Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TheDogCatcher

Pages: 1 2 [3]
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 :

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 ?

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) .

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 forums as they explain it pretty well.


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 ?

Work In Progress... / Re: Erebus : Shmup
« on: November 09, 2017, 02:40:09 AM »
yeah, you make some good points there, I guess I'd never really given it much thought probably because I've never had a game to promote before, I'll look into it.



Work In Progress... / Re: Erebus : Shmup
« on: November 08, 2017, 05:24:34 AM »
I've uploaded an updated version of the demo, here's the link :

LINK REMOVED - project updated

Here's a list of changes from the changelog:


- Player Ship now flashes during 1.5 second period of invulnerablitly after losing a life.

- Screen flashes red when the player loses a life.

- changed green weapon to piercing beam that travels through enemies and reduced weapon damage to compensate.

- changed red weapon to fire beams to the left and right aswell as forwards with the forward shot being slightly more powerful.

- Slightly increased blue weapon damage.

- doubled damage caused by the starting weapon.

- removed player health gauge and replaced it with a standard numerical display.

- removed player life cap.

- player ship starting speed and speed cap increased with bullet speed increased to compensate.

- added new type of explosion for when enemies are hit by bullets but are not killed.

- added option screen with volume sliders for explosion volume and global volume control.

- added Option to set the number of lives that the player starts with.

- added enemy transport ships for carrying powerups.

- added camera fade in at the start of a level and camera fade out at the end.

- added new weapon for type C enemies.

- added new type D enemy.

- added Credits page.


- small enemies firing while Offscreen fixed.

- Changed gravity setting for keyboard controls to eliminate momentum.

- Lowered Volume of pickup sound for powerups.

- removed ability to select non 16:9 aspect ratios.

- health pickup colour changed to orange.


- reduced resolution of texture maps for terrain to 256 x 256 from 1024 x 1024.

- reduced Indirect Resolution of terrain lightmaps to 0.1 texels per unit from 0.5 texels per unit.

- reduced foliage texture resolution to 512 x 512 from 1024 x 1024.

I've also created a lite version of the demo for people with slower computers, link :

LINK REMOVED - project updated

in the Lite version I've included support for aspect ratios other than 16:9, removed the side panels and rearranged gui elements to better fit the screen.

Work In Progress... / Re: Erebus : Shmup
« on: November 08, 2017, 02:05:48 AM »
no, sorry I don't do twitter or any type of social media really.

Work In Progress... / Re: Erebus : Shmup
« on: November 07, 2017, 11:21:11 AM »
If you want to wait a day or so I'll be updating the demo, I've made a lot of improvements so it might be worth the wait.

Work In Progress... / Re: Rick Henderson And The Artifact Of Gods
« on: November 06, 2017, 02:18:02 PM »
I saw the thread you posted on the forums but hadn't realised you were using playmaker, very impressive indeed.

In some ways it makes me feel a little inadequate, my own project is far more simplistic and yet I still struggle with it at times.  :-[

Work In Progress... / Re: Erebus : Shmup
« on: November 05, 2017, 11:38:09 AM »
I also like it!
You can implement a 'speed' pickup and you're free from critique.
From my personal perspective you must do it more 'over the top' (again, this is a question of taste, not a rule). The explosions must be bigger, the projectiles and ships should be bigger then their hit-boxes... anyway, i got excited, thats why i'm suggesting things :)

Thanks for the feedback, I have speed pickups in the game already, in the latest build I've also increased the player ship's base speed.

Explosions still need some work as there is only one type of explosion at the moment and I'm looking into that.

I'll also be tweaking weapon effects as I go .

anyway thanks for taking a look at my project I'm really glad you like it, hopefully things will only get better from here on. :)

I'll upload an updated demo in a few days time.

Work In Progress... / Re: Erebus : Shmup
« on: November 05, 2017, 01:17:26 AM »

Thanks for the feedback. :)

This is indeed my first project, I'm pretty much a total novice, I've made maps, mods and even total conversions for other games before but this my first attempt at making a full game. Virtually everything I know about using playmaker comes from watching these youtube tutorials :

I've already had some other people asking me to increase the ship speed so that's one of the first things I intend to fix, and I think I've already figured out a solution to the offscreen firing thing.

Btw the music is Mars The Bringer Of War from The Planets by Gustav Holst, one of my all time favourite classical tracks, it's also public domain so no copyright issues. :)

Thanks again for the feedback.


Work In Progress... / Erebus : Shmup
« on: November 04, 2017, 04:26:27 PM »
Hi folks,

For the last few weeks I've been working on an old school style Shoot 'em Up using playmaker (fantastic tool btw), and I now have a playable demo of the first level available.

Here's the download link for anyone who's interested :

LINK REMOVED project updated

and a couple of screenshots :

For more information on the project here's a link to the relevant thread on the forums :

anyhow I hope you enjoy my work and big thanks to the playmaker devs for making such a great and easy to use tool.



Pages: 1 2 [3]