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Messages - TheDogCatcher

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Work In Progress... / Re: Erebus : Shmup
« on: November 22, 2017, 09:27:55 PM »
Is there any way of destroying the player's bullets once they leave the screen ? At the moment they are destroyed after a set amount of time and this is causing a few minor issues that I'd like to resolve if possible.

Work In Progress... / Re: Shot Bots
« on: November 21, 2017, 10:05:39 AM »

After watching the video it looks as though things are working nicely in terms of functionality, but I think the visuals let you down somewhat. All that grey for the environment isn't very appealing, maybe aim for something a bit more colourful and eyecatching. Also maybe add a bit more detail and variety to the level.

I like those touch screen controls you have there, I'm currently debating whether to port my own project over to Android at some time in the future, so I'll definately be taking a look at Control Freak 2 somewhere along the line.

Anyway I think you should keep at it, it's far from the worst Unity project I've ever seen.

Work In Progress... / Re: Erebus : Shmup
« on: November 21, 2017, 01:37:54 AM »
To my horror I've just discovered that there is already a game called Erebus, I thought I'd checked pretty thoroughly before deciding on the name but obviously not.....

The other Erebus is an RPG for mobile which might explain why I missed it the first time around as I may only have checked Steam for any games with the same name, anyhow this leaves me with a bit of a dilema, so I'm considering changing the name to Operation Erebus hopefully this will avoid any confusion/law suits.

Work In Progress... / Re: Erebus : Shmup
« on: November 20, 2017, 03:46:59 PM »
Thankyou  :)

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

Work In Progress... / Re: Erebus : Shmup
« on: November 20, 2017, 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 :

Work In Progress... / Re: Erebus : Shmup
« on: November 20, 2017, 02:20:50 AM »
I've uploaded another update to the demos, here are the links :

LINKS REMOVED - Project Updated

and here is a list of changes :

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.


- 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.

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.

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 :

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.

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.

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 ?

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

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

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.


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.


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 :


Events :

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