • *
  • Posts: 20
    • View Profile
Re: Erebus : Shmup
« Reply #30 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 ?
« Last Edit: November 11, 2017, 04:24:20 AM by TheDogCatcher »

krmko

  • Sr. Member
  • ****
  • Posts: 422
    • View Profile
    • Fat Pug Studio
Re: Erebus : Shmup
« Reply #31 on: November 11, 2017, 04:53:40 AM »
Keyboard :)

TheDogCatcher

  • Playmaker Newbie
  • *
  • Posts: 20
    • View Profile
Re: Erebus : Shmup
« Reply #32 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.

TheDogCatcher

  • Playmaker Newbie
  • *
  • Posts: 20
    • View Profile
Re: Erebus : Shmup
« Reply #33 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 :


Erebus Demo 3


Erebus Demo 3 Lite


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.

djaydino

  • Administrator
  • Hero Member
  • *****
  • Posts: 2254
    • View Profile
    • jinxtergames
Re: Erebus : Shmup
« Reply #34 on: November 14, 2017, 02:19:50 PM »
Hi,

There are issues selecting the buttons.(especially on the exit button)
When you hover over then you can see that the hitboxes seem to be overlapping.

on the Demo 2 version they where good.

player speed feels good now.

TheDogCatcher

  • Playmaker Newbie
  • *
  • Posts: 20
    • View Profile
Re: Erebus : Shmup
« Reply #35 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.