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Author Topic: Erebus : Shmup  (Read 21581 times)

TheDogCatcher

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Re: Erebus : Shmup
« Reply #30 on: November 11, 2017, 06:20:03 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, 06:24:20 AM by TheDogCatcher »

Fat Pug Studio

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Re: Erebus : Shmup
« Reply #31 on: November 11, 2017, 06:53:40 AM »
Keyboard :)
Available for Playmaker work

TheDogCatcher

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Re: Erebus : Shmup
« Reply #32 on: November 11, 2017, 08:09:34 AM »
ah I thought so, I've made some changes in the latest build to hopefully make keyboard controls a bit more responsive.

TheDogCatcher

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Re: Erebus : Shmup
« Reply #33 on: November 14, 2017, 12:06:08 PM »
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.
« Last Edit: November 20, 2017, 04:21:38 AM by TheDogCatcher »

djaydino

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Re: Erebus : Shmup
« Reply #34 on: November 14, 2017, 04:19:50 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

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Re: Erebus : Shmup
« Reply #35 on: November 15, 2017, 12:09:14 AM »
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.

TheDogCatcher

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Re: Erebus : Shmup
« Reply #36 on: November 20, 2017, 04:20:50 AM »
I've uploaded another update to the demos, here are the links :

LINKS REMOVED - Project Updated


and here is a list of changes :

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.
« Last Edit: November 30, 2017, 03:27:30 PM by TheDogCatcher »

TheDogCatcher

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Re: Erebus : Shmup
« Reply #37 on: November 20, 2017, 02:57:08 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 :




« Last Edit: November 20, 2017, 05:10:53 PM by djaydino »

djaydino

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Re: Erebus : Shmup
« Reply #38 on: November 20, 2017, 05:12:08 PM »
Hi,
I have edited it for you :)

You can edit your post to see how :) just be sure to remove the 's' from 'https'

TheDogCatcher

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Re: Erebus : Shmup
« Reply #39 on: November 20, 2017, 05:46:59 PM »
Thankyou  :)


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

TheDogCatcher

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Re: Erebus : Shmup
« Reply #40 on: November 21, 2017, 03:37:54 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.

TheDogCatcher

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Re: Erebus : Shmup
« Reply #41 on: November 22, 2017, 11:27:55 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.

djaydino

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Re: Erebus : Shmup
« Reply #42 on: November 23, 2017, 03:31:25 AM »
Hi,
Have some triggers outside of the screen.
But you should look into pooling instead of creating/destroying (better performance, less garbage)

TheDogCatcher

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Re: Erebus : Shmup
« Reply #43 on: November 23, 2017, 04:07:26 PM »
anything that improves performance sounds good to me .

I've done a little bit of research and as I understand it I'll need some kind of pooling solution in order to impliment this such as SmartPool or Pooly.

I've downloaded SmartPool as it was free, is this a good solution ?

I haven't got  clue how to use any of this stuff so I'll probably be back with here with some questions, do you know of any tutorials that might help me ?

djaydino

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Re: Erebus : Shmup
« Reply #44 on: November 24, 2017, 08:47:55 AM »
Hi.
Sure, no problem.

You can make your own pool system actually with arrays.
But if the free one works good its not needed :)