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Showcase #7

SHOWCASE #7
[p]Thanks again, all those great creations are what keep us improving the tool and the engine.
(By the way, don't hesitate to visit our Discord: our community is great!)[/p][p][/p][previewyoutube][/previewyoutube][h3]By order or appearance:[/h3][p]00:00 SUFFERNOW FLOWERS OF HELL by suffernow
00:05 ATOMANTA by Remorasoft
00:11 REVERIE BREAKER by Aru
00:16 COLLIDESCAPE by ATRiBeaut! Software
00:22 Zaxtron EXPLUS by RUOK
00:27 THE FEROCIOUS MOUSE IN: HOP'S AWAKENING by Èden Cruz
00:33 NANOFORCE by Alec's Factory
00:38 METAL CRISIS by Mad Rabbit Digital
00:44 AGEHABACHI by YUKI
[/p][p]You can find links for most of those games on our webpage:[/p][p]www.shmupcreator.com[/p][p] [/p]

Update: 1.7

[p]We are very happy to announce that the 1.7 update is now live on Steam![/p][p]This update contains a lot of new features as well as numerous bug fixes.
[/p][h2]01. New features[/h2][h3]Engine[/h3]
  • [p]Reduced stand-alone game loading time significantly: loading time can be cut by 3, depending on the type of assets.[/p]
  • [p]Consistent bullet patterns with low framerate: Some parts of the bullet code were frame-rate dependent. Now, the bullet behavior is the same for any framerate.[/p]
  • [p]A big part of the engine was rewritten under the hood: we'll soon add the ability to duplicate or rename game directories. Stay tuned![/p]
[p][/p][h3]Editor[/h3]
  • [p]Object name filter in the Game box to quickly search for objects:

    [/p]
  • [p]Pressing space or P in the Weapon editor pauses or plays the bullets pattern[/p]
  • [p]Added colors to the triggers to help logic readability:

    [/p][p][/p]
[h3]Gameplay[/h3]
  • [p]End of game trigger: new property 'don't show high score screen': some users are creating custom menus level don't want to display the high score when users click on a custom exit button. Or simply, some games are not suitable for high-scores. You can control when to display the scores with this new feature.

    [/p]
  • [p]Trigger new condition: 'score is less than': this opens the door to new gameplay conditions. For example, you could give the player an item if he completes a level with a score higher than x:

    [/p]
  • [p]Maximum 'follow Player Camera maximum acceleration' increased to 60[/p]
  • [p]Maximum weapons per set increased to 32[/p]
[h2]
02. Bug fixes[/h2]
  • [p]Changing the Sprite lighting between levels didn't work[/p]
  • [p]Gauges and chain bars had an incorrect height if used with post-processing effects[/p]
  • [p]Possible crash with score textures[/p]
  • [p]Deleting a weapon or a particle locator didn't propagate the deletion sometimes[/p]
  • [p]3d player/background collision was unreliable (regression)[/p]
  • [p]Better high scores text layout[/p]
  • [p]Continue sometimes always displays a dark screen[/p]
  • [p]Continue screen layout could break depending on the game screen ratio[/p]
  • [p]An item with negative life could decrease player's HP even if he was invincible[/p]
  • [p]If "hide when killed" was unchecked, enemies n > 1 were hidden anyway (regression)[/p]

Update: 1.6.10

[h3]New feature[/h3]
  • [p]relaxed the maximum created explosion from 99 to 399[/p]
[p] [/p][h3]Bug fixes[/h3]
  • [p]wrong text size for 1 second when using the Old TV post FX[/p]
  • [p]particle color interpolator sometimes flickered[/p]
  • [p]lights didn't light sprite's back side[/p]
  • [p]possible crash with triggers[/p]
  • [p]explosion editor light position displayed the x value for y and z[/p]
  • [p]continue window width was sometimes wrong[/p]

Update: 1.6.9

[h2]New feature[/h2]
  • [p]weapon auto shoot
    [/p]
[h2]Bug fixes[/h2]
  • [p]when the player died, the chain counter wasn't reset to zero[/p]
  • [p]when the player dies, the Chase camera position is now reset (only in Default mode)[/p]
  • [p]better player respawn collision behavior[/p]
  • [p]player stopped colliding with 3D objects after using continue[/p]
  • [p]the dark background from continue never disappeared[/p]
  • [p]a parent enemy could start again a dead child enemy[/p]
  • [p]possible crash when loading an enemy bar texture[/p]
  • [p]possible crash with trigger editor[/p]
  • [p]crash when adding an electroLoco bigBoss asset to a level (regression)[/p]
  • [p]changing the type of enemy from normal to tank crashed (regression)[/p]
  • [p]weapon particle locators rendering order is now consistent with isBulletOnTopOfPlayer game property[/p]
  • [p]player bullet impact particle rendering order could be wrong[/p]
  • [p]continue texts could go outside of the panel[/p]
  • [p]FX particles were rendered behind sprites[/p]
  • [p]FX lights sometimes didn't used the texture transparency [/p]
  • [p]tentative fix for laser sounds sometimes not stopping[/p]

Showcase #6, anniversay and 1.6.7 update

ANNIVERSARY


[h3]The SHMUP Creator is 3 years old![/h3]
Times flies! It's a good time to release our 6th showcase, a compilation of published or in-development games from the SHMUP Creator user community:


SHOWCASE #6


Thanks again, all those great creations are what keep us improving the tool and the engine.
(By the way, don't hesitate to visit our Discord: our community is great!)

[previewyoutube]https://www.youtube.com/watch?v=NFWlJu234Vc[/previewyoutube]
[h3]By order or appearance:[/h3]
00:00 ELEMENTAL EXOGEAR by To Faw Away Times
00:07 INSECTUM WAR by Bajo Studio
00:12 INTERSTELLAR SENTINEL 2 by Uplifting Goat LLC.
00:17 SINGULARITY STRIKE by RUOK
00:22 THE FEROCIOUS MOUSE IN: HOP'S AWAKING! by Éden Cruz
00:27 HIGHWAY ASSAULT FORCE by Sirmac Studios
00:32 SLING BOMB STG by Studio Hyper
00:37 METAL HEAD WARFARE by MK games
00:42 SPINFINITY by 3XP Studios
00:46 STAR - ORBIT ATRIBeaut! Software

You can find links for most of those games on our webpage:
www.shmupcreator.com


1.6.7 UPDATE

[h3]New features[/h3]
  • important engine optimizations
  • added a player 'on hit' particles system
  • H shows or hides all trigger connections
  • P pauses the moving enemy in the Weapon editor
  • users can now select object sub-entities even with selection constraints


[h3]Bug fixes[/h3]
  • very big scores were lost when reading the high score file
  • scores < 10 were not displayed
  • attached enemies never really paused
  • don't hit the force field if the weapon does zero damage
  • issues with shadows and 3D models using alpha
  • modifying a particle texture asset didn't update the alpha/additive rendering mode
  • stop rendering if the window is minimized
  • item particle effect could be rendered behind objects from the same layer
  • 3d materials migration from old projects could render objects black
  • selecting some very small sprites could be difficult
  • avoid cropping texts in the in-game menu