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SHMUP Creator News

Hotfix: 1.6.1.7

.hopefully fixes post-processing compatibility with some GPUs

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.

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

2 year birthday, showcase #4 and spring sale!

Birthday

The SHMUP Creator is 2 years old!
Thank you for joining us on this adventure!

Spring sale

The engine is 20% off right now during the spring sale!

Showcase #4

This is a good time to post our 4th showcase, a compilation of published or in-development games from the SHMUP Creator user community. We are very proud of our community :)

[previewyoutube]https://www.youtube.com/watch?v=_Z8hTn6_zaI[/previewyoutube]

By order or appearance:
00:00 Abstract Code by Ruok
00:08 Rotschwert bu Aru - Winged Fox
00:15 Collidescape by Andy Roseby
00:21 Tastrion by MagnaRemora
00:27 Falkensturm by R.B.Rigid
00:33 Silent Gear by Kanzaki
00:39 Interstellar Sentinel by Uplifting Goat LLC.
00:45 Hauser Invaders by SHMUP FEST Relay 2023

Next

We are going to publish our 1.6 update very soon, including cool features like Steamdeck compatibility, directX11 engine, new game features, and bug fixes.
Stay tuned!



Update V1.5.11

NEW FEATURE

.player control position duration max value increased to 9999
.added Button trigger Always activated checkbox

BUG FIXES

.starting the editor and minimizing it crashed
.when unfocusing the screen, such as with alt-tab, the particle system time was continuing, breaking effects when the window was in focus again
.enemy weapons weren't really aiming at the player's hitbox
.bullet impact particles are now always rendered after the enemy bullets
.when attacking an enemy with Animation > Curves > Amplitude values above 0, the player's bullets will attack the enemy's original position rather than home in on their actual position
.when a force field is stopped, the player now uses the player hit invincibility duration and not a 1-second hardcoded value
.very high high-scores were not saved properly
.calling Hide player with super gauge particle system active didn't hide the super gauge ready particles
.Player control can now hide the player force field particle effect
.hiding player reticule orientation when the player is hidden by the Player control trigger
.when deleting a link from an enemy and then pressing Tab to test, the link logic still applies to the enemy until you click somewhere else
.when a child enemy is attached to a parent enemy, if the parent enemy is killed using the kill trigger with "no items and score" option while the child enemy lives, killing the child enemy will incorrectly spawn items or score
.explosion_boomBass sound volume was too high
.stand-alone was logging the gamepad name each frame
.modifying the bullet scale in the Weapon editor didn't update other instances of the same weapon
.don't flash the player if Intro invincibility duration is zero
.moving up or down a level in the level selector should update the scroll position
.pressing F gave incorrect player position and wasn't focusing correctly
.invincible player bullets weren't playing any impact sounds
.UI polish

Free Music pack DLC released!

Music weeklies is an open composer community that creates weekly challenges for composers to submit and feedback work on.
(https://www.musicweeklieschallenge.com/)

One of the weekly challenge themes was SHMUP, and the result is this DLC Music pack that contains 52 free tracks you can use in your game!
A huge thanks to all composers having contributed to this pack, and especially to Scowsh who organized the music weekly challenge.
You are free to use those tracks in your own game: the only thing you have to do is credit the track composer in your product.


This DLC is composed of 3 parts:
-Heaven
A full 14-track album from Ed Tremblay from Bullet Heaven
Contacts: twitter.com/etrem88
https://www.youtube.com/@etrem88

-The Exquisite Bullet-Hell Fantasy of Magic War
A full 15-track album from Adigun Azikiwe Polack
Contact: https://twitter.com/AdigunPolack

-23 individual tracks from various composers:

Once downloaded, the 3 music packs will be added to the SHMUP Creator extensions.
But you will also be able to copy manually each track to your project Assets directory if you wish.

The Packs will be located there:
C:\Program Files (x86)\Steam\steamapps\common\SHMUP Creator\Extensions

Thanks again to every composer and their generosity!