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Author Topic: Erebus : Shmup  (Read 21578 times)

TheDogCatcher

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Re: Erebus : Shmup
« Reply #45 on: November 24, 2017, 09:10:37 AM »
I still can't figure out how any of this is supposed to work ....  :-[

I did a search of the forums and this has only left me even more confused.

EDIT : not to worry I found a youtube tutorial for pooly that seems to explain most things :


« Last Edit: November 24, 2017, 03:08:51 PM by djaydino »

TheDogCatcher

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Re: Erebus : Shmup
« Reply #46 on: November 24, 2017, 02:11:40 PM »
after watching the pooly tutorial video I have a better understanding of how pooling works but I have no idea about how to integrate it into my own project. So many aspects of my game rely on the create/destroy mechanic that to strip it all out would be a major undertaking and I have no idea where to start.

I feel quite annoyed that the initial tutorials I followed to help me make the game introduced me to such bad practices in the first place, now i feel like the whole thing is some kind of unholy mess that I can't unravel.  :(

600

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Re: Erebus : Shmup
« Reply #47 on: November 24, 2017, 02:28:30 PM »
I use PoolManager, it has Playmaker support too.
Very easy setup, in this link I have posted an image in replies:
http://hutonggames.com/playmakerforum/index.php?topic=9080.msg43344#msg43344

With this setup all you have to change are Create actions to Spawn and Destroy to De-spawn. The performance difference usually is huge if you spawn/despawn relatively often.

TheDogCatcher

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Re: Erebus : Shmup
« Reply #48 on: November 24, 2017, 02:40:19 PM »
ah, that sounds much more doable, thankyou very much.

TheDogCatcher

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Re: Erebus : Shmup
« Reply #49 on: November 30, 2017, 03:22:12 PM »
A new version of the demo is up, here's the link :


LINK REMOVED - Project Updated


There's no Lite version this time as I've been having some issues with my Dev PC, it looks like I'm going to have to reinstall windows, so things have been a little rushed this time around. I'm not really sure if the Lite version is all that neccessary anyway I may scrap it for future builds unless anyone specifically asks for it.

Anyway here's a list of changes for the latest version:


Quote
Features :

- changed game name to Operation Erebus and updated the logo.

- increased boss 1 health to 900 from 700.

- increased boss 2 health to 1350 from 1000.

- increased fire rate of green weapon to 0.2 from 0.22.

- decreased damage from green weapon to 5.5 from 6.0.

- increased fire rate of blue weapon to 0.11 from 0.12.

- decreased damage from blue weapon to 2 from 4.

- decreased health of type c enemies to 40 from 45.

- all bullets both enemy and player are now destroyed when leaving the screen.

- added a warning message for when enemy bosses are approaching.

- several changes made to scenery.




Fixes :

- fixed issue where the clickable area of the buttons was bigger than the button itself.

- fixed several minor issues with the GUI.

- Increased the size of clickable areas for the volume sliders on the options screen.

- fixed issue where enemy powerup carriers would occaisionally reappear in the center of the screen if not destroyed before exiting the screen.
« Last Edit: December 11, 2017, 09:54:48 AM by TheDogCatcher »

TheDogCatcher

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Re: Erebus : Shmup
« Reply #50 on: December 07, 2017, 01:58:38 PM »

I've been working on a new design for the side panels and I'd very much like some feedback on their appearance.






Do you folks like these better than the old ones  ?

djaydino

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Re: Erebus : Shmup
« Reply #51 on: December 07, 2017, 04:45:26 PM »
Hi.
I think it looks better yes,
But i would also make a background behind the buttons in the center (resume,exit,restart)

TheDogCatcher

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Re: Erebus : Shmup
« Reply #52 on: December 07, 2017, 05:19:34 PM »
I can see how a background for the buttons might look better, I'll give it a shot.  :)

TheDogCatcher

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Re: Erebus : Shmup
« Reply #53 on: December 11, 2017, 09:50:44 AM »
It's been a little while but here's an updated version of the demo:

LINK REMOVED - project updated.


Here's a list of the most recent changes :

Quote
Features :

- enemy bullets now have a black outline in an attempt to make them more visible.

- player invincibility period after being hit increased from 1.5 seconds to 3 seconds.

- removed some of the unneccessary options from control setup menu.

- added new mesh for the life powerup.

- added a restart button to the pause menu.

- reduced physical length of level(s) by approximately 20%.

- moved several enemy groups closer together.

- removed a handful of somewhat unneccessary enemy groups.

- changed speed display to use arrows instead of numbers.

- more updates to the scenery.

- altered boss warning text to make it more visually appealing.

- redesigned side panels and added other new gui elements.



Fixes :

- Slightly reduced the length of the main hitbox for the player ship.

- turrets on enemy bosses are now destroyed when the boss dies to prevent them from firing after the boss is dead.


As always the full list is included in the Changelog.txt file.


I'm not sure if I'll have time to update the demo again before the new year but please keep the feedback coming. Unless you good folks find any issues that really need addressing I'm thinking that this would be a good opportunity to start work on the second level, I feel that the first level is getting fairly polished now but as always please feel free to point out anything you think I'm missing.
« Last Edit: December 19, 2017, 04:48:17 AM by TheDogCatcher »

TheDogCatcher

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Re: Erebus : Shmup
« Reply #54 on: December 19, 2017, 04:46:41 AM »
I've updated the demo again, there's only a handful of changes this time round as I've mainly been concentrating on creating assets for level 2.

There were however a few outstanding issues that I've tried to address before fully commiting to level 2 development.

 I'm not sure if I've fixed the issue of the bosses firing their main weapons after dying but I haven't been able to reproduce it in any of my more recent tests, so I'm hoping I might have solved that one now, let me know if it still exists.

here's the link to the latest download :


Operation Erebus Demo 7


here's a list of changes :

Quote
Features :

- added splash screen.

- changed speed display.

- added a few more details to scenery.

- added in a few more enemy waves in an attempt to mix things up a bit.



Fixes :

- potentially fixed an issue that would allow enemy bosses to continue firing their main weapon after death (needs more testing to be certain).


As you can see it's quite a short list but I'd like to think that's because there are now fewer issues that need addressing. I probably won't release another new build now until level 2 is ready which will probably be sometime in January.

Happy holidays folks, see you all in the new year.


-mark

Fat Pug Studio

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Re: Erebus : Shmup
« Reply #55 on: December 19, 2017, 08:41:16 AM »
Great man, i'll try it out on weekend!
Available for Playmaker work

TheDogCatcher

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Re: Erebus : Shmup
« Reply #56 on: December 19, 2017, 11:28:25 AM »
Cool, I hope you like it . :)