Update: 1.6
We are very happy to announce that the 1.6 update is now live on Steam!
This update contains a lot of new features as well as numerous bug fixes.
[h2]Engine[/h2]
[h3]Steam Deck compatibility[/h3]
Stand-alone games are working on Steam Deck! You may have to enable Proton for your game (Properties > Compatibility > Force the use of a specific Steam Play compatibility tool).
(Known issue: shadows are not working for 3D objects yet)
[previewyoutube]https://youtu.be/JVipo8OeX0w[/previewyoutube]
[h3] DirectX11 and Graphic engine update[/h3]
The SHMUP Creator engine now uses DirectX 11. We are not supporting DirectX9 anymore. Users don't have to install DirectX9c to play with stand-alone games anymore and as a result, games should work on any PC from the start.
We also updated the Ogre3D graphic engine.
[h2]Editor[/h2]
[h3]Duplicate Explosion element[/h3]
There is a new Duplicate explosion element button to help you quickly duplicate explosion elements to create big explosions composed of several small explosions.
[h3]Triggers connections optimisation[/h3]
Some users love Triggers and are using a lot of them! We optimized a lot the Triggers connections rendering to improve the editor navigation speed.
[h2]Gameplay[/h2]
[h3]Particle locator in front or behind of sprites[/h3]
It's easier to choose the rendering order of a particle locator regarding its parent sprite. For example, if you add a particle locator to the player, you can choose to display the particles behind the player, or on top.
[previewyoutube][/previewyoutube]
[h3]Invisible enemy[/h3]
You can attach enemies to an invisible enemy and create complex enemy behaviors and animations. For example, you can attach a boss using a looping waypoint path to an invisible enemy that will move it from out of the screen to its start position. Or attach several enemies to a rotating invisible enemy to recreate the R-type circle enemies from the 1st level.
[previewyoutube][/previewyoutube]
[h3]Bomb cooldown property[/h3]
This will add a cooldown duration during which it's not possible to launch a bomb.
[h3]Bomb trigger Override bullets cancellable[/h3]
If checked, all bullets will be canceled by the bomb, even if they are not individually cancelable.
[h3]Misc.[/h3]
You can now connect WeaponSet and Kill triggers to the player. For example, you can use Button triggers connected to Weapon set triggers to change the current weapon set: when the player presses the pad left trigger or right trigger the in-game player will use a different weapon.

The maximum weapon set number is also increased to 64: so go crazy :)
[h2]Controls[/h2]
[h3]Button triggers allow directions as input[/h3]
You can do a lot of things with this feature. You can create a custom menu, spawn different particles depending on the pressed direction button, change the player's weapons, etc.
[previewyoutube][/previewyoutube]
[h3]Analog triggers support[/h3]
You can assign those analog triggers to weapons or use them with the Button trigger.
[h3]Misc.[/h3]
There are now 8 possible buttons instead of 4.
You can choose how many buttons are displayed in the start menu: for example, if your game uses only 2 buttons, no need to allow button remapping for other buttons.
[h2]Polish[/h2]
We removed the Optimize background rendering feature as it caused too many issues.
More pictures are preloaded to avoid hitches during the game
This update contains a lot of new features as well as numerous bug fixes.
01. New features
[h2]Engine[/h2]
[h3]Steam Deck compatibility[/h3]
Stand-alone games are working on Steam Deck! You may have to enable Proton for your game (Properties > Compatibility > Force the use of a specific Steam Play compatibility tool).
(Known issue: shadows are not working for 3D objects yet)
[previewyoutube]https://youtu.be/JVipo8OeX0w[/previewyoutube]
[h3] DirectX11 and Graphic engine update[/h3]
The SHMUP Creator engine now uses DirectX 11. We are not supporting DirectX9 anymore. Users don't have to install DirectX9c to play with stand-alone games anymore and as a result, games should work on any PC from the start.
We also updated the Ogre3D graphic engine.
[h2]Editor[/h2]
[h3]Duplicate Explosion element[/h3]
There is a new Duplicate explosion element button to help you quickly duplicate explosion elements to create big explosions composed of several small explosions.
[h3]Triggers connections optimisation[/h3]
Some users love Triggers and are using a lot of them! We optimized a lot the Triggers connections rendering to improve the editor navigation speed.
[h2]Gameplay[/h2]
[h3]Particle locator in front or behind of sprites[/h3]
It's easier to choose the rendering order of a particle locator regarding its parent sprite. For example, if you add a particle locator to the player, you can choose to display the particles behind the player, or on top.
[previewyoutube][/previewyoutube]
[h3]Invisible enemy[/h3]
You can attach enemies to an invisible enemy and create complex enemy behaviors and animations. For example, you can attach a boss using a looping waypoint path to an invisible enemy that will move it from out of the screen to its start position. Or attach several enemies to a rotating invisible enemy to recreate the R-type circle enemies from the 1st level.
[previewyoutube][/previewyoutube]
[h3]Bomb cooldown property[/h3]
This will add a cooldown duration during which it's not possible to launch a bomb.
[h3]Bomb trigger Override bullets cancellable[/h3]
If checked, all bullets will be canceled by the bomb, even if they are not individually cancelable.
[h3]Misc.[/h3]
You can now connect WeaponSet and Kill triggers to the player. For example, you can use Button triggers connected to Weapon set triggers to change the current weapon set: when the player presses the pad left trigger or right trigger the in-game player will use a different weapon.

The maximum weapon set number is also increased to 64: so go crazy :)
[h2]Controls[/h2]
[h3]Button triggers allow directions as input[/h3]
You can do a lot of things with this feature. You can create a custom menu, spawn different particles depending on the pressed direction button, change the player's weapons, etc.
[previewyoutube][/previewyoutube]
[h3]Analog triggers support[/h3]
You can assign those analog triggers to weapons or use them with the Button trigger.
[h3]Misc.[/h3]
There are now 8 possible buttons instead of 4.
You can choose how many buttons are displayed in the start menu: for example, if your game uses only 2 buttons, no need to allow button remapping for other buttons.
[h2]Polish[/h2]
We removed the Optimize background rendering feature as it caused too many issues.
More pictures are preloaded to avoid hitches during the game
02. Bug fixes
- Fixed a crash occurring during the Blade of Death tutorial (regression)
- Item attraction radius was wrong in Perspective camera
- Particle locators rendering order wasn't stable
- With a laser, left, right, or gravity only worked when there was an enemy on-screen
- Player enemy collision damage was framerate-dependent
- Whenever the Player Control trigger is activated, FX effects attached to the Player would restart
- Weapon set trigger editor: only allows switching weapons up to set 20, despite the current weapon set limit being higher
- Setting the player's hitbox position via "point position x / y" didn't update the preview as well as the player's gamebox
- If an item spawner item type was set to none the spawner would spawn a 'not found' item
- Player's gravity wasn't saved
- Damage should not be tied to the visual explosion with Smart bomb trigger
- If the player simultaneously fires both laser and bullets, then damage output is greatly reduced: now the hits are separately handled
- Alt-tab with a stand-alone using Old T.V. post-processing loses the HUD and texts
- Waypoint weaponSet was limited to the 10th weapon after reloading the level
- A bullet with 0 damage was still damaging the player's shield
- The last enemy waypoint aim speed was using the 1st waypoint aim speed value
- Trigger player "hide player" doesn't freeze the player anymore
- Some player physics settings were used even if Use physics was unchecked
- When switching a bullet to additive blending while the engine is open doesn't render correctly until saving and reloading the level
- Score screen score animation wasn't frame rate independent
- Grid was visually offset (regression)
- With a charge shot weapon, the warm-up duration wasn't reset when the player stopped pressing the button (regression)
- Tutorials music was not playing or stopping (regression)
- Hitting keeps the chain alive 1st hit on an enemy wasn't registered